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

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

Postby Alptraum » Sat Aug 31, 2019 11:24 am

The only thing I don't like about this mod is the machinegun from Doom 3. I never liked that weapon at all.

Except that, it's a decent mod ^^
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Re: MetaDoom v5.666 "Klave EX" (Status Report p109)

Postby whatup876 » Sat Aug 31, 2019 8:19 pm

I guess the idea is that there is two types of assault rifles in Doom and the 2016 one is represented as the alt fire, while 3 is meant for the design.
The gameplay role is pretty much the classic chaingun because later games split it into actual chainguns and assault rifles.

I also remembered that the Eternal design for the Revenant shows some differences like skull themed rocket launchers for example.

So if Fiend were to get some sprite changes just to look a bit more different from the regular Revenant (since they almost have the same silhouette), he could carry bigger shoulder launchers with spikes and skull related decorations.
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Re: MetaDoom v5.666 "Klave EX" (Status Report p109)

Postby Iniquitatis » Sat Aug 31, 2019 8:26 pm

Alptraum wrote:The only thing I don't like about this mod is the machinegun from Doom 3. I never liked that weapon at all.

Same here. It lacks some "punchiness" and feels pretty weak audiovisually (just like in the Doom 3).
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Re: MetaDoom v5.666 "Klave EX" (Status Report p109)

Postby whatup876 » Sun Sep 01, 2019 5:31 pm

At this point, maybe change the sounds of the weapon, since it already fires faster than the OG chaingun. (even if it's just a little, tiny bit)

On a different topic, i had an idea for a MetaDoom inspired mapset: intermission screens with locations and all like in D1. (expanded to represent other games)

Problem is: only the 3 first episodes have these buildings, so i thought of some ideas/solutions:

* maybe take sprites and parts from some textures, skyboxes or props and get creative.
* actually draw intrepertations of what the places would look like.
* maybe take some screenshots in certain angles and edit them up.
* maybe use a map builder to create a random building and screenshot that.
* or look up official/concept art, screenshots and assets from the newer games (3, 2016, Eternal), since they have actual locations instead of abstract ones.
* on that part above, see which fit with the other games.

Then again, this also depends on the ACTUAL levels, i suppose. (because it's not like we'll be referencing every level and at the very least, have some random parts of levels that represent something specific)

Edit: Just found someone doing a MetaDoom inspired map pack, apparently.

It's more focused on 1, 2 and Final Doom IWADS, so i guess other games may not be included.
Still, it looks cool and i guess that's a start.
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Re: MetaDoom v5.666 "Klave EX" (Status Report p109)

Postby Miru » Mon Sep 02, 2019 11:20 pm

The level pack’s author confirmed he will only be including elements from the four IWADs. I think a map pack representing all the series would still be worth it.

Also, some more suggestions:

D3 Caco would be the Caco-Spectre! The largely invisible beast foregoes orb attacks in favor of a lightning stream. It will also use a psionic hitscan thanks to its exposed brain, and a bite, along with the ability to charge at players at high speeds. It would only appear in low-light areas.

If we get civilian zombies, this would be an opportunity to have them use the fire extinguisher and axe weapons. Axe-wielding Zombies (engineers?) would be deadly when infighting with each other.

Chainstrosity would use the Doom 64 chainsaw for an increased damage speed and ratio. It is also a little slower than the regular Sawcubus, but with more HP. (Thus harder to pry the chainsaw off of them)

Zombie Troops would be the D64 former humans in yellow, armed with Super Shotguns. Lethal at point blank, but fragile, especially given that they have to reload.

Zombie Captains are a little harder, but maybe give them the rocket launcher? They stand still for a few moments before firing, though. A skull for a face, like some had in Doom 3, might make them distinct. Maybe they have a chance to catch fire if not gibbed, ala Bernie?

I think the Axe could get an alt-fire that chops downward. Or maybe even throwing the axe forward ala Hexen?

Infernis could be based on the D3 Arch-Vile (summoning instead of reviving), though perhaps we could use some of the unused designs from 64/D3 like “Birdman” for this one and Apollyon. Maybe give it attacks similar to a Heretic wizard?
Last edited by Miru on Mon Sep 09, 2019 1:14 pm, edited 1 time in total.
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Re: MetaDoom v5.666 "Klave EX" (Status Report p109)

Postby whatup876 » Sun Sep 08, 2019 8:45 pm

I remember the Cacodemon in 2016 having a "blinding" ability but that can be the opposite of fun and some Stadia footage i saw gave the Eternal one a "sprint" to get close to the player.

Speaking of other zombietypes, the Eternal cyber zombies have a single flamethrower, which could work as the closest thing to an enemy having a lighting gun-esque attack.
There's also the explosive engineer zombies from 2016 which could work as a walking exploding barrel. (and give out fire extinguishers when killed without blowing up)

An SSG zombie would sound a bit OP and could depend on whether or not the Doom Marauder in Eternal will be an enemy or a single character.

I also noticed this that you made viewtopic.php?f=4&t=15080&hilit=Spriting+Carnival&start=33735#p1117987 which looks cool.

What do you think they should play like? Because in case there isn't any move to pull out from the games right now, we could wait to see what Eternal has to offer.
Knowing how the mod isn't always accurate and gets creative at times, i can see some attacks being taken from certain enemies and applied to others. (we've had a triple orb D64 caco and unwillings with projectiles for example)

Because balancing might also be why Spiborg doesn't have a double plasma rifle and Cybermanc doesn't actually drop acid like he does in D4T.
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Re: MetaDoom v5.666 "Klave EX" (Status Report p109)

Postby Miru » Mon Sep 09, 2019 1:13 pm

The SSG Zombies wouldn’t appear until around MAP25 or so, and they have to reload. That’s what balances them out in addition to their fragility. Belphegor is able to attack with a floor-scorching magic attack similar to Arch-Vile, but the flames deal damage instead of there being an explosion afterward. They move a little slower than normal, though. Their melee attack is slower but stronger. Ghouls attack with fireballs instead of missiles, which are dumb-fire but shot two at a time. The Captain is a Zombie with a rocket launcher, which moves slowly. It can also call two normal Zombimen to aid it when hit.
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