I mean, doom 2 wasn't all that radically distant from classic doom anyway, that extends to the protagonists even.
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Make sense, even though it's a Spin-off made by the different developers; Midway Games. and ID Software was just supervised it.Almonds wrote:a light comment regarding the project title logo, wouldn't it be more logical to have doom64guy appear on the second 'o' in DOOM instead of doom2guy?
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That video is not of MetaDoom. Please don't post while having a stroke.Wolfbrf wrote:Add a class system seem a nice idea, classes can change only the skins of basic guns, but all classes can get specific stuffs from doom games: smg from doom3, doom64"s unmaker, doom4 triple chaingun....
About the video, ok, has several bugs, but the smort animations are q good work, same for effects(simple and nice), this mod just need some bug fixes and adjusts over balance
MetaDoom is not class-based.Captain J wrote:Speaking of which, hope the classes can be have their own theme about doom series. Their weapon set, character skin or sounds, doesn't matter!
Soul Cube's gonna happen, Artifact is something I have ideas for, Grabber I'd like to have if I can figure out the best way to handle it. (I know there's an ACS-based Gravity Gun out there, but it's from VERY long ago and there's probably easier, better ways to do it now...)NullWire wrote:Please tell me if you gonna add the soul cube, artifact and plasma levitator..
I have some plans for the Doom 4 Chainsaw that involve it being implemented as a unique weapon with an awful pun name.SiFi270 wrote:Jaxxoon R wrote:About the only thing I could imagine worth carrying over from 64 would be the Unmaker. Maybe combine its mechanics with that of the SoulCube?
There's also the double bladed chainsaw. If Doom 4's upgrades/mods are being incorporated as alt fires, then maybe the chainsaw's alt fire could involve the marine attaching a second blade?
The plan is for monster variants to have different attacks while most, if not all of the Doom 2 monsters act as the "default". Some monsters, like, say, the Baron of Hell, might be changed up depending on this or that.Truvix wrote:I'm curious about what you have planned in terms of the enemies. What I mean by that is, what monsters are you planning on backporting and what new behaviors can we expect to be added to preexisting ones? It's probably quite early to be asking, considering that the weapons are still fairly heavily in development, but I just thought of this because I know Project Brutality has trites and has implemented the Revenant's hovering ability from Doom 4, but I'm not sure what assets are floating around and what would just be far too difficult/impractical to implement.
GAA1992 wrote:More guns don't mean more fun.
GAA1992 wrote: Sorry if i'm being harsh, but i get it up to here sometimes. It's like those people who ask compatibilities thinking you just need to get inside the file and turn a switch ON/OFF.
JimpArgon wrote:That is your opinion. Not a stated fact.
Arctangent wrote:Well, I mean, you like shooting, right?
Arctangent wrote:And you don't like waiting to switch to your weapon, right? Especially when weapon switching is as slow as it is in Doom.
Arctangent wrote:Well, more guns means you have to spend more and more time switching between weapons as more and more weapons clutter up the weapon slots, which means you spend less time shooting, which also means you spend more time defenseless. Unless you plan to turn your Doom playing experience into a pacifist run of a shmup, then I think it can be objectively stated that you can have too much gun and impact the amount of fun you're having.
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