Original thread for Metroid Dreadnought by TerminusEst13 here!
What is this?
This is a fork of Metroid Dreadnought that aims to re-balance what was first introduced in the vanilla mod while adding new assets and new features.
-Original 3D Arm Cannon models for most of the beams, created by ThatOneRandomDude, presented as an optional add-on.
-New power-ups: Shinespark, Grapple Beam, Hi-Jump, Scan Visor (WIP) and more!
-New suits: Varia Suit for upgraded defense and protection against some environmental hazards, Gravity Suit for further upgraded defense and free movement in water AND protection against lava!
-3D models for the Gunship, as well as a Chozo statue prop, some of the pickups, and some 3D crates, also by ThatOneRandomDude! More on the way!
-Brightmaps for beams and props! Normal + Specular maps as well!
-A new HUD designed by me that was then re-worked by ThatOneRandomDude!
-Reworked jumping to be more like Metroid. Jump higher by holding down Jump!
-Rebalanced beams: damages and fire rates changed, some beams have been optimized to keep FPS up. Half-charge shots added.
-A full hub based campaign coming soon called Demon Hunter!
I've also tinkered with the code a bit A LOT:
-ACS and Decorate code is mostly cleaned up and commented or converted to ZScript.
-All abilities are obtainable instead of starting out with them.
-Items, health and ammo can be obtained in morph ball mode.
-Renamed ijon's math functions that were superseded by GZDoom so most things work again.
-Energy Tanks actually fill up 100% now. Health would become "full" at about 2 Energy Tanks and would not fill any further.
-Speed Booster has an awkward animation with weapons. This is due to using Offset in DECORATE with models. They just kind of disappear when Speed Booster is active. Could probably be improved with a ZScript rewrite.
-Mod support is limited although I'm working on making Demon Hunter more universal! I've tested a few mods running with Dreadnought, but it's still more or less "use at your own risk".
-Maps that use Soulspheres as trigger items can have problems if you have the max amount of Energy Tanks (you won't be able to pick it up and trigger the event).
-Energy won't refill past 100 in morph ball form. If you unmorph, it works as intended. If you pick up the first energy tank in morph ball form, you can't pick up energy AT ALL, morphed or unmorphed. Working on a fix!
-Morph Ball pickup does not automatically turn into a Missile pack if the player already has it. Working on a fix... Fixed in 1.5c!
-Doom Cannon does not appear on the HUD. I believe this is due to me adding the Morph Ball into the mix. Working on a fix... Fixed!
-Space Jump is still fucked. There are some print commands in met_spacejump.h that can help with debugging I think, but this might be beyond my scope... Fixed!
-Power Bombs still spawn without warning, infinitely, after acquiring certain items. Surely this isn't too hard to fix... Fixed!
-Fixing Space Jump borked wall jumping. There isn't any momentum after wall jumping. OHGODWHY Fixed! ANOTHER ONE BITES THE DUST
-Beam Select HUD carries over inverted mouse when mouse is inverted. Fixed!
-As of GZDoom 4.0.0, DO NOT USE MODELS IN VULKAN. They will not display properly. - This is now fixed as of 4.0.1!
-Add a user manual. This is almost done!
-Add remaining item banners.
-Add Screw Attack.
-Add toggleable beam combos.
-Change Samus' translations based on suit type.
-Rework Scan Visor with ZScript. Almost done!
-Refill a full Energy Tank if picking up an Energy Tank while having the max amount of Energy Tanks so map triggers can still work.
-Add lock-on system for easier gameplay with a controller or just for that preferred style of play. Also add the ability to lunge sideways to evade attacks.
-Shinespark ability. Added!
-3D models for the rest of the pickups and sprites. Done!
-Rework some animations and finish animations for certain actions, like the destructible crates, shooting missiles, and charging beams. Done for 3D models!
-Add the Varia Suit and Gravity Suit with their intended features and purposes (lessen damage taken, protection/nullify effects from heat/water). Varia Suit is in! Varia and Gravity Suit are functional!
-Make Charge Combos for each beam into separate items. In 1.5c!
-Make Boost Ball a separate item. Done!
-Make random spawners for items so everything has a chance to be picked up in-game without summoning items from console. In 1.5c!
-TerminusEst13 & Ijon Tichy for making this incredible mod.
-Models-Resource for the Metroid Prime model rips. There are no tags to show who did what on the website.
-ThatOneRandomDude for the awesome models, textures, sprites and HUD stuff.
-Wivicer for his brightmaps for the 2D beams! Thanks dude!
-GenghisJollybat in our Discord for naming some of the pickups, suggesting ideas, and beta testing. Thanks pal!
-CrazyWazy in our Discord for working with me to suggest new items/improvements to help him make his maps, his awesome compositions and beta testing. You da real MVP G.
-Xyifer in our Discord for making sprites of Sylux and beta testing. Thanks homie!
-Samusoidal in our Discord for beta testing, rigging models, and suggesting ideas. Thanks friend!
-Jekyll Grim Payne for help with some missile spawning code shenanigans and Ice Beam code.
-Everyone else in our Discord server for beta testing and suggestions/improvements. Seriously, I can't thank everyone enough...
-Everyone here, because without you, I wouldn't know how to do any of this shit to begin with.
Spoiler: Gameplay Video
Spoiler: Gameplay Video 2
Spoiler: Gameplay Video 3
Spoiler: Grapple Beam!
Spoiler: Gravity Suit!Download Links!
As of 11/24/19, archive is approx. 45MB! Tested with GZDoom 4.2.4.
You need both files in the archive to play. The Tutorial level in the levels.pk3 has been edited so you can see everything in action.
As of 10/5/2018, I want everyone to be aware of a mapset in the making for MDO: https://www.doomworld.com/forum/topic/1 ... s-out-now/
There is a playable demo available! Check the link for more info. Join our Discord here!
Spoiler: Github Repo
Spoiler: Stable ReleasesChange Log
Spoiler: Change Log