Nobody Told Me About id v0.4.9 - A Build Engine-styled mod

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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Takuat » Wed Mar 18, 2020 6:23 am

CantSleep wrote:
QuakedoomNukem Cz wrote:The SSG may or may not become a sawed-off, but Hellfire is not certain about it.

To clarify: the Sawed-Off will be featured in an alternative loadout for Doomguy that has more fitting weapons for the Build Engine style.

Will the alternate loadouts have different atats or are they purely visual?
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby CantSleep » Wed Mar 18, 2020 1:37 pm

Takuat wrote:
CantSleep wrote:
QuakedoomNukem Cz wrote:The SSG may or may not become a sawed-off, but Hellfire is not certain about it.

To clarify: the Sawed-Off will be featured in an alternative loadout for Doomguy that has more fitting weapons for the Build Engine style.

Will the alternate loadouts have different atats or are they purely visual?

Of course they will have different stats. For example the alt loadout has a Semi Rifle instead of the pistol, and it's more damaging and accurate but slower. A Super SMG will take the Chaingun's slot and is much faster, but reloads after 30 shots.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Darman Macray » Wed Mar 18, 2020 6:21 pm

Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?

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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby jdredalert » Wed Mar 18, 2020 6:33 pm

Darman Macray wrote:Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?


Check three pages back.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Darman Macray » Wed Mar 18, 2020 10:09 pm

jdredalert wrote:
Darman Macray wrote:Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?


Check three pages back.


Aw! Very good--such a discussion has already been had :D
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby TheEternalStruggler » Wed Mar 18, 2020 11:28 pm

Do you know what would be neat?

More varied death animations, unique chainsaw deaths for all the demons (including the Pinky! My favorite demon to chainsaw!) and a lot more unique gore (ala Beautiful Doom).

It could be randomized as well, like arms and legs flying off with different death animations, as well as decapitation deaths occurring randomly. Ofc you could also do a hitbox-based system so that a headshot results in decapitation, arms result in arm death, leg results in leg death etc.etc.etc.

It'd be different from Brutal Doom, because it wouldn't hinder the flow of Doom, and it'd have a unique Build feel to the individual gibs and it'd just be really charming. Like Blood in Doom kind of.

Sorry if I can't really express it well, but that's just an idea I have. I imagine it'd take a considerable amount of manpower and hours to code in unique gore for all the demons, as well as unique death animations that are randomized and varied (ala RDND but gorier), and unique chainsaw deaths for all the demons (with at least 2 or 3 chainsaw death sequences).

It'd go a long way in making the weapons feel satisfying! Oh, and this is another suggestion but perhaps bloodstained weapons if you kill an enemy up-close. Like the chainsaw, pistol, fist, or any weapon getting stained with red blood, blue blood, and green blood.

It'd be pretty neat I think! :D
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby CantSleep » Thu Mar 19, 2020 1:43 am

TheEternalStruggler wrote:Do you know what would be neat?

More varied death animations, unique chainsaw deaths for all the demons (including the Pinky! My favorite demon to chainsaw!) and a lot more unique gore (ala Beautiful Doom).

It could be randomized as well, like arms and legs flying off with different death animations, as well as decapitation deaths occurring randomly. Ofc you could also do a hitbox-based system so that a headshot results in decapitation, arms result in arm death, leg results in leg death etc.etc.etc.

It'd be different from Brutal Doom, because it wouldn't hinder the flow of Doom, and it'd have a unique Build feel to the individual gibs and it'd just be really charming. Like Blood in Doom kind of.

Sorry if I can't really express it well, but that's just an idea I have. I imagine it'd take a considerable amount of manpower and hours to code in unique gore for all the demons, as well as unique death animations that are randomized and varied (ala RDND but gorier), and unique chainsaw deaths for all the demons (with at least 2 or 3 chainsaw death sequences).

It'd go a long way in making the weapons feel satisfying! Oh, and this is another suggestion but perhaps bloodstained weapons if you kill an enemy up-close. Like the chainsaw, pistol, fist, or any weapon getting stained with red blood, blue blood, and green blood.

It'd be pretty neat I think! :D


Erm... didn't you literally post the same idea 3 times in a row on this thread? I can already see that in your forum posts list.

There is already a unique death animation for a couple of enemies. Adding even more varied deaths and separate hitboxes would slowly hinder the Build-styled charm of this mod away, because Build Engine games did not have that kinda BS at the time... even 2 or 3 chainsaw deaths are a ridiculous amount for this mod. Remember, NTMAi tries to emulate the "improvision of memory from 90s (yeah, games were a bit more lightweight than nowadays, duh)" as well, you can notice this by seeing randomly flipped dead monster sprites. Just play Brutal Doom if you want more gore & variable death animations.

