[v0.3 BETA Update] Doom Fighters

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[v0.3 BETA Update] Doom Fighters

Postby zheg » Sun Oct 10, 2021 6:57 am

Image
Video Gameplay:
Spoiler:

Update v0.3b
Spoiler:

Updates Changelog:
Spoiler:

Image
This is the new gameplay never seen in the classic Doom.
A beat em up with 3D player model with cool animations to beat 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.

Pure brawling action with styled moves of punch and kicks
You can grab enemies, fly them away or execute them.

This is the first version release, its planned to add more content like
executions, alternate deaths, weapons, and destructible enviroments.
also a helping NPC to brawl with you.

This was intended to be released in multiplayer but in future versions.
Compatible with Zandronum 3.0, GZDoom and LZDoom,
also its very fun to play with Delta Touch in your android OS
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Mouse 1: Light Attacks
Mouse 2: Hard Attacks
Q: Throw Weapon
E: Grapple Enemy
Shift: Tackle

[Dont forget to customize the keys and camera settings]
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Fists: The main weapon of Doomguy are his hands
Crucible: The weapon from Doom Eternal brought to this mod
Explosive Barrel: Barrel with explosives inside to toss to the enemies
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Image
Version v0.3b
https://www.moddb.com/mods/doom-fighters/downloads/doom-fighters

Follow me at:
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https://www.facebook.com/edy.pagaza.gaming
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https://www.youtube.com/user/edypagaza
Last edited by zheg on Sun Oct 17, 2021 2:03 am, edited 3 times in total.
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Re: Doom Fighters

Postby JohnnyTheWolf » Sun Oct 10, 2021 7:35 am

Looks pretty cool, but... I see a problem playing a mostly melee character against Doom's mostly ranged bestiary, especially hitscanners and bosses.

Also, how are we supposed to beat the Icon of Sin? :o
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Re: [BETA Release] Doom Fighters

Postby zheg » Sun Oct 10, 2021 7:53 am

forgot to mebtion its beta release, im planning an unique icon of sin fight
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Re: [BETA Release] Doom Fighters

Postby YukesVonFaust » Sun Oct 10, 2021 9:13 am

thanks for releasing this out of the wild.

I hope we're gonna get a freaking flying kick so i can bust those demons out in style...
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Re: [BETA Release] Doom Fighters

Postby Kinsie » Sun Oct 10, 2021 9:19 am

Yoo, this looks cool as hell, looking forward to giving this a spin...
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Re: [BETA Release] Doom Fighters

Postby LoreCannon » Sun Oct 10, 2021 10:14 am

THIS IS SO COOL.


Fighting Force: Doom Edition.


Hahaha, this is so AWESOME!
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Re: [BETA Release] Doom Fighters

Postby That0neBr075 » Sun Oct 10, 2021 10:54 am

this mod's certified R A D
in terms of gameplay it's already really solid, all I'd really suggest is being able to keep melee weapons and switch between them and your fists, sort of like you can in the Yakuza games, as well as being able to dodge around like you could in your other mod, Doom Eternal Slayer.
Other than that, can't wait for future updates!
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Re: [BETA Release] Doom Fighters

Postby Enjay » Sun Oct 10, 2021 11:42 am

Well this is different - and very cool. Nicely done. It's a bit strange seeing all the locations where I know a weapon should be but it makes sense. Perhaps they could be replaced with some kind of powerups/combo abilities or something?

With developer mode set to 2, I see the following:

Code: Select allExpand view
Script warning, "DoomFighters.v01.pk3:pickups.dec" line 97:
Unknown class name 'MaxHealthBonus' of type 'Inventory'
Script warning, "DoomFighters.v01.pk3:pickups.dec" line 98:
Unknown class name 'MaxHealthBonus' of type 'Inventory'
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Re: [BETA Release] Doom Fighters

Postby Madsora22 » Sun Oct 10, 2021 12:09 pm

Pretty cool as always! Though, on the subject of the 3D mods, how goes progress on Eternal Slayer? Just wanted to know as it has been a while since I've heard of something of that mod!
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Re: [BETA Release] Doom Fighters

Postby Karl515 » Sun Oct 10, 2021 12:52 pm

Finally, a melee-based mod.
While I know that this is a beta, I'll still give feedback to things that I know will change;
The crucible feels really weak, in terms of both damage and the visuals. The time that it takes for you to get a crucible is also quite long and you'll just get stuck punching and throwing demons for a while.
Throwing demons, on the other hand, is a bit too overpowered.
The chainsaw is still there, but I think it's bugged as it didn't let me throw it nor change back to my fists.
Barrels don't hurt you so you can just chuck them at point-blank range without worrying about anything.

Now for some suggestions;
It would be nice if we could pick up the decorations and just go ham with it, swinging lamp posts at demons seems like fun to me.
It would also be nice if, as Enjay suggested, we could learn some new moves/combo like a ground pound or a flying kick.
I know that this is hard to do, but a melee-based monster pack would enhance the experience tenfold.

I'm really looking forward to where this mod goes.
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Re: [BETA Release] Doom Fighters

Postby PatCatz2004 » Sun Oct 10, 2021 4:28 pm

Soooo.....

The mod's pretty good so far but...

the doomguy model just doesn't show up for me, and I was using LZDOOM too

weird
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Re: [BETA Release] Doom Fighters

Postby Ryuhi » Sun Oct 10, 2021 5:03 pm

This looks like the start of something beautiful. I'll definitely be keeping an eye on this project :D
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Re: [BETA Release] Doom Fighters

Postby dead6 » Sun Oct 10, 2021 9:01 pm

btw can u add remove gore or blood its laggy for me but this is awsome pushing doom engine like dmc my god
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Re: [BETA Release] Doom Fighters

Postby Shatter-Thought[V-4] » Sun Oct 10, 2021 9:15 pm

This looks pretty amazing! I'm looking forward to trying this out soon.

Very kickass interpretation of doom!
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Re: [BETA Release] Doom Fighters

Postby retronutcase » Mon Oct 11, 2021 2:05 am

So uh, what happened to that other Doom mod? The one with a slight DMC influence?
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