[Release ver"4.0" 10/12/2020] StickGuy In DooM

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

[Release ver"4.0" 10/12/2020] StickGuy In DooM

Postby Redead-ITA » Sun Jan 05, 2020 7:32 am

title7.png

Stickguytitle.png

Have you ever wanted to play a character and mod and though "Man, what if the character instead of using their weapons, they used the weapons from DooM?"... wait, you didn't though about that?

Well that's ok! if you are curious about it now, i shall now bring you a simple character mod of mine: it allows you to play as a stickman
Spoiler: "What does it have of unique?" i hear you might ask


Spoiler: What's the story with this stick?


Download
Tested the mod on The latest GZdoom but it should work with any version that supports the 3.8 zscript library
Works with the Ultimate doom, DooM 2 and expansions! (has special toglable support for Ultimate doom, Sigil and Doom 2 for Intermissions (best played on Doom Complete.))
Spoiler: Previous versions


Screenshot Here (Outdated)(Played this with Scythe)
Features:
    Most weapons being angled, others not!
    Gameplay mod that despite having a monster replacement it can be still be played with monster mods.
    Voice acted (by me)
    Very similar to vanilla doom, with some extra here and there!
    Just one unique concept or 4!
    ROTT2K13 Style reloading for the pistol!
    Pointing and taunting.
    Punching.
    That burger from Stickman on Crack
    And more

Issues:
Audio might be slightly too loud in some cases (this one is my opinion though, let me know if it is actually loud or not)

Spoiler: Credits


Spoiler: Changelog
You do not have the required permissions to view the files attached to this post.
Last edited by Redead-ITA on Sun Dec 13, 2020 9:22 am, edited 14 times in total.
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby Redead-ITA » Thu Jan 09, 2020 12:22 pm

Mod updated!
Now hud as proper scaling and has extra effects (just one though, but you can turn it off through the mod options)
The download Link has been updated
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby EddieMann » Sun Jan 12, 2020 9:33 pm

Could very well be the Post-2000's pivot revival we all needed - definitely needs more pivot sound effects.
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby Redead-ITA » Mon Jan 13, 2020 1:01 am

EddieMann wrote:Could very well be the Post-2000's pivot revival we all needed - definitely needs more pivot sound effects.

I can see what you mean by it, just need to copy some voice lines from tf2 and simpson, rip the scream from the pivot animations and get one big burger for it, and i might be onto something!
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby UnbornDecay25 » Tue Jan 14, 2020 8:04 am

While not exactly anything that strange or unusual, it was a suprising walk down memory lane with the Stick Fights and Madness Combat's of the world. 7/10 mod, 11/10 nostalgia trip
User avatar
UnbornDecay25
 
Joined: 30 Oct 2018

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby Redead-ITA » Thu Jan 16, 2020 3:05 am

UnbornDecay25 wrote:While not exactly anything that strange or unusual, it was a suprising walk down memory lane with the Stick Fights and Madness Combat's of the world. 7/10 mod, 11/10 nostalgia trip

Glad you liked it, if you were to check the sprite animation for the character you would notice some unique ways the character would run,got damaged, shooting depending on the direction
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

StickGuy In DooM 2.0

Postby Redead-ITA » Sat Mar 07, 2020 5:46 am

Well after a long time, i'd like to introduce you all to
STICKGUY IN DOOM 2.0 UPDATE
2000'S REINASANCE

INTER1.png


Links and Changelog in the description, considering this is still the first page.

