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+Added Chasecam for better gameplay, you can swap in between weapon perspective as well.
+Fixed some movements of the player that resets to idle state while attacking.
+Tweaked some enemies attacks.
+Buffed a bit some attacks to the crucible.
+Player model now have IGNORETRANSLATION
This is the new gameplay never seen in the classic Doom. Completly 3D player model with cool animations to hack n' slash the monsters in many ways, adding an exclusive experience for doom players that will taste the best of the gameplays in the doom modding community.
This is the early version of the mod, this mod will contain 3 melee weapons and the the original weapons from Doom II, but in the new styled way.
So, practicaly this is the base of the mod. Also, will contain an exclusive boss fight with the marauder and icon of sin. But will take some time to release it.
Attack: Normal Attacks
Alt Attack: Heavy Attacks
Mouse Wheel: Lock on
Shift: Dashes
Spacebar: Jump
Crucible:
An artifact from Argent D'Nur which wields mysterious control over the Argent energy reserves of Hell, capable of shutting down—and apparently reactivating—the source of that energy known as the Well.
Movelist:
Crucible Combo 1: A1+A1+A1+A1+A2
Crucible Combo 2: A2+A2+A2
Crucible Combo 3: A1+A2+A2+A2
Crucible Combo 4: A1+A1+A2+A2
Aerial Rave: A1+A1+A1
Helm breaker: Jump+A2
Stinger: Dash Forward+A1
Lateral Slash: Dash (Forward|Left|Right)+(A1|A2)
High Time: Dash+(A1|A2)
[NEW] Spinning slash (ground): Hold (1 second and release) A1
[NEW] Spinning slash (midair): Hold (1 second and release) A1
Spoiler:
Night Sentinel Spear: [TBA]
Marauder Axe: [TBA]
Fists: [TBA]
UAC EMG [NEW]:
It is a small directed energy weapon based on plasma gel - called energy-matter-gel. Four megawatts of Argent energy are compressed into a kinetic slug.
Super Shotgun [NEW]:
Appears to be of Earthly design, the meat hook is composed of metals not native to Earth, suggesting it may have been made on another world.
The powerups are the same like Doom II, so no big changes in this...for the moment.
Thanks to Nash for his motion blur effect and his wonderful plugin of md3 exporter of Blender
Rachael for gamma clean.
Cherno for simsun effect.
FinnGamer for helping out with 3d models.
Zanieon some tips of using 3d models.
[v01a]:
-Release of the mod for alpha testers.
[v02a]:
-Added motion blur option.
-Added holding jump will jump higher.
-Added new attack, the stinger.
-Adjusted dashes movement.
-Fixed Demon that sometimes it's unable to kill it.
-Cacodemons and PainElementals now doesn't go further when sending away.
-Added NODROPOFF flag to Spiders Mastermind and Cyberdemons.
[v03a]:
+Added Pistol and Super Shotgun weapons as secundary weapon.
Holding "left ctrl (default)".
+Added a separated HP and AP bar when above of 100.
+Added Score system, it's optional until future versions.
+Added HUD to status bar normal.
+Added lights to decoratives objects.
+Added some lights effects to slashes of Crucible.
+Added a flickerlight to the player with the Crucible.
+Added health essences, the monsters drops this to recover your hp.
+Added sprite shadows to the monsters, credits to Nash.
+Added a message in the middle of screen when picking up cards and skulls.
+Added switchable method to fire arms, "Q" for pistol and "E" for super shotgun.
+Added 3 difficulty levels:
Hurt me Plenty (normal).
Ultra violence(hard).
Nightmare(very hard).
-Texture of Doomguy are now with better graphics, thanks to HAL9000.
-Stylish points adjusted for more monsters.
-Stylish bar now draws for every styilish rank.
-Score scales by stylish rank; higher rank, get higher score.
-Stylish points taken by how much damage you recieve from monsters.
-Fixed enemies that constantly attacks even you aren't in range.
-Fixed value of SimSun shader, now looks even better.
-Balances for crucible attacks.
-Changed the combo scheme to Crucible, now the first two attacks from
normal attacks, are high attacks and the first two high attacks, are now
normal attacks.
-Fixed dashes moves, when dashing and attacking, you still in invulnerability
until finishing the whole combo.
-Balances for some monsters.
[v04a]:
+Added quick switchable weapon.
+Added a custom chasecam to change the view (players suggestion).
+Added muzzle effects to enemies.
+Added a message of customize keys at start playing.
-Fixed Player AttackZOffset.
-Fixed stylish ranking up.
-Fixed player movement animation to delta touch
-Fixed some animations issues to player model.
-Fixed enemies hitbox.
-Balances for some monster.
[v05a]:
+Removed the +autofire flag, to add the charged attack.
+Added a charged attacks, while in ground, spins forward unleashing an agressive
attack, and while in midair, spins down to land with a powerful blow.
+Removed the annoying starting message.
+Added new bullet decal.
+Added new texture to crucible blade.
+Added new script for enemies hp bar, credits to Tekish.
