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Re: [WIP] Lambda

PostPosted: Mon Dec 11, 2017 12:37 pm
by Zackdoessomething
For the nazis,put the terroists and counter terroists from Counter Strike :)

Re: [WIP] Lambda - Minor update: Screenshots

PostPosted: Tue Dec 12, 2017 2:59 pm
by TheCamaleonMaligno
Captain J wrote:I was sad when Mr.Pencil confirmed to never release the faithful Half-Life weapon mod... Until now! Your work is also faithful with extra effects. Brilliant work on that.

thanks! and i hope this mod compensates it
In fact, Mr.Pencil saw this mod and contacted me; he wished me good luck with it :)
Matsilagi wrote:[monster replacement ideas]

most of them seems viable, but i'll think about that later.

Re: [WIP] Lambda - Minor update: Screenshots

PostPosted: Thu Dec 14, 2017 11:02 pm
by Unicornpooper777
Holy smokes man, these screenshots look really good! I hope someone makes a map-set because it'll fit the mod very well.

Re: [WIP] Lambda

PostPosted: Fri Dec 15, 2017 8:28 am
by zerthex
Matsilagi wrote:
TheCamaleonMaligno wrote:thanks, if i manage to organize which enemy will replace each doom monster then yes, but for now i'm focusing on weapons and that stuff first


Well, i also had plans for that:

Zombieman would be zombies of diverse types (Guards, Scientists and Soldiers) or Headcrabs
Imps could be Gonomes or Bullsquids
Shotgunners could be lesser soldiers (Equipped with Desert Eagles and Pistols)
Chaingunners would be replaced with Human Grunts (With SMGs, SAWs and Shotguns, since they are pretty OP with the shotgun, the shotgunners are on this tier) or Human Assassins
Pinkys could be Houndeyes
Spectres could be Pit Drones (more for the speed than the visibilty)
Cacodemons could be Alien Controllers
Lost Souls could be Stukabats (Animated versions exist on the game's files so, why not?)
Pain Elementals are a confusing case, perhaps bigger Alien Controllers that can spawn smaller ones
Revenants could be Vortigaunts (AKA Alien Slaves)
Hellbruisers could be replaced with Baby Voltigores
Hellknights could be replaced with Baby Gargantuas
Arachnotrons could be either Vortigaunts, Alien Grunts or Shock Troopers
Archvilles could be Tors (from Sven Coop)
Spider Masterminds could be Kingpins, Voltigores or Gonarchs
Cyberdemons can be either Gargantuas or Nihilanths (ofc, a bit nerfed so it isn't troubling if there's more than one)
The Icon of Sin could be the Geneworm, but that would require a new map so, better not.

Decorations (especially hell ones) could be replaced by underwater Hairs, Plantlights, Tentacle Trees and Spores, while some of them are passive, others attack you, and would be a cool addition.
UAC decorations could be replaced by Turrets and whatnot

Spoiler:


I don't think i missed any monsters, but if i did, lemme know, i will try and find a slot for them, its really hard to balance because the monsters number from HL diverges A LOT from DOOM in quantity.

The secret monster could be the alpha scientist or barney.

Re: [WIP] Lambda - Minor update: Screenshots

PostPosted: Wed Dec 20, 2017 8:19 pm
by Sgt.headcrab
As a guy who mods Half-Life and has played it more times than he can count, I gotta say this is
very faithful to Half-Life's weaponry and I'm honestly amazed. Please keep this effort up, it is magnificent.

Re: [WIP] Lambda - Minor update: Screenshots

PostPosted: Wed Mar 07, 2018 10:51 pm
by Rander1776
(I submitted a "So, any updates?" necro before reading the rules because I am very stupid, so I decided to make a more productive comment to apologize)

I am a very big 3D model enthusiast and I have never seen 3D viewmodels in Doom before! As there haven't been any posts in several months, I am worried that this mod has been discontinued. I don't know too much about the goldsource engine or MD3s, but I do have free time to learn and would be very excited to attempt contributing to this mod. Also, very nice work on making even the tripmines completely faithful to the original Half-Life, complete with stair-building! It would be a dream to have the monsters included, but wouldn't that require ai nodes built into the map? (Particularly for the HECU Marines.)

Re: [WIP] Lambda - Minor update: Screenshots

PostPosted: Thu Mar 08, 2018 10:57 am
by TheCamaleonMaligno
Well, there are other mods that uses 3D Models too, like Hunter's Moon, Quake Stuff Ultra, etc.
And yes, the mod is still alive, i need to apologize too for the lack of updates, laziness is winning me (as usual) and i keep forgetting to implement some of the planned stuff, plus i've been having problems to replace some doom items with their most closer HL equivalent but i think i've solved it (mostly).
As for the monsters, i don't think nodes will be required, my knowledge doesn't get that far, so don't expect so much :oops:

here's a little update on the gluon spiral effect
Image

Re: [WIP] Lambda

PostPosted: Thu Mar 08, 2018 12:56 pm
by Captain J
It's still alive, i see! And that's okay. I finally made my own mod after slacking and pausing it for few years. Anyway That spiral effect is indeed looks promising! That's some unique stuff.

Re: [WIP] Lambda

PostPosted: Sat Mar 10, 2018 3:17 pm
by Vertigo
Great work so far, the weapons feel very true to HL1. Are you planning on limiting the gluon range? At the moment it seems to be infinite.

Re: [WIP] Lambda

PostPosted: Sat Mar 10, 2018 6:05 pm
by TheCamaleonMaligno
thanks, the spiral already has a range limit of 5000 map units (or whatever it's called), a little long now that i think, should i decrease it?

Re: [WIP] Lambda

PostPosted: Sat Mar 10, 2018 9:22 pm
by Captain J
If it causes severe or minor frame drop, you may decrease it. Otherwise it looks fine.

Re: [WIP] Lambda

PostPosted: Sun Mar 11, 2018 5:48 pm
by RikohZX
Honestly, this is pretty damn cool. About my biggest beef with the mod is mostly the drops/weapon order, which is probably a WIP. Feels weird that every Shotgunner's dropping the Magnum left and right instead of, well, their shotguns. The Weapon Menu Mod also highlights the weird weapon order because there's several weapons on the same slot as the rocket launcher. You could probably stretch that out a bit better rather than follow HL's weapon loadout style.

Re: [WIP] Lambda

PostPosted: Tue Mar 13, 2018 1:12 pm
by Eliot_L
This is awesome, nice work!

Re: [Release] Lambda

PostPosted: Wed May 16, 2018 12:57 am
by TheCamaleonMaligno
Hi everyone, sorry for the long wait, bumping for update in first post

Re: [Release] Lambda

PostPosted: Wed May 16, 2018 3:18 am
by YukesVonFaust
you... you even included that r. lee ermey snark from Crack-Life. i love you.