[WIP]Triple M - Alpha 0.2 (11/22/2020)

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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby Captain J » Tue Sep 01, 2020 9:52 am

What kind of minecraft texture pack did you use? Looks exactly like doom!

Anyhoo very funny mod there. Feels like mobs are directly from Minecraft.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby Major Cooke » Tue Sep 01, 2020 11:03 am

This actually is just a map from Dark Tartarus. Just to show it's compatible with regular doom maps of any kind.

I'll be working on Minecraft maps at a later time once I get mobs working.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby BradmanX » Wed Sep 02, 2020 9:51 am

Can't quite say I expected this, but I'll certainly be interested to try it when it's released. Btw, how much of Minecraft's bestiary is going to be in it?
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby Major Cooke » Wed Sep 02, 2020 10:42 am

As much of it as I can make. Most of the pre-nether update mobs are in. Hopefully the source where I extracted the models from will update sometime so I can include Piglins and Hoglins, etc.

There won't be any passive mobs like cows/sheep stuff, at least not for a long time.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby BradmanX » Wed Sep 02, 2020 1:15 pm

Major Cooke wrote:As much of it as I can make. Most of the pre-nether update mobs are in. Hopefully the source where I extracted the models from will update sometime so I can include Piglins and Hoglins, etc.

There won't be any passive mobs like cows/sheep stuff, at least not for a long time.


Nice. And yeah, I figured the passive mobs would come after everything else if they were added at all.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby Major Cooke » Mon Sep 07, 2020 3:50 pm

I would only add them if I were to invest in a total conversion or add maps to it.

Captain J wrote:Feels like mobs are directly from Minecraft.

Good, that's the intention. There are a few tweaks though, aside from them having the same gib styles as Mob Dismemberment mod by iChun.

For example, skeletons will focus directly on the target they hit. It makes sense if they're so smart enough to run out from the daylight, they know they've pissed off another monster and should do what they can to try and finish it off or they die. Simple stuff like that. The idea behind it, though, is to ultimately feel like they're worthy enemies of the doom marine, whose a lot faster than Steve is.

All bosses will appear too. I'm debating on whether I want to add the aquatic bosses though considering there's not too many maps that use underwater sectors. But I most likely will. It's just... they'll never spawn unless its in water of course.

I even have plans for a custom boss. The myth that is always claimed to be removed with each update.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby Major Cooke » Sat Sep 19, 2020 9:02 am

I think I'll release an early alpha for players to try out soon, in addition to opening a discord server. Stay tuned for more info, as soon as I finish completing the jockey system that allows mobs to ride other entities. :mrgreen:
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby Starman the Blaziken » Sat Sep 19, 2020 11:16 am

I wonder if that means it can be suited to have a baby zombie riding a pig. :3:
But it does remind me of an oddly specific but funny 1.16 snapshot bug where the game would crash if a wither skeleton was riding a guardian riding any mob. :P
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Re: [WIP]Major's Minecraft Mania (Triple M)

Postby Major Cooke » Sat Sep 19, 2020 12:20 pm

When it's done, any mob can ride any other. Before you know it, you could see a walking totem of creepers for example. ;)
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Re: [WIP]Major's Minecraft Mania (Triple M) (Discord!)

Postby Major Cooke » Wed Sep 23, 2020 2:48 pm

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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Postby Major Cooke » Sat Sep 26, 2020 12:47 pm

I'm please to announce an alpha release. Here's the download and instructions.

Bear in mind, this is an alpha, so for the time being it will require MC_Utility.pk3. Once the mod is out of alpha, it won't be needed, but won't hinder anything to have it.

EDIT: One small note, disable KEYCONF buster under MC Utility's options if you find you're unable to switch weapons.
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Postby RastaManGames » Sat Oct 03, 2020 8:58 am

It is possible to disable default Doom monsters? :C
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Postby Major Cooke » Sat Oct 03, 2020 9:13 am

In GZDoom's Options -> Gameplay Options menu. Just be careful though. Without monsters, they won't trigger MAP07/E*M8 specials. You may have to noclip through some areas.
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Postby Linz » Sat Oct 03, 2020 10:57 am

Ya know,I look at this mod and wonder "I wonder what a weaponset mod build with this in mind would be like"


....And no,Brutal Minecraft doesn't count
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Postby Major Cooke » Sat Oct 03, 2020 3:12 pm

Linz wrote:Ya know,I look at this mod and wonder "I wonder what a weaponset mod build with this in mind would be like"

Probably what you'd expect when playing Minecraft itself. Just dropping from monsters instead. No crafting involved unless I did something like that, but don't get your hopes up. That alone is a whole 'extra set of complicated systems that, for now, I don't even want to think about.

Linz wrote:....And no,Brutal Minecraft doesn't count

XD
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