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.
whatup876
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by whatup876 »

ThrashfanBert1994 wrote:heres a offcial replacement for a lame d46 shotgun, d4 shotty is better than that shotgun
The reason for the weapons having their looks in MetaDoom is to represent multiple versions of the same weapon without literally adding these multiple version at the same time.
While that D4 shotty would be more accurate, it could go against the point of MetaDoom mixing things up.
I think the sprites are fine as they are right now, even if they look weird at times.

Anyway, that Spiderdemon looks great.

Edit: but considering the D4 shotgun has a thing attached to it to indicate it has the explosive shot fire, maybe it coule be attached to the D64 shotgun, like how the D3 assault rifle has the micro missiles.

Edit 2: I think the original Doom games probably also had a "mix up" situation where some stuff was drawn and other came from used photographs and stuff, so MetaDoom could be taking that to another level by mixing up elements and art styles.

One sprite change i like is the Nightmare Spectre because the original was just a regular Spectre but blue, so now it's a mix of D64's Spectre and monster from the PlayStation port, it's like he fits with the Fiend, Former Assassin and now the Spider Mastermind.

I guess i just got used to how they came out like, but i don't think they really need to be changed, outside of maybe some "fixing" like how the Summoner's death doesn't have any gore in it, because their overall design and shape still kinda have a place in the mod.

Edit 3: also, Kinsie, are you sure you're not making the Spider a bit too OP?
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DoomKrakken
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by DoomKrakken »

JohnnyTheWolf wrote:You mean, this?

I agree with scalliano: this is what the D64 Spider Mastermind should have looked like! :shock:
But... I said that... :(
JohnnyTheWolf
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by JohnnyTheWolf »

You did? I only saw your comment where you described it as a mix between D2016 Spider Mastermind and its hypothetical D64 counterpart.
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DoomKrakken
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by DoomKrakken »

I see that now. Ok...
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mentha
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by mentha »

could you consider giving the soul cube its own button? i tend to die before using it to regain health and ammo
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DoomKrakken
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by DoomKrakken »

A quick use button? Sounds cool... :D
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potetobloke
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by potetobloke »

Got bored and then gave the Shotgun sprite sum hands
D4Shotgun1.png
whatup876
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by whatup876 »

potetobloke wrote:Got bored and then gave the Shotgun sprite sum hands
D4Shotgun1.png
If this Shotgun ever replaces the current one, i still think some parts of the current one should still be kept like the blue/brown colors it had, specially since those sprites feel too Doom 4 to the point they fit more with an actual fully D4 based mod.

Edit: i noticed that the thing on its side doesn't appear on the reloading animation
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Kinsie
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

Image

The next version is rapidly approaching what could be called "done". I'm very happy with it, and it's very close to my initial vision for the mod almost a year ago. How far we've come, eh?

I'd very much appreciate testers before I finally hit the button. If you're brave enough to play it before all the edges are completely sanded off, grab a devbuild and let me know if you bump into anything weird. Thanks!

Image
whatup876
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by whatup876 »

I noticed that the Summoner was able to resurrect enemies like the Arch-vile, was this intended?
Edit: also, remember when i mentioned power up timer bars appearing in front of one another or something?
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Kinsie
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

whatup876 wrote:I noticed that the Summoner was able to resurrect enemies like the Arch-vile, was this intended?
Yes.
whatup876 wrote:Edit: also, remember when i mentioned power up timer bars appearing in front of one another or something?
The only powerup bars that should overlap realistically are Berserk and Quad - those use the same screen real-estate since I assumed Berserks wouldn't be dense enough in placement in most good maps that players would be able to find one within the lifespan of the other.

If it's not Quad and Berserk, could you please post a screenshot?
whatup876
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by whatup876 »

Kinsie wrote:
whatup876 wrote:I noticed that the Summoner was able to resurrect enemies like the Arch-vile, was this intended?
Yes.
whatup876 wrote:Edit: also, remember when i mentioned power up timer bars appearing in front of one another or something?
The only powerup bars that should overlap realistically are Berserk and Quad - those use the same screen real-estate since I assumed Berserks wouldn't be dense enough in placement in most good maps that players would be able to find one within the lifespan of the other.

If it's not Quad and Berserk, could you please post a screenshot?
hold on
Edit: not sure if it's all the power ups but
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power up.png
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Kinsie
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

That'd be the Berserk and Quad thing I mentioned. I don't think it'll be a big issue outside of cheating, test maps and maybe Mock 2.
whatup876
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by whatup876 »

Kinsie wrote:That'd be the Berserk and Quad thing I mentioned. I don't think it'll be a big issue outside of cheating, test maps and maybe Mock 2.
ok
JohnnyTheWolf
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by JohnnyTheWolf »

Spotted a typo in the MetaDoom options: "Seperate Episodic Spawn Rules".

What are these Doom 3 Marine corpses for? At first, I thought you had replaced the Player and Marine sprites altogether, but it does not seem to be the case.

Finally, any chance of adding a slider to change the scale of those completionist messages? They seem unnecessarily big.

EDIT #1: The blue brick borders of the score screen disappear when loading the next level.

EDIT #2: I have a suggestion regarding the vanilla Spectre. Since it is essentially the same exact monster as the Pinky, why not phase it out completely in favour of the new variants?

EDIT #3: Still no vanilla Hell Knight and Baron of Hell?
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