[WIP] Codename : Jaguar (a Wolf3D-style DooM mod)

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Nailz the Ravager
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Joined: Tue Jun 12, 2018 12:29 pm
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[WIP] Codename : Jaguar (a Wolf3D-style DooM mod)

Post by Nailz the Ravager »

Hello, ZDoom community!
Today, i want to introduce my small and simple gameplay mod. I hope you all have fun with it.
Short documentation
In this mod, you play as a William "BJ" Blazkowitz from classic Wolfenstein games.
Blazkowitz and his enemies found themselves in the "Doom" universe . Help BJ survive in a cruel Hell!
Blow up your enemies!
[imgur]https://i.imgur.com/WAJcixL[/imgur]
Fry their Nazi asses!

Feed the bastards with lead!
[imgur]https://i.imgur.com/slHYacY[/imgur]
Credits
ID Software
Blox
Captain J
DenisBelmondo
Corak
CeeJay(This guy created enemy sprites with rotations! He is very cool!)
Links
https://www.moddb.com/mods/codename-jag ... r-alpha-04
Gameplay video(OLD)

TO DO list
  • Replace all Doom enemies
  • Create the mappack
  • Fix bugs
ADD-ON:
https://www.moddb.com/mods/codename-jag ... und-add-on
This little add-on replaces default sounds to sounds from 3DO port of Wolf3D
WARNING: Addon must be loaded AFTER Operation:Jaguar!!!
Last edited by Nailz the Ravager on Tue Jul 24, 2018 3:00 am, edited 7 times in total.
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Corak667
Posts: 2
Joined: Mon May 01, 2017 1:16 pm

Re: BJ's bizarre adventures in DOOM! [W.I.P]

Post by Corak667 »

WOW! This is perfect! Excellent mod!
NailZ, Thanks for the work, keep on!
Waiting for the next releases!
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LossForWords
Posts: 675
Joined: Fri Jan 13, 2017 9:08 pm

Re: BJ's bizarre adventures in DOOM! [W.I.P]

Post by LossForWords »

you should add the m30 drilling or a coachgun as the ssg.
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
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Re: BJ's bizarre adventures in DOOM! [W.I.P]

Post by Nailz the Ravager »

LossForWords wrote:you should add the m30 drilling or a coachgun as the ssg.
Hmmm, sounds interesting. I never heard about this gun. Perhaps in the near future I will add that gun)
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mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: BJ's bizarre adventures in DOOM! [W.I.P]

Post by mutator »

do the golds you pick up do anything or just for fun?
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EddieMann
Posts: 524
Joined: Sun May 18, 2014 7:25 pm
Location: Arizona

Re: BJ's bizarre adventures in DOOM! [W.I.P]

Post by EddieMann »

Enemy animations are a bit weird and plasma rifle still remains unchanged, like in map32's secret, there's a bunch of gasoline and a basic plasma rifle.
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LossForWords
Posts: 675
Joined: Fri Jan 13, 2017 9:08 pm

Re: BJ's bizarre adventures in DOOM! [W.I.P]

Post by LossForWords »

also, if you need more enemy sprites or rotations, may i shill recommend mars873's hd wolf3d sprites?
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: BJ's bizarre adventures in DOOM! [W.I.P]

Post by Nailz the Ravager »

Link updated!
Fixed small bugs
Changelog
  • Now flamethrower replaces plasma rifle
  • If you get 15 000,25 000 or 35 000 points, player's health will be restored
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: [WIP] BJ's bizarre adventures in DOOM!

Post by Nailz the Ravager »

Link updated...again
Changelog:
  • Added big font from Atari Jaguar port(recreated by DenisBelmondo)
  • Added the Coach Gun!
P.S : please, don't forget about bug reports)
P.S.S: Your opinion is important to me
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DenisBelmondo
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Location: Two-Key Return
Contact:

Re: [WIP] BJ's bizarre adventures in DOOM!

Post by DenisBelmondo »

I'm gonna be honest I didn't expect this to be done so well, but it is. The tweening on the animations, effects, and supplementary sounds are all very tasteful and give the weapons a very satisfying edge especially considering they had such limited distinct frames. I'm sure the gib sprites are temporary, but they do look a little odd and repetitive when scattered about like that. Of course there is a strange difficulty and balance change when a lot of the ground troops are replaced with hitscanners. Especially in the Imp's case where they are replaced with the most relentless and brutal ones (mutants) but I'm sure you're well aware of these things already. What's in the mod for now is very very well done.
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Dr_Cosmobyte
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Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: [WIP] BJ's bizarre adventures in DOOM!

Post by Dr_Cosmobyte »

This is very, very cool!

My only nitpick, sorry about that, is that the casings are a tad too bouncy.
Nothing really special, i can perfectly live with it.

I wish to see more from this. Good work!
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Juste_ssgunner
Posts: 23
Joined: Sat Sep 09, 2017 12:04 am
Location: in the earth...sent whit hell....

Re: [WIP] BJ's bizarre adventures in DOOM!

Post by Juste_ssgunner »

hey this mod its amazing good work :D
this wad works on zdoom or zandronum???
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: [WIP] BJ's bizarre adventures in DOOM!

Post by Nailz the Ravager »

Juste_ssgunner wrote:hey this mod its amazing good work :D
this wad works on zdoom or zandronum???
Thanks! Unfortunately, this mod is not compatible with Zandronum or ZDooM. Maybe I'll fix it (If I find a way to fix this)
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: [WIP] BJ's bizarre adventures in DOOM!

Post by Nailz the Ravager »

GAA1992 wrote:This is very, very cool!

My only nitpick, sorry about that, is that the casings are a tad too bouncy.
Nothing really special, i can perfectly live with it.

I wish to see more from this. Good work!
Thanks! Uh, you're right. These casings is too bouncy. It looks a bit unrealistic. Thanks about this remark)
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: [WIP] BJ's bizarre adventures in DOOM!

Post by Nailz the Ravager »

DenisBelmondo wrote:I'm gonna be honest I didn't expect this to be done so well, but it is. The tweening on the animations, effects, and supplementary sounds are all very tasteful and give the weapons a very satisfying edge especially considering they had such limited distinct frames. I'm sure the gib sprites are temporary, but they do look a little odd and repetitive when scattered about like that. Of course there is a strange difficulty and balance change when a lot of the ground troops are replaced with hitscanners. Especially in the Imp's case where they are replaced with the most relentless and brutal ones (mutants) but I'm sure you're well aware of these things already. What's in the mod for now is very very well done.
Thanks! I'm very pleased to hear criticism from you)
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