Space Hunter: vintage Metroid inspired action

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Space Hunter: vintage Metroid inspired action

Postby Combine_Kegan » Thu Jun 01, 2017 12:19 am

Image

So after a few months I've finally gotten around to finishing this project up, Space Hunter is a gameplay mod heavily inspired by the NES Metroid. Combat is focused around using the Hunter Rifle and its multiple beam modes to blast everything in sight into tiny pieces, your primary beam weapon can upgraded a few times and there's a few stacking upgrades as well. You also start with 20 missiles for the rifle's (upgradable!) missile launcher, so if you're caught in a situation early on where your beams aren't cutting it, switch to your missile launcher and paint the walls with hellspawn. You could also lob bombs at them, as you have regenerating supply of those, and they'll be your best friend going through megawads, seeing as they can stunlock the toughest monsters with ease.

I also have a trailer for this if you're interested!




DOWNLOAD HERE: LATEST VERSION V1.1

This mod has been tested on both the latest versions of GZDoom (3.0), 1.8, as well as Zandronum 3.0, so there should be no issues running it!

MAKE SURE TO BIND RELOAD AND ZOOM, ALSO CHECK THE HELP SCREEN FOR A QUICK RUNDOWN


And finally, have some screenshots:
Spoiler:


changelog:
Spoiler:
Last edited by Combine_Kegan on Fri Jun 02, 2017 2:41 am, edited 2 times in total.
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Re: Space Hunter: vintage Metroid inspired action

Postby Lime » Thu Jun 01, 2017 3:11 am

Brings back Childhood Memories! Nice Work Kegan!
- Death Animations are satisfying for me.
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Re: Space Hunter: vintage Metroid inspired action

Postby MrRumbleRoses » Thu Jun 01, 2017 3:20 am

hm. this looks interesting
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Re: Space Hunter: vintage Metroid inspired action

Postby JohnnyTheWolf » Thu Jun 01, 2017 7:42 am

Wow! That looks like the perfect companion piece to Contra Doom. Do you plan to make an optional Metroid music addon as well?

Anyway, I am a bit confused with the mod's mechanics: what is Weapon Zoom supposed to do? What are the "W" and "P" counters for? Also, I noticed pressing the Secondary Fire key does not seem to do anything, yet causes nearby monsters to become alerted. I do not mind having to figure it all by myself, but still a more detailed readme/guide would be much appreciated.
Last edited by JohnnyTheWolf on Thu Jun 01, 2017 7:56 am, edited 5 times in total.
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Re: Space Hunter: vintage Metroid inspired action

Postby Funky Gnoll » Thu Jun 01, 2017 7:44 am

This is fantastic.
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Re: Space Hunter: vintage Metroid inspired action

Postby Ribo Zurai » Thu Jun 01, 2017 7:54 am

Oh look it's the new Cacoward! I love everything about this.
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Re: Space Hunter: vintage Metroid inspired action

Postby wildweasel » Thu Jun 01, 2017 9:20 am

Nice, congrats on the release! I'll have to give this a try soon.
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Re: Space Hunter: vintage Metroid inspired action

Postby Princess Viscra Maelstrom » Thu Jun 01, 2017 10:29 am

this has my interest, for sure.
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Re: Space Hunter: vintage Metroid inspired action

Postby Scripten » Thu Jun 01, 2017 10:39 am

Neat! I love the unique little niche you've carved out here. Definitely something different from anything I've seen elsewhere. :)
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Re: Space Hunter: vintage Metroid inspired action

Postby tsukiyomaru0 » Thu Jun 01, 2017 10:50 am

It's interesting and all, but I have a few complaints about it:
1. Almost everyone these days uses the secondary fire, so why not make use of it for the bombs instead of reload?
2. Once we get the Ice Beam we are forced to spend it before being able to use the Power Beam, which is bad. Imagine if you were forced to use all your Plasma and Rockets before being allowed to use the Chaingun in Doom, for example.
2.1 For this, I'd suggest taking the Metroid Dreadnought approach, where each weapon slot is a beam.
2.2 Of course, if this presents problem for the Missiles, just move the Missile Switch to Reload! Simple.
3. Feels like the Power Beam is a bit thicker than it should. For example: I couldn't shoot the Shotgunguy behind the Red "doors" in Doom 2 Map02

I like the vibe of the PWAD though.
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Re: Space Hunter: vintage Metroid inspired action

Postby Batandy » Thu Jun 01, 2017 10:56 am

I've played for a while and it's definitely one of my favorite gameplay mods, great job!

I've paired it with the EGA Doom palette (https://www.doomworld.com/idgames/graphics/ega_pal) and it looked quite good :)
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Re: Space Hunter: vintage Metroid inspired action

Postby Ribo Zurai » Thu Jun 01, 2017 11:26 am

That's a brillant idea! :D
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Re: Space Hunter: vintage Metroid inspired action

Postby tsukiyomaru0 » Thu Jun 01, 2017 12:21 pm

Bug found: if you keep holding the Primary Fire to deplete your missiles you'll be able to keep shooting forever. Seems there's no limitation to refiring. Only happens with the missiles too.

And in case you need to know: No, didn't use SV_InfiniteAmmo 1 and that CVAR doesn't work with these weapons. Nor does SV_FastWeapons (changing this to 1 or 2 actually makes the weapons SLOWER)
Last edited by tsukiyomaru0 on Thu Jun 01, 2017 1:59 pm, edited 1 time in total.
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Re: Space Hunter: vintage Metroid inspired action

Postby KarolineDianne » Thu Jun 01, 2017 12:53 pm

I feel like this really needs its own music, like GMOTA did.
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Re: Space Hunter: vintage Metroid inspired action

Postby Princess Viscra Maelstrom » Thu Jun 01, 2017 4:57 pm

well, that's an easy choice, at least: get a bunch of Metroid tracker music! though the style of the soundtracks might be a bit unfitting for this type of gameplay, what with the bunch of ambient loops and such.
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