Metroid: Dreadnought v1 - The Galaxy is Doomed

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
brunocar
Posts: 28
Joined: Sat Aug 31, 2013 7:19 am
Location: city 17

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by brunocar »

the only 2 things this mod needs are: a complete mph mapset and a better morphball
User avatar
Tango
Posts: 183
Joined: Mon Jul 31, 2006 6:39 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Tango »

yeah this is really sweet. with proper textures and maybe some more metroid enemies I could see this being a blast to make maps for
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Twitch ID: TerminusEst13

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TerminusEst13 »

Viscra Maelstrom wrote:where'd those Space Pirates in the gameplay trailer come from?
Pop in map31, you might be surprised. :p
User avatar
Infirnex
Posts: 185
Joined: Sat May 30, 2009 5:30 am
Location: US

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Infirnex »

This is a great mod, and I've been playing this non-stop since I downloaded it!
The only thing I was kinda expecting that wasn't implemented (besides the Screw Attack, which I have no idea how it would work) is the Shinespark. I didn't look at instructions first but figured out how to work the speed booster, so I instinctively thought to crouch to activate it. But no dice.
It's not a deal breaker though, and if my map detailing skills were anything above "meh" I would definitely give mapping a go.
User avatar
devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by devildemon »

HOLY SHIT! THis is bad ass looking! Must try
User avatar
Wivicer
Posts: 359
Joined: Sat Jul 27, 2013 4:39 pm
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)
Location: Minnesota

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Wivicer »

Quick note: I don't know if this happens in zandronum or anything because I'm playing in GZDooM, but when in the morph ball I can't pick up items or health or anything.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Twitch ID: TerminusEst13

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TerminusEst13 »

Wivicer wrote:Quick note: I don't know if this happens in zandronum or anything because I'm playing in GZDooM, but when in the morph ball I can't pick up items or health or anything.
Yup, the morph ball can't pick up items. This is to keep people from just hiding in morph all the time in order to abuse the tiny hitbox--you've gotta risk it in order to pick up health pickups.
Infirnex wrote:The only thing I was kinda expecting that wasn't implemented (besides the Screw Attack, which I have no idea how it would work) is the Shinespark. I didn't look at instructions first but figured out how to work the speed booster, so I instinctively thought to crouch to activate it. But no dice.
Aahhh, the Shinespark--easily the most requested item next to the Screw Attack. I'll see if I can fiddle with the code and figure out how to get that old baby going. :D
User avatar
TehRealSalt
Posts: 141
Joined: Thu Apr 03, 2014 10:25 am
Discord: TehRealSalt#6754
Github ID: TehRealSalt
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TehRealSalt »

Might as well leave this here:
Image
Last edited by wildweasel on Thu May 29, 2014 10:08 pm, edited 1 time in total.
Reason: Welcome to the forums; I've adjusted your image to use imgur's automatic thumbnail instead of a spoiler.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Twitch ID: TerminusEst13

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TerminusEst13 »

You have my attention.
User avatar
Captain J
 
 
Posts: 16772
Joined: Tue Oct 02, 2012 2:20 am
Discord: DiscussJ#3128
Location: A Year old Pizza Box

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Captain J »

look, another bravest volunteer! if he can post some pics with large thumbnail next time, though.
User avatar
SamVision
Posts: 2424
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by SamVision »

TerminusEst13 wrote:You have my attention.
You have mine as well.
User avatar
Enjay
 
 
Posts: 26403
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Enjay »

And my axe. :D
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Discord: josh771#7771
Location: Elsewhere.

Re: Metroid: Dreadnought

Post by Josh771 »

Nash wrote:Using this mod as a base, someone should make full-blown Metroid-style maps with backtracking and stuff, just like in Super Metroid. The bulk of the game core is already in this mod... so one would only need to construct maps, storyline and gameplay around it. :D
This mod has my interest piqued... I must try it. But I had a rather interesting thought about maps, particularly the aspect of preserving the predominantly vertical space of platformers.

What if there were a script that rotated the camera (and the force of gravity) making southern walls into floors and northern walls into ceilings? This would allow us to abuse the various DooM map formats to more easily produce lots of space over space with sloped "floors" and "ceilings" and would make 3D floors and sloped floors/ceilings much less necessary.

Just a thought. It would be an amazing trick; mappers could just draw up the maps as though they were for a platformer. Of course, the editor would get a bit confusing when you enter visual mode.
User avatar
Cryomundus
Posts: 495
Joined: Thu Oct 31, 2013 12:33 pm

Re: Metroid: Dreadnought

Post by Cryomundus »

SidDoyle wrote:
Nash wrote:Using this mod as a base, someone should make full-blown Metroid-style maps with backtracking and stuff, just like in Super Metroid. The bulk of the game core is already in this mod... so one would only need to construct maps, storyline and gameplay around it. :D
This mod has my interest piqued... I must try it. But I had a rather interesting thought about maps, particularly the aspect of preserving the predominantly vertical space of platformers.

What if there were a script that rotated the camera (and the force of gravity) making southern walls into floors and northern walls into ceilings? This would allow us to abuse the various DooM map formats to more easily produce lots of space over space with sloped "floors" and "ceilings" and would make 3D floors and sloped floors/ceilings much less necessary.

Just a thought. It would be an amazing trick; mappers could just draw up the maps as though they were for a platformer. Of course, the editor would get a bit confusing when you enter visual mode.
There was a Zdoom mod awhile ago that did that very thing.
User avatar
Doctrine Gamer
Posts: 379
Joined: Wed Jan 30, 2013 1:22 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Doctrine Gamer »

where I set the buttons to drop bombs and missiles? I did not find these options on the menu

Return to “Gameplay Mods”