+Added new style of HUD while in power up like berserk and invulnerability.
+Added new AI to some enemies, now dropoff to chase you if you near of them.
+Added 3D models at the mayority of items and decorations.
+Added sounds of doomguy taking damage from Doom Eternal.
-Fixed the fov, now you dont need to console fov 105.
-Fixed the yellow skull that gives you blue instead.
-Fixed stylish points when hitting enemies.
-More balancing things on enemies.
-Removed the blur effect.
Doom in Third Person... It's been a while, really! We definitely lack this kind of mod, so it's gonna be really worth it. The blood effect and the gameplay is just marvelous. I'm sold!
AKA Devil May Cry, literally, because there's a space gladiator with a laser sword charging at him
Granted, the mouse1+mouse2 combo scheme and the camera placement feels more like MGR, which I also adore so no complaints here!
This is really fun so far. Good thing GZDoom has controller support lmao. Couple of things I would suggest (if they're not already planned):
> I noticed that there are no difficulty settings with this mod. While the "default setting" of sorts is fair enough, not too easy and not too hard, it still would be nice to have different difficulties, even if they only change enemy and item placements.
> For those that have bad memory (me), having either a menu page or a in-game bind to show the combo list at any time would be useful.
> Some form of blocking ability, or even an ability for deflecting projectiles could be handy, considering DOOM's bestiary.
> The HUD doesn't show health or armor being higher than 100%. If it is higher than 100%, then the health and armor bars just stay full and don't show how much health and armor you have.
> The Blursphere could be replaced with something more useful, especially since melee combat seems to be the main focus. Maybe something that severely reduces how much damage you take without giving complete invincibility?
> The ability to dash in the air would be helpful, even if it doesn't have any new attacks with it.
That's all I got for nitpicks and suggestions. I'm excited to see where this mod will go.
Malfunction wrote:This is really fun so far. Good thing GZDoom has controller support lmao. Couple of things I would suggest (if they're not already planned):
> I noticed that there are no difficulty settings with this mod. While the "default setting" of sorts is fair enough, not too easy and not too hard, it still would be nice to have different difficulties, even if they only change enemy and item placements.
Malfunction wrote:> For those that have bad memory (me), having either a menu page or a in-game bind to show the combo list at any time would be useful.
Thats a great idea, adding a submenu with this.
Malfunction wrote:> Some form of blocking ability, or even an ability for deflecting projectiles could be handy, considering DOOM's bestiary.
I considering this because breaks the meta, evading the projectiles fits better, i dont know, like devil may cry.
Malfunction wrote:> The HUD doesn't show health or armor being higher than 100%. If it is higher than 100%, then the health and armor bars just stay full and don't show how much health and armor you have.
could you please submit an image of the HUD please?
Malfunction wrote:> The Blursphere could be replaced with something more useful, especially since melee combat seems to be the main focus. Maybe something that severely reduces how much damage you take without giving complete invincibility?
Blursphere indeed will be replaced, but this is the alpha version, i have an idea for this.
Malfunction wrote:> The ability to dash in the air would be helpful, even if it doesn't have any new attacks with it.
That's right, air dash would be nice, thanks for this.
Malfunction wrote:That's all I got for nitpicks and suggestions. I'm excited to see where this mod will go.
Thanks for your review, im considering to add a boss fight with a weapon to get in the next update, stay tuned.
could you please submit an image of the HUD please?
https://www.youtube.com/watch?v=JVfPUAB0IxU
The video probably does a better job showing what I mean, but the Health and Armor bars only go up to 100%. Anything beyond that doesn't get shown in any way and thus, you can't tell how much Health/Armor you have until it drops below 100%.
could you please submit an image of the HUD please?
https://www.youtube.com/watch?v=JVfPUAB0IxU
The video probably does a better job showing what I mean, but the Health and Armor bars only go up to 100%. Anything beyond that doesn't get shown in any way and thus, you can't tell how much Health/Armor you have until it drops below 100%.
As i expected, it's one hell of a heck and slash doom mod. Never thought using the Crucible in vanilla doom was this so good! And also here are some feedback of mine:
- So there's the Devil May Cry style combo system. What happens if i get the maximum combo? Do i get something neat?
- Speaking of getting something neat, i would like to see some kind of... Orb. The Currency. To buy things in the menu or in game after you kill the enemies, if you're very experienced with the doom modding.
- Crouch animation for the Player model does not exist. Even in chasecam.
- Is it me? Or the player model spawns another player model upon death in chasecam?
- After getting the Berserksphere, the effect is not really different than usual. The damage increase is already there, yeah. But i mean visually! Maybe make the Player spawn wave projectile that rips through everything each time he slash?
- It seems the Player's jump is a little bit delayed. When i press the Jump key, he jumps after a bit of second.
- Someone already suggested that the player should be able to block. So i would like to suggest that the player also should dash to dodge the meleeing enemies as well.
And i just figured out that the player is not really in Third Person at all. I still can get hit at the middle of the screen. But if you really want some third person experience, try pressing Chasecam. I dare you.