MetaDoom v4.1 "Fred" (p81)

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MetaDoom v4.1 "Fred" (p81)

Postby Kinsie » Thu Jul 28, 2016 9:28 am

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When Doom 3 came out, there were a number of attempts to recreate its gameplay within the boundaries of the Doom source ports of the time. Similarly, Doom 4 has been receiving similar recreation efforts, with varying levels of closeness to the original source material. Ultimately, looking at these efforts made me take a step back and think: why restrict yourself to mashing just two games together...?

MetaDoom is a gameplay mod that attempts to merge in elements from every Doom game ever made into something loosely resembling a cohesive mass, with Doom 2, 3 and 4 elements standing side-by-side and often merged together in new and interesting ways. And then the obscure stuff, like the mobile games and console ports, get thrown in... then the resulting mass of flesh and guns gets thrown into a blender for five minutes. Serve with a clove of garlic.





Features

The Greatest Hits: I'm attempting to implement every weapon from the extended Doom arsenal. I've probably forgotten a few, but I bet I'll be pretty close by the end. I also merged together different iterations of the common weapons together to create a unique and fascinating blend of these much-loved death-dealers. In addition, Doom 4's infamous "glory kill" system has been translated into an off-hand melee system, so you can punch monsters for supplies. Also, grenades and their numerous variants are present, using a shared ammo system.

Intelligent Weapon Randomization: While replacing every weapon spawn with a randomizer that spits out a hundred different shotgun variations is all fun and games, it can be a wee bit overwhelming when you're starting out. As such, weapon spawns will only introduce the weirder, more niche things once you already have that base weapon upon a map start. For example, if you have a shotgun when a map starts, there's a chance that Shotgun spawns will give you one of the deeper cuts instead.

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Intelligent Monster Randomization: Again, many monster randomizers tend to get too carried away with having lots of variety to consider the possibility that maybe having a very good chance of the first Zombieman being replaced with a super-monster that floods the map with fart gas is a bad idea. (You know who you are...) As such, monster variety will slowly open up as you complete levels, allowing for a more gradual ramp-up in difficulty.

Also, all monster hitscans have been replaced with tracers. Because as Doom 4 so aptly put it, screw monster hitscans.

Fancy Visual Effects: All the latest functionality of GZDoom is implemented in a bid to create new and interesting visual effects without damaging that lovely Doom pixel-art aesthetic too harshly. Rolling sprites, flat sprites and so on all get their time in the sun.

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ULTRA-NIGHTMARE!: Because seeing how far you can get while Ironmanning is fun, no matter how much the engine developers are violently opposed to it.

Secrets and Easter Eggs: It wouldn't be a Kinsie mod without them.

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Downloads

NOTE: This was designed for the latest Stable GZDoom. Software mode is not supported. The older OpenGL renderer is not supported. EDGE is not supported. Doom Legacy is not supported. Zandronum probably won't be supported until 2050. This may change in the future, but for now, assume it won't!

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Equipment

The MetaDoom arsenal is still rapidly expanding. Check back later as more toys get added to the shelves.

Spoiler: The Basic Arsenal

Spoiler: Alternate Weaponry


Spoiler: Equipment


Help Wanted!

This is admittedly primarily a solo project, but there are so many things I just can't accomplish on my own. If you have any knowledge of the following, then please, feel free to make that known! It would make me a very happy Kinsie.

Reverse-Engineering The Mobile Games: These contain unique and fascinating assets (especially Doom 2 RPG), but frankly screenshot rips won't really cut it. There is one project that's gotten into the file formats, but it's unreleased and won't include any documentation, so who knows when we'll see the fruits of that...

Enemy Sprites: Making more unique artwork for the enemy variants (both lesser and greater) is a top priority, and one that I'm just a tiny bit crap at. At the least, it'd be a lot nicer than just pallete swaps. :)
Last edited by Kinsie on Tue Jun 06, 2017 12:36 am, edited 49 times in total.
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby rsl » Thu Jul 28, 2016 10:30 am

Kinsie wrote:Intelligent Weapon Randomization: While replacing every weapon spawn with a randomizer that spits out a hundred different shotgun variations is all fun and games, it can be a wee bit overwhelming when you're starting out. As such, weapon spawns will only introduce the weirder, more niche things once you already have that base weapon upon a map start. For example, if you have a shotgun when a map starts, there's a chance that Shotgun spawns will give you one of the deeper cuts instead.

(...)

Intelligent Monster Randomization: Again, many monster randomizers tend to get too carried away with having lots of variety to consider the possibility that maybe having a very good chance of the first Zombieman being replaced with a super-monster that floods the map with fart gas is a bad idea. (You know who you are...) As such, monster variety will slowly open up as you complete levels, allowing for a more gradual ramp-up in difficulty.


Heh... I thought about this a while ago, too. Makes a lot of sense and caters also to lovers of the classic style gameplay, a very good philosophy IMHO... But how do you track, say, level number without resorting to ACS? :(
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby Kinsie » Thu Jul 28, 2016 10:39 am

rsl wrote:But how do you track, say, level number without resorting to ACS? :(
By resorting to ACS. :wink:
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby JimpArgon » Thu Jul 28, 2016 10:39 am

this looks awesome!
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby DrPyspy » Thu Jul 28, 2016 10:54 am

I'm really liking the ideas I'm seeing here, but I especially enjoy the idea of the intelligent monster and weapon randomization! Best of luck on getting the Doom 2 RPG assets, as there could be a lot of great stuff in there.

Also, if you need any help with setting up mouse-controlled ACS menus, I can offer my assistance!
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby JohnnyTheWolf » Thu Jul 28, 2016 10:58 am

I would play that! Two questions, though:

1- Can we expect a widescreen version of the custom HUD bar?

2- Where is the BFG?
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby Kinsie » Thu Jul 28, 2016 11:12 am

JohnnyTheWolf wrote:I would play that! Two questions, though:

1- Can we expect a widescreen version of the custom HUD bar?

2- Where is the BFG?
1.) Yeah, I just forgot to add the little side-panels for widescreen stuff before doing screenshots.

2.) I've planned it out, but I haven't coded it yet. I'll add it to the list once it's in the engine. :)
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby FaggoStorm » Thu Jul 28, 2016 11:27 am

The weapons look really good!

Can't wait to play it :D
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby ijon » Thu Jul 28, 2016 12:01 pm

are you going to add caleb and strifeguy

/shitpost
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby Kinsie » Thu Jul 28, 2016 12:11 pm

ijon wrote:are you going to add caleb and strifeguy

/shitpost
If ever there were a use for that new cheatcode system I added...
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby Mav3rick » Thu Jul 28, 2016 12:13 pm

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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby Gorec » Thu Jul 28, 2016 1:01 pm

im really want to see it :)
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby scalliano » Thu Jul 28, 2016 3:41 pm

Kinsie wrote:(You know who you are...)


Don't blame me, Kins, blame the feature-creep. Oh, hang on, I forgot about that one ...

This looks ace so far - great to see the "all-inclusive" idea coming to fruition.
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby HannesH » Thu Jul 28, 2016 4:18 pm

Sounds pretty good i think im gone Keep an eye on this mod
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Postby Nems » Thu Jul 28, 2016 5:21 pm

Holy shit this is awesome. <3
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