MetaDoom v5.666 "Klave EX" (Status Report p109)

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Re: MetaDoom v5.666 "Klave EX" (p107)

Postby whatup876 » Wed Jun 12, 2019 6:03 pm

This is late but congrats on the update's release.

I remember the talk about the Beholder's sprites and wondered if the Forgotten Ones could look closer to either the RoE lost souls or the Doom 3 ones, since they're just generic skulls.
I think the issue is that enemy sprites in general are always hard and the idea of the Forgotten Ones is that they're meant to be small "human" skulls.

Also, if you look at some of the E3 footage, the new Arachnotron is able to charge a few big plasma balls, similar to Spiborg. (just because i once thought that Spiborg and even Beholder could in some ways represent the AT/PE in Eternal in case actual new enemies aren't going to work)
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Re: MetaDoom v5.666 "Klave EX" (p107)

Postby Kinsie » Thu Jun 13, 2019 3:57 am

The Doom 3 Lost Souls were more normal-human-head sized, as opposed to the traditional Lost Souls which are basically torso-sized. There's not a huge amount you can do in the Doom art-style in that size without sprite scaling, which can lead to a bit of what for lack of a better name I call resolution-dissonance - a normal sprite-scale Beholder spewing out high-res Doom 3 Lost Souls would look kinda weird!

Granted, I'm not a fantastic artist, so if someone does something better in Doom-monster-head size (or sliiiightly larger - revenant head size?) I'd be more than happy to eat my words.

I'm not sure what'll happen with the Eternal Arachnotron. I'd like it to be a new enemy so that the Arachnotron would have three variants like most of the monsters, but we'll see what gameplay dictates.
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Re: MetaDoom v5.666 "Klave EX" (p107)

Postby whatup876 » Thu Jun 13, 2019 12:45 pm

An idea i had for "small" D3 Lost Soul sprites was using the former shotgunner's head as a base for sprites. (because it's a plain bald head so i assumed it'd work)
Like, add the tech in its back, make the mouth more open and "ripped" from it, add those tubes in the mouth and the white eyes...
I'm making it sound easier right now
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Re: MetaDoom v5.666 "Klave EX" (p107)

Postby Kinsie » Sat Jun 15, 2019 7:01 am

Due to my crippling incompetence, I have no idea how many people even play my mod, and I don’t get a huge amount of feedback. As such, I’ve thrown together a little survey to try and get a better idea of what needs doing. If you play MetaDoom, I’d greatly appreciate it if you filled it out! Thanks!
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby namsan » Sat Jun 15, 2019 9:08 am

Ok Kinsie, I sent my feedback from that link.
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Koopliss » Sat Jun 15, 2019 9:53 pm

i've submitted to the survey, i've also detailed pretty much my only major thought about it, either way, thank you for providing us a great demon slaying experience. :P
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Sallyspartan » Sun Jun 16, 2019 12:44 am

Filled out, and sent. I hope you find it beneficial!
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Nems » Sun Jun 16, 2019 2:00 am

Answered the survey. <3

I plan on playing through a few megawads with MetaDoom as well to provide feedback.
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby kadu522 » Mon Jun 17, 2019 4:59 pm

Well i just added my OPINIONS! to that survay of your's.

I'm not sure if its gonna be of much use sinse i did not play V5 much (i also stated the same in the form) but there more the better right :p
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Nems » Fri Jun 21, 2019 2:06 am

Just got done playing MetaDoom with an Oblige megawad. I didn't notice any game-breaking bugs and I had a great time. There are a couple of things I noticed though and wanted to bring up:

-Is the shared inventory ammo intentional or a bug? I've noticed this since the first version of MetaDoom but the inventory items all use the same ammo. If you use it all up you can't use anything else. It's not really a big deal, mind you, since you can get 25 total and I was constantly coming across inventory pick ups. Just something I thought I'd ask about.
-The BFG feels underwhelming to the point that I barely used it once I got other slot 7 weapons. The slow speed of the projectile I think is what puts me off. It seems/feels slower than the vanilla BFG projectile so I end up using it in close combat, trash mob situations when I did use it (versus mid to long range situations against harder/tougher singular targets in vanilla Doom where I'm used to the BFG ball traveling faster). Maybe the BFG in MetaDoom fills a different combat role versus the two other slot 7 weapons and I just haven't figured out yet what that role is so I'll admit this could just be me being a brainlet.

Still an awesome release nonetheless! <3
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Kinsie » Fri Jun 21, 2019 3:50 am

Nems wrote:-Is the shared inventory ammo intentional or a bug? I've noticed this since the first version of MetaDoom but the inventory items all use the same ammo. If you use it all up you can't use anything else. It's not really a big deal, mind you, since you can get 25 total and I was constantly coming across inventory pick ups. Just something I thought I'd ask about.
It's intentional. The aim was to prevent situations where you're stuck with a bunch of items that aren't helpful to your current situation while being deprived of stuff you could really use. Whether or not the results are more fun is up for debate...

Nems wrote:-The BFG feels underwhelming to the point that I barely used it once I got other slot 7 weapons. The slow speed of the projectile I think is what puts me off. It seems/feels slower than the vanilla BFG projectile so I end up using it in close combat, trash mob situations when I did use it (versus mid to long range situations against harder/tougher singular targets in vanilla Doom where I'm used to the BFG ball traveling faster). Maybe the BFG in MetaDoom fills a different combat role versus the two other slot 7 weapons and I just haven't figured out yet what that role is so I'll admit this could just be me being a brainlet.
The BFG moves slower so that it can shoot powerful lasers at enemies it passes, ala other BFGs, on top of the traditional BFG effect (or something reasonably similar). I personally use it for evaporating crowds and bosses.
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Grizzly » Fri Jun 21, 2019 2:27 pm

Heya! I've downloaded this mod because it was featured on the Zdoom spotlight. I like what I'm playing thus far, but I'm noticing a "ACS: 'PlayingDoom64': Unknown Actor Class." error on the top left of the screen all the time. Did I fuck up an installation process?

Also, thank you for removing hitscan becuase hitscan is indeed awful :D
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Kinsie » Sat Jun 22, 2019 1:43 am

Grizzly wrote:Heya! I've downloaded this mod because it was featured on the Zdoom spotlight. I like what I'm playing thus far, but I'm noticing a "ACS: 'PlayingDoom64': Unknown Actor Class." error on the top left of the screen all the time. Did I fuck up an installation process?
That just means you're not playing Doom 64. I'm not sure why that's showing up for you. Try setting Hud Options > Message Options > Developer Message Mode to "Off".
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Grizzly » Sat Jun 22, 2019 4:39 pm

Oh, I must have turned that on by accident :oops:
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Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)

Postby Beezle » Sun Jun 23, 2019 10:06 am

Is the purpose of "Content Locust" to play MetaDoom with single mapsets? I always kinda thought this mod was geared toward megawads since its a lot of fun to discover new monsters and weapons as you progress.
Last edited by Beezle on Sun Jun 23, 2019 10:34 am, edited 1 time in total.
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