MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

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.
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Kinsie
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Re: MetaDoom v4.1 "Fred" (p81)

Post by Kinsie »

TootsyBowl wrote:EDIT: Alright I was subtle about it before but now I'll be clear.

MetaDoom Monsters Only Edition.pls
DIY
whatup876 wrote:I wonder how many dark areas featured Spectres, because i wonder if the size of a room (like whether or not the ceiling is low enough) could be a factor for Nightmare Spectres and Trites.
It's not.
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Re: MetaDoom v4.1 "Fred" (p81)

Post by whatup876 »

Kinsie wrote:
TootsyBowl wrote:EDIT: Alright I was subtle about it before but now I'll be clear.

MetaDoom Monsters Only Edition.pls
DIY
whatup876 wrote:I wonder how many dark areas featured Spectres, because i wonder if the size of a room (like whether or not the ceiling is low enough) could be a factor for Nightmare Spectres and Trites.
It's not.
Ok, anyway, besides fixing the summoner, how's the codex entries going?
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TootsyBowl
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Re: MetaDoom v4.1 "Fred" (p81)

Post by TootsyBowl »

Kinsie wrote:
TootsyBowl wrote:EDIT: Alright I was subtle about it before but now I'll be clear.

MetaDoom Monsters Only Edition.pls
DIY
how
i cannot slade
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zrrion the insect
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Re: MetaDoom v4.1 "Fred" (p81)

Post by zrrion the insect »

Just use XWE then :v
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Kinsie
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Re: MetaDoom v4.1 "Fred" (p81)

Post by Kinsie »

whatup876 wrote:Ok, anyway, besides fixing the summoner, how's the codex entries going?
DrPySpy was working on that. I don't THINK there's been any major advances on that in a while.
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TootsyBowl
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Re: MetaDoom v4.1 "Fred" (p81)

Post by TootsyBowl »

I mean I have Slade, I just have no idea what files to remove and what lines of code to eliminate.
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Re: MetaDoom v4.1 "Fred" (p81)

Post by whatup876 »

Kinsie, is that Dr Kronos from Doom RPG in your icon?
What's going on, are you up to something?
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Kinsie
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Re: MetaDoom v4.1 "Fred" (p81)

Post by Kinsie »

whatup876 wrote:Kinsie, is that Dr Kronos from Doom RPG in your icon?
What's going on, are you up to something?
UsernameAK linked me to this great article on Doom RPG 1's formats, including dumps of all the artwork.

I'd like to find a way to shoehorn Kronos in, but he has all of two animation frames and is Wolf3D-resolution, so odds are he'd need a bit of work.

Sorry for the lack of updates lately, I've been beavering away on this stupid thing.
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Re: MetaDoom v4.1 "Fred" (p81)

Post by RevanGarcia »

Stupid suggestion: MetaDoomguy's arms... or gloves.
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ZikShadow
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Re: MetaDoom v4.1 "Fred" (p81)

Post by ZikShadow »

RevanGarcia wrote:MetaDoomguy's arms... or gloves.
That idea reminds me of a thing I did a long time ago.
Not exactly Doom-related, but you get the point.

Image

http://i.imgur.com/OCi9PD8.png

Image

http://i.imgur.com/u5KGWNe.png
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Captain J
 
 
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Re: MetaDoom v4.1 "Fred" (p81)

Post by Captain J »

Too bad those are undoubtedly Valve-style! :P
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SoulCircle
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Re: MetaDoom v4.1 "Fred" (p81)

Post by SoulCircle »

I would just like to say this: Metadoom is a Year and 9 days old today. So happy belated birthday, Metadoom.
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Re: MetaDoom v4.1 "Fred" (p81)

Post by whatup876 »

I thought MetaDoom was released in 13th of this month, at least according to the changelog.
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SoulCircle
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Re: MetaDoom v4.1 "Fred" (p81)

Post by SoulCircle »

I was more or less going off when work started, which was... Well I guess when the thread was created.
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Re: MetaDoom v4.1 "Fred" (p81)

Post by Baronos »

Amazing mod,I really like how it combines vanilla gameplay with new features from other games of the series.It's also really well balanced.

I have a lot of questions/suggestions about it(hope they're not too many for you):
-What do you think of adding a monster option for the mod?
Like this: -Vanilla -Progressive -Alternative -Random
I know new monsters appear progressively but I thought It would be an option for those who want to fight the new ones right off the bat.
-Are you going to add Glory Kills from Doom 4?
I'm not talking about making an animation for the kills,that would ruin the pace.Just something similar.
-Will there be variations of some weapons?
I'm not talking about whole new weapons,just different skins:Like the regular chainsaw replaced with the Doom64 version.
-Speaking of skins and Doom 4,are you going to give to the Cyberdemon the same treatment as the Spider Mastermind?
What I'm trying to say is if you're going to give a new look the Cyberdemon with some moves from Doom 4,it feels quite underwhelming if compared to the Mastermind.
-Considering this is a mod that combines everything from Doom in different media,will there be something from the Doom movie,too?
I know this sounds weird,but I think it would be quite nice have something from the Doom movie:Maybe a weapon or a new enemy,like Sarge(The Rock) which would be a stronger shotgunner but has a weaker version of the hellknight's jump attack.
-The last one(maybe I'm asking too much with this):Are you going to add the Mother Demon from Doom64,too?
Yes,It might be impossible add her to the bunch but I think it would go like this:she appears really rarely and replaces the Mastermind or the Cyberdemon.

These were all the questions,hope I'm not bothering you.
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