[NEW!] Doom Delta v2.0 Released!

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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Tue May 31, 2016 6:41 pm

Here is a new WIP weapon: the Dark Claw! Me and my friend have decided that the Dark Claw and the Unmaker should make some appearances, as according to John Romero, they were seriously considered during development:

The knife, bayonet, machine gun, Unmaker and Dark Claw. Anything else you see in the design doc was not seriously considered; they were weapons that would have made it in if there was enough time and the balance would work out.


Image
Image

It currently replaces the Blur Sphere, as I don't find partial invisibility very useful. The first person sprite is a 'new' sprite created from the Doom 3 hell knight's hand. The sprite are not final, as I feel that the first person sprite suffers from the palette limitations. I feel that making it less 'shiny' will circumvent the issue it is currently having. It's behavior is also not final, currently it only fires a few projectiles in a large spread.

Another thing I'd like to show off are some score items.

Image

Currently I'm conflicted on their inclusion, as all these strange, arcane artifacts appearing so often together are strange. I'm considering either removing them entirely, or creating some UAC-themed score items that appear in UAC environments to tackle this issue. Let me know what you think about the Dark Claw and the score items!
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby demo_the_man » Tue May 31, 2016 6:49 pm

the dark claw could use some work maybe somthing like the player holding the severed arm and squeezing the magic out
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Woolie Wool » Tue May 31, 2016 7:14 pm

Spelling correction: it should be spelled "bayonet", not "bayonette".
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Tue May 31, 2016 10:39 pm

demo_the_man wrote:the dark claw could use some work maybe somthing like the player holding the severed arm and squeezing the magic out


I look into it :D

Woolie Wool wrote:Spelling correction: it should be spelled "bayonet", not "bayonette".


Thanks, it's fixed now.
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Aylah_Stimson » Tue May 31, 2016 11:48 pm

Image Maybe have little trinkets like these for UAC score objects.
Also I have no idea what to think of that arm. Maybe use it to unlock hell doors? Squeezing the magic out of it sounds a bit odd. If it's meant to be a weapon, then clawing is my thought.
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Nevander » Wed Jun 01, 2016 12:49 am

I see the red claw (in that view) as being a weapon like the hand from RoTT when you have God mode. Except instead of actually giving the player god mode, it will just let you fire demonic projectiles (like the Imp fireball) until the powerup or the ammo for it runs out.
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby YukesVonFaust » Wed Jun 01, 2016 10:16 am

DrPyspy wrote:Currently I'm conflicted on their inclusion, as all these strange, arcane artifacts appearing so often together are strange. I'm considering either removing them entirely, or creating some UAC-themed score items that appear in UAC environments to tackle this issue.

Strange Arcane artifacts better be rare and valuable.
or Very Rare. *means these artifacts spawn very rarely or extremely rare*
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Sir Reviloy Duke » Wed Jun 01, 2016 11:11 am

...Huh. This is interesting *Adds this to bookmark list*

Also, do I have to use Doom 1? I only have Freedoom Phase 1 (which is the freedoom version of Doom 1)

(My god Roy, who cares? -Kenzie Hilary
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby FaggoStorm » Wed Jun 01, 2016 11:19 am

Deviluke Roy wrote:...Huh. This is interesting *Adds this to bookmark list*

Also, do I have to use Doom 1? I only have Freedoom Phase 1 (which is the freedoom version of Doom 1)

(My god Roy, who cares? -Kenzie Hilary


Did you add that red text? It can't actually be a moderator warning. You did nothing wrong.

BACK TO THE THING MOD

Do you have any release date? I can't wait for this mod :)
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby wildweasel » Wed Jun 01, 2016 12:28 pm

FaggoStorm wrote:Did you add that red text? It can't actually be a moderator warning. You did nothing wrong.

He did it himself. None of us edited his post; it strikes me more as an attention-getting tactic.

Roy, in the future, could you please not do that?
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby Sir Reviloy Duke » Wed Jun 01, 2016 3:01 pm

Off topic stuff is in spoiler.

Spoiler:


Onto on topic stuff.

You know, I don't think someone would do this, so this wad is unique, to me. Can't wait for when it's finished!
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Wed Jun 01, 2016 8:02 pm

Aylah_Stimson wrote:Image Maybe have little trinkets like these for UAC score objects.


I like that idea.

Nevander wrote:I see the red claw (in that view) as being a weapon like the hand from RoTT when you have God mode. Except instead of actually giving the player god mode, it will just let you fire demonic projectiles (like the Imp fireball) until the powerup or the ammo for it runs out.


That is one of the ideas I've been playing with.

YukesVonFaust wrote:
DrPyspy wrote:Currently I'm conflicted on their inclusion, as all these strange, arcane artifacts appearing so often together are strange. I'm considering either removing them entirely, or creating some UAC-themed score items that appear in UAC environments to tackle this issue.

Strange Arcane artifacts better be rare and valuable.
or Very Rare. *means these artifacts spawn very rarely or extremely rare*


My only problem with rare artifacts is keeping scores consistent between playthroughs. For example, if you 100% a map and get 100000 points, you should be able to get that same amount again in a second playthrough. I might make it so that there is some sort of 'score quota' for each level so I can keep that consistency.
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby unRyker » Thu Jun 02, 2016 2:54 pm

DrPyspy wrote:My only problem with rare artifacts is keeping scores consistent between playthroughs. For example, if you 100% a map and get 100000 points, you should be able to get that same amount again in a second playthrough. I might make it so that there is some sort of 'score quota' for each level so I can keep that consistency.


I remember reading somewhere on the wiki that A_GiveToTarget or something like that can give a "token" that's capable of being tracked as a HUD element and I think there's some ACS involved in there to make it display onscreen(Personally, I never touched it) but who knows as I'm not experienced with modding Doom.

Now, about the project- it looks fantastic for a revival of the development versions of Doom! I personally really like the fullscreen HUD as it's just so simple and clean. This inspires me to go ahead and try to do my own HUD, but with finals coming up, there's barely any time left for me to spare for the next two weeks. The radar is also very cool to see being included as well, but I personally prefer less information on the screen and be focused on combat but that's just me being picky. I can't wait to play it when it comes out!
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby DrPyspy » Fri Jun 03, 2016 12:37 pm

I decided to record a video, since I wanted to showcase a lot of things, and I figured that a video would do more justice. New features include a custom intermission screen, and restored lightning for the episode Inferno. :D

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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta

Postby FaggoStorm » Fri Jun 03, 2016 1:17 pm

Wait, will I be able to use this mod in custom maps? Will this mod work on Doom 2?
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