[ALPHA] Doom Hand (Definitive Version)

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[ALPHA] Doom Hand (Definitive Version)

Postby zheg » Mon Jun 12, 2017 11:05 pm

[center]Image[/center]

Hi everybody, bringing the definitive and updated version of God Hand Doom
with the model of Doom Slayer from DooM 2016


And yes, its finally out!
The alpha version of DoomHand,playable with only 3 monsters for the moment,
you know, to be prepared for the next updates!

This mod its based from the game God Hand of PS2, Stylish fighting beat em up game,
God Hand was one of my favorites underated games from PS2 and i decided to make a mod
in honnor of this game, so here it is:

To play this game, please customize the keys, to execute a fatality, just give the final blow
before the enemy dies, its hard to understand lol, and press USE button.

Features:
-There are only 4 Abilities for the moment in the game, later ill add more and try to customize it.
-There are a variety of combo, its not randomed, just wait 1 sec for every punch to do diferent combo.
-Pick up barrels with USE button and blow the fuck up the enemies, or just put it down with AltFire.
-And more, i dont remember lol.

Bugs
-Chasecam doesnt work, the player sprite completly dissapears and its fucked up, ill fix that later versions
-Sometimes when pummeling, the zombie dies and you still pummeling.
-Jumping over the decorative objects (lamps, torches, barrels, zombies) you will act like still falling down.

If you notice a bug, please let me know to fix it.

Please, give me a like at my Facebook page https://www.facebook.com/zheg.gaming to see more of my mods!
And subscribe at my Youtube Channel for more content https://www.youtube.com/user/edypagaza
I dont know what else is left so, enjoy!

Download mod:
http://www.mediafire.com/file/dub1j6whrhemv68/DoomHand.v0.2.pk3
Last edited by zheg on Wed Jun 14, 2017 9:00 am, edited 1 time in total.
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zheg
 
Joined: 07 Mar 2016
Discord: [edy pagaza]#9764
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: [ALPHA] Doom Hand (Definitive Version)

Postby Valherran » Mon Jun 12, 2017 11:15 pm

That's fkin hilarious! XD

The mobs look a little more powerful than they should be. Is that changing later on when the rest of the enemies are added?
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Re: [ALPHA] Doom Hand (Definitive Version)

Postby zheg » Mon Jun 12, 2017 11:36 pm

Valherran wrote:That's fkin hilarious! XD

The mobs look a little more powerful than they should be. Is that changing later on when the rest of the enemies are added?


Well, for the rest of enemies, will take some time to render them 1 by 1, by adding a proper animation for each monster, so i dont know, maybe months,
modding take some time to do lol
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zheg
 
Joined: 07 Mar 2016
Discord: [edy pagaza]#9764
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: [ALPHA] Doom Hand (Definitive Version)

Postby Atendega » Wed Jun 14, 2017 7:14 pm

Doomguy (and everything else) is looking a bit thin, don't you think? :lol:

Everything is vertically stretched, something you'll probably wanna fix. Nonetheless, this is freaking awesome.
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Joined: 25 Jul 2016

Re: [ALPHA] Doom Hand (Definitive Version)

Postby zheg » Thu Jun 15, 2017 2:52 am

Atendega wrote:Doomguy (and everything else) is looking a bit thin, don't you think? :lol:

Everything is vertically stretched, something you'll probably wanna fix. Nonetheless, this is freaking awesome.


sry, its because aspect ratio
User avatar
zheg
 
Joined: 07 Mar 2016
Discord: [edy pagaza]#9764
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: [ALPHA] Doom Hand (Definitive Version)

Postby Atendega » Thu Jun 15, 2017 6:57 am

AFAIK, you can fix it using the YScale option in the TEXTURES lump. 1.2, if I recall correctly.
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Re: [ALPHA] Doom Hand (Definitive Version)

Postby dawnbreez » Sat Jun 24, 2017 11:09 pm

I've never played God Hand, so I'm in no position to say anything about it, but this needs some means of escaping a crowd beyond just switching to one of the shockwave attacks and clearing the room. Also, the base walk speed and range on the basic attack are both a little tiny. Again, having never played the original, I wouldn't know.
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