I am planning to add blood stains ONLY on the chainsaw since it takes less file space and makes more sense, so hold on until 0.2.5 or 0.3 is released.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Smashhacker » Thu Mar 19, 2020 10:01 am

Well it looks like Nash found a way to implement gibable corpses with the proper blood color if you are planning to optimize that feature further.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Retraux Squid » Thu Mar 19, 2020 7:27 pm

Absolutely fantastic mod. I can't express how much fun this has been over the past few days; makes the wait for March the 20th tolerable at last! The little nods to 90s constraints (e.g. the pallete-flipped zombieman for the shotgunner) really are the icing on the cake.

The one thing I'd suggest is- assuming it's possible- monster behavior by difficulty. In Blood, certain enemies would behave slightly differently depending on skill; for instance, the cultists would lob single sticks of dynamite at low difficulties, and on higher they'd throw whole bundles at once. This could be translated into behaviors like zombiemen lobbing grenades or imp fireballs having a slight homing effect.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby CantSleep » Thu Mar 19, 2020 11:44 pm

Smashhacker wrote:Well it looks like Nash found a way to implement gibable corpses with the proper blood color if you are planning to optimize that feature further.

It doesn't seem like it has a gibbed corpse sprite in the video; it just disappears. I'll look into it further after nashgore gets updated.

Retraux Squid wrote:The one thing I'd suggest is- assuming it's possible- monster behavior by difficulty. In Blood, certain enemies would behave slightly differently depending on skill; for instance, the cultists would lob single sticks of dynamite at low difficulties, and on higher they'd throw whole bundles at once. This could be translated into behaviors like zombiemen lobbing grenades or imp fireballs having a slight homing effect.


Mind reader! That was one of the things I was planning to expand for this mod. You can see an early attempt of this feature in the ntmai_ss.pk3 addon. Also, glad you liked it. Stay tuned for 0.3.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Ac!d » Fri Mar 20, 2020 6:11 am

Just my thought : the super shotgun firepower and kickback are similar to the riot shotgun of Shadow Warrior.
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Postby XLightningStormL » Sat Mar 21, 2020 9:37 am

CantSleep wrote:I wouldn't mind adding some voice lines for Doom Guy, but I'd rather have it disabled by default because it may or may not cause a lot of controversy due to a silent protagonist getting a voice.

Right now the voice lines from Quake III Revolution just doesn't fit for this Doom Guy. "Canonically" speaking they come from a post-insane version of Doom Guy who has already went through the events of Doom. Also it sounds more like Caleb.

For now I've left a little dev build for you all to check out. You can download it through Dropbox. There are mainly balance fixes and the difficulty options have been replaced with the ones provided by mrtaterz. Let me know what you think!

Better to have Doomguy be "post insane" (which let's be honest would be more befitting of someone being mindscrewed by hell, having everything you loved turned to ashes, be haunted by your own demons, and trauma, and generally being the angel of death incarnate) than spouting Komik Dewm dribble quotes from Doom Eternal, that just end up being narm, and cringe.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Artman2004 » Sat Mar 21, 2020 10:16 am

I always imagine Doomguy sounding like Ash Williams or Hudson from Aliens.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Dieagamer101 » Sat Mar 21, 2020 12:08 pm

Can you guys add a reload option in the future? The game would feel better with some reloading. also, if you guys can add brutal doom level enhancements, that would be great!
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Postby CantSleep » Sat Mar 21, 2020 5:48 pm

XLightningStormL wrote:Better to have Doomguy be "post insane" (which let's be honest would be more befitting of someone being mindscrewed by hell, having everything you loved turned to ashes, be haunted by your own demons, and trauma, and generally being the angel of death incarnate) than spouting Komik Dewm dribble quotes from Doom Eternal, that just end up being narm, and cringe.

Let's be honest, the inconsistency is the main reason why I'm not adding any voice lines in this mod. In Doom 1, it's just the beginning and the protagonist would be pretty sane, especially at the very first level sunce you have no idea what's going on. Better to leave this whole bonanza in the past or let someone else do the job.

Dieagamer101 wrote:Can you guys add a reload option in the future? The game would feel better with some reloading.

Honestly, where's the fun in that? Currently only the pistol (and 2 more weapons in the dev build) has reloading.

brutal doom level enhancements

[No]
There is a whole separate mod for Brutal Doom map enchanements. Use that instead.
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