Doom 2 on Fire - WIP

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StygianBeach
Posts: 10
Joined: Sat Oct 28, 2017 5:07 pm

Doom 2 on Fire - WIP

Post by StygianBeach »

Currently I am working on Doom 2 on Fire.

There are 3 Characters. The Fire Priest (Cleric from Hexen), the Ecomancer (Heretic) and the Ice Priest (Mage from Hexen).

Each will have access to the same guns, but will have different combinations of Magic items. They will all start with their Magic weapons as I could not figure a way to put them into Basic Doom.

Test Run video 01
Spoiler:
Here are the Characters.

Fire Priest
Spoiler:
Ecomancer
Spoiler:
Ice Priest
Spoiler:
The weapons are mostly finalised, I still want to add a charging meter to the 2 rocket launchers in a similar fashion to the Railgun.

Weapons
Spoiler:
Doom E1 + run through:
Spoiler:
Doom on Fire
Spoiler:
I used alot of Realm 667 stuff, but much of it had been slightly modified.
Last edited by StygianBeach on Thu May 17, 2018 5:04 pm, edited 11 times in total.
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Dr_Cosmobyte
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Location: Killing spiders.

Re: Doom on Fire

Post by Dr_Cosmobyte »

A Doom mod where the main character has Heretic hands and uses spells and machineguns? hey, that's awesome!
StygianBeach
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Joined: Sat Oct 28, 2017 5:07 pm

Re: Doom on Fire

Post by StygianBeach »

Thanks for looking.
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Whoah
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Re: Doom on Fire

Post by Whoah »

I've been hoping for a magic based Doom mod like this for quite some time! I'm down!
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daimon
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Re: Doom on Fire

Post by daimon »

looks cool!
StygianBeach
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Joined: Sat Oct 28, 2017 5:07 pm

Re: Doom on Fire - Released!

Post by StygianBeach »

The mod is ready to be set free into the wild.

If anyone finds any bugs please let me know.

Thanks.
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Whoah
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Re: Doom on Fire - Released!

Post by Whoah »

Oh shit! Thought this project was dead! Downloading tomorrow.
StygianBeach
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Joined: Sat Oct 28, 2017 5:07 pm

Re: Doom on Fire - Released!

Post by StygianBeach »

Thanks... I just could not stop adding and adjusting things, especially at the tidy up phase of the mod.
shadstarn
Posts: 218
Joined: Fri Dec 22, 2017 6:22 pm

Re: Doom on Fire - Released!

Post by shadstarn »

very interesting

personal sugestion and opinion:
this is how i would do it i would putt these special weapons as special weaons and start with guns and get the special power weapons gradually but again its just personal opinion.
its cool i personally love those black beasts!
StygianBeach
Posts: 10
Joined: Sat Oct 28, 2017 5:07 pm

Re: Doom on Fire - Released!

Post by StygianBeach »

shadstarn wrote:very interesting

personal sugestion and opinion:
this is how i would do it i would putt these special weapons as special weaons and start with guns and get the special power weapons gradually but again its just personal opinion.
its cool i personally love those black beasts!
I never thought of doing it that way. It gives me ideas for Doom 2.

Thanks for the post.
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Dr_Cosmobyte
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Re: Doom on Fire - Released!

Post by Dr_Cosmobyte »

So, after playing some minutes, i really found it fun! The weapons avaiable are nice to shoot and the theme is cool.

Just some things i would like to suggest:

- The rifle goes foward when shooting, it should go back to simulate the recoil. If you can manage to reverse the animation, it would be nice.

- The fire mace is cool, but seems to animate too slow. Perhaps you could use the same Hexen offsets and make it animate faster, but stay more time on the "cooldown".

- The AK47 and the MP5 are neat, but the AK47 is infinitely superior in damage matters, even with the MP5 fire rate. So i suggest you work them to outclass each other in distinct features. Like the spread, for example. Both have very similar values. You could make the MP5 a little beefier on damage (from 4 to 6), give some more points of spread (anything on a max of 7.0/7.0). While the AK47 could have a higher pitch (recoil if you want too) from shooting.

But this is just my opinion, of course. This mod has a good potential!
shadstarn
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Joined: Fri Dec 22, 2017 6:22 pm

Re: Doom on Fire - Released!

Post by shadstarn »

StygianBeach wrote:
shadstarn wrote:very interesting

personal sugestion and opinion:
this is how i would do it i would putt these special weapons as special weaons and start with guns and get the special power weapons gradually but again its just personal opinion.
its cool i personally love those black beasts!
I never thought of doing it that way. It gives me ideas for Doom 2.

Thanks for the post.
also i would sugest to change the bullets they look too thick and they look like banana peal ... is there anywhere you can take the sprites from?
StygianBeach
Posts: 10
Joined: Sat Oct 28, 2017 5:07 pm

Re: Doom on Fire - Released!

Post by StygianBeach »

GAA1992 wrote: Just some things i would like to suggest:
I tested out all your suggestions then had a quick playthrough and I think it is an improvement.

I changed the Mace to copy the Heretic movements, then added some quick and nasty mace heads to 2 of the sprites. The mace felt much nicer to swing after that, then I slowed it a little as it is a a fire mace and not an ordinary mace.

I also channged the sprite for the rifle bullets.

V2 is posted and ready for testing.
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Dr_Cosmobyte
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Re: Doom on Fire - Released! update 1.

Post by Dr_Cosmobyte »

Great! Thanks for considering, I'll play it when I get home from work.
StygianBeach
Posts: 10
Joined: Sat Oct 28, 2017 5:07 pm

Re: Doom 2 on Fire - WIP

Post by StygianBeach »

I am currently working on Doom 2 on Fire, and I have updated the OP and included a test run video.

So far I think things are looking okay.
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