Feedback and bug reports are always appricieated
You do not have the required permissions to view the files attached to this post.
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"2.0.1" 19/3/2020] StickGuy In DooM

Postby Redead-ITA » Thu Mar 19, 2020 12:20 pm

Sorry for the doublepost but i Updated the mod again, now it has proper Support for 3.8
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"3.0" 8/8/2020] StickGuy In DooM

Postby Redead-ITA » Sat Aug 08, 2020 6:22 am

Pardon for the tripple necrebump but after 10000 years of work it is finally ready.
STICKGUY IN DOOM 3.0 UPDATE
Flash of Spectable
Titlepic.png

Comes with a lot of changes, along with Actual titlepic and title that can change depending on what mappack (May vary depending how big is it).
a new foe that might have a chance of appearing at the place of a cyberdemon
Weapon system rewritten to be more elegant, and some small extras
and 2 new weapons.
You do not have the required permissions to view the files attached to this post.
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby EddieMann » Sat Aug 08, 2020 8:15 am

Redead-ITA wrote:
EddieMann wrote:Could very well be the Post-2000's pivot revival we all needed - definitely needs more pivot sound effects.

I can see what you mean by it, just need to copy some voice lines from tf2 and simpson, rip the scream from the pivot animations and get one big burger for it, and i might be onto something!


Do it... You know what this community needs.


Oh, and good luck figuring out how to turnn pivot sprites from Droidz into doom sprites, if that's possible. I know they have a selection of first person sprites out there.
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby Redead-ITA » Sat Aug 08, 2020 8:31 am

EddieMann wrote:Do it... You know what this community needs.

Well the stock scream and the burger did end up in the mod, they were available since 2 updates ago.
as for the quotes i am not sure where to put em.
EddieMann wrote:Oh, and good luck figuring out how to turnn pivot sprites from Droidz into doom sprites, if that's possible. I know they have a selection of first person sprites out there.

I mean i could try and draw em instead, i also have some more additional concepts for new and painful enemies to add in to, but right as i just released the mod i want to relax and take a break!
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"1.0" 9/1/2020] StickGuy In DooM

Postby EddieMann » Sat Aug 08, 2020 11:27 am

Redead-ITA wrote:
EddieMann wrote:Do it... You know what this community needs.

Well the stock scream and the burger did end up in the mod, they were available since 2 updates ago.
as for the quotes i am not sure where to put em.
EddieMann wrote:Oh, and good luck figuring out how to turnn pivot sprites from Droidz into doom sprites, if that's possible. I know they have a selection of first person sprites out there.

I mean i could try and draw em instead, i also have some more additional concepts for new and painful enemies to add in to, but right as i just released the mod i want to relax and take a break!

That's fine, it doesn't need to come out like right this very moment.
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: [Release ver"4.0" 10/12/2020] StickGuy In DooM

Postby Redead-ITA » Thu Dec 10, 2020 1:52 pm

Today marks the last Update for Stickguy in doom for a looong time you can download it the Op changelog as been added.
This will be the last time i will update the mod for a couple of reasons as i am trying to prioritize some other things in life,
however i am open for people to do addons or modifications of the mod, as long as you ask permission in regards of it.

I Hope people enjoy the mod as much as i had fun making it even if it's very tame.
INTER6.png


Edit: Updated the mod again, one of the weapons appararently could be used even without ammunition so i fixed it.
Edit2: Updated the mod AGAIN this time fixed an issue with the game thinking of having 76 intermissions screens while it only has 7 making the other 69 implied intermission screens to be too many.
Edit3: Fixed an issue with the plasma gun having the reverse for zoom and reload attacks for some reason.
Edit4: Updated for a ballance act, a crate type and a certain item are now rarer to find.
You do not have the required permissions to view the files attached to this post.
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia

Re: [Release ver"4.0" 10/12/2020] StickGuy In DooM

Postby Linz » Thu Dec 10, 2020 8:08 pm

Oh hey,you're the guy who made Stickguy for BYOC?
Linz
 
Joined: 29 Jun 2020

Re: [Release ver"4.0" 10/12/2020] StickGuy In DooM

Postby Redead-ITA » Fri Dec 11, 2020 1:55 am

Linz wrote:Oh hey,you're the guy who made Stickguy for BYOC?

Yeah
Spoiler:
User avatar
Redead-ITA
I suck at H posing
 
Joined: 20 Dec 2015
Location: Italia


Return to Gameplay Mods

Who is online

Users browsing this forum: Dox778, Marisa Kirisame, rhyrhygogo and 20 guests