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

PostPosted: Sun Jan 05, 2020 7:32 am
by Redead-ITA
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Screenshot Here (Outdated)(Played this with Scythe)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

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

PostPosted: Thu Jan 09, 2020 12:22 pm
by Redead-ITA
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

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

PostPosted: Sun Jan 12, 2020 9:33 pm
by EddieMann
Could very well be the Post-2000's pivot revival we all needed - definitely needs more pivot sound effects.

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

PostPosted: Mon Jan 13, 2020 1:01 am
by Redead-ITA
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!

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

PostPosted: Tue Jan 14, 2020 8:04 am
by UnbornDecay25
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

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

PostPosted: Thu Jan 16, 2020 3:05 am
by Redead-ITA
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

StickGuy In DooM 2.0

PostPosted: Sat Mar 07, 2020 5:46 am
by Redead-ITA
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

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

PostPosted: Thu Mar 19, 2020 12:20 pm
by Redead-ITA
Sorry for the doublepost but i Updated the mod again, now it has proper Support for 3.8

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

PostPosted: Sat Aug 08, 2020 6:22 am
by Redead-ITA
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.

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

PostPosted: Sat Aug 08, 2020 8:15 am
by EddieMann
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.

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

PostPosted: Sat Aug 08, 2020 8:31 am
by Redead-ITA
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!

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

PostPosted: Sat Aug 08, 2020 11:27 am
by EddieMann
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.

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

PostPosted: Thu Dec 10, 2020 1:52 pm
by Redead-ITA
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.

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

PostPosted: Thu Dec 10, 2020 8:08 pm
by Linz
Oh hey,you're the guy who made Stickguy for BYOC?

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

PostPosted: Fri Dec 11, 2020 1:55 am
by Redead-ITA
Linz wrote:Oh hey,you're the guy who made Stickguy for BYOC?

Yeah
Spoiler: