[v0.4 BETA Update] Doom Fighters

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Baratus
Posts: 117
Joined: Thu Jun 08, 2006 10:15 am
Preferred Pronouns: They/Them
Location: A land of rain and mountains
Contact:

Re: [BETA Release] Doom Fighters

Post by Baratus »

Excellent, gave this a go in a couple of levelsets, and it's a very promising transformation of Doom's usual gameplay! It's quite satisfying to wail on enemies and hurl them across the map, even if it generally takes longer to kill some enemies than the Vanilla doom experience, but a very fun and cathartic time nonetheless.

Will you be planning to add special moves or utility moves in future? Like a wall-kick, or special moves activated by specific inputs, or on cooldowns like Doom 2016's equipment? This is an excellent foundation and I would love to see it built upon even more.
User avatar
Carrotear
Posts: 137
Joined: Thu Sep 03, 2015 10:45 pm
Preferred Pronouns: No Preference
Graphics Processor: Intel (Modern GZDoom)

Re: [BETA Release] Doom Fighters

Post by Carrotear »

I uploaded this yesterday and forgot to share it here. But gosh damn, I played this with so many different setups it'd be like 3 pages long of a single comment if I list them here.
dard98
Posts: 19
Joined: Tue Aug 04, 2020 12:45 am
Graphics Processor: Intel (Modern GZDoom)

Re: [BETA Release] Doom Fighters

Post by dard98 »

It would be nice to add some firearms to pick up for one time use. Some levels need that to progress.
User avatar
BradmanX
Posts: 142
Joined: Fri Nov 23, 2012 2:45 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [BETA Release] Doom Fighters

Post by BradmanX »

dard98 wrote:It would be nice to add some firearms to pick up for one time use. Some levels need that to progress.
Some more weapons in general would be nice, the weapon selection is fairly limited for a beat 'em up style mod. I also agree, some ranged weapons would also be a good idea for maps with hit switches or enemies out of reach.
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: [BETA Release] Doom Fighters

Post by Spaceman333 »

For those ranged encounters I'd rather vote for these tools to be added:
  • a grapling hook to pull enemies/barrels towards (in groups or individually) and to move around the level for the player too.
  • a serrated spear on a chain (some sort of returnable harpoon basically) as a ranged weapon with many applications for throwing, pulling and pinning enemies to walls temporarily. And as a semi-melee weapon, almost like the old God of War games.
  • an enemy teleporter (relocate any line of sight enemies to your position and confuse/stun them), allowing you to wail on them.
Guns or thrown weapons would seem wrong for this mod imo. :nope:

.

(btw holy shit this mod is super cool : O)
User avatar
edypagaza
Posts: 78
Joined: Mon Mar 07, 2016 12:35 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [BETA Release] Doom Fighters

Post by edypagaza »

hi everyone, i read all the messsges and suggestions.
this is just the beta release, firearms, ranged weapons and melee weapons will
be added in future versions with alot of new content.
be patient, ill pulish this mod very well.
User avatar
MentzWolf
Posts: 48
Joined: Wed May 25, 2016 6:47 pm
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [BETA Release] Doom Fighters

Post by MentzWolf »

Finally, a true to form beat-em-up mod for Doom!!
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3141
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Contact:

Re: [BETA Release] Doom Fighters

Post by drfrag »

PatCatz2004 wrote:the doomguy model just doesn't show up for me, and I was using LZDOOM too
But are you using the OpenGL renderer? BTW there's an option to enable models in the Carmack software renderer too.
User avatar
hitmanx
Posts: 425
Joined: Sat Dec 18, 2004 4:58 am

Re: [BETA Release] Doom Fighters

Post by hitmanx »

Dude, this is amazing. So much fun, the moves so far are really satisfying, great sound effects. Can't wait for future versions!

Never seen something like this done before. I love the fresh ideas this community continues to come up with.
User avatar
dawnbreez
Posts: 199
Joined: Wed Jul 08, 2015 12:29 pm

Re: [BETA Release] Doom Fighters

Post by dawnbreez »

There's only three things I'd change about what you've released so far:
1. Give the jumping punch a bit of lift, for DMC-style air combos. Either that or replace it with a falling kick, similar to the sword's air attacks.
2. Speaking of, the sword's air attacks feel kinda wimpy damage-wise, given the visuals. It also doesn't feel right to land directly on a monster's head and just kinda stop there. I would increase the damage, and add some end lag to the attack, so that it becomes a more risky but high-damage move.
3. And finally, I'd increase the jump height and give the flying kick a bit of downward velocity to compensate. I struggle to hit anything that's in the air (hello, cacodemons) without tossing smaller enemies at them; this change would give me some options for taking flying swings at them, and give me more of a window to use the flying kick and sword drop, while the added downward velocity on the kick means you can still throw flying kicks out in close quarters. Alternatively, give me a double-jump--that'd let me control my height more easily.
User avatar
edypagaza
Posts: 78
Joined: Mon Mar 07, 2016 12:35 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [BETA Release] Doom Fighters

Post by edypagaza »

dawnbreez wrote:There's only three things I'd change about what you've released so far:
1. Give the jumping punch a bit of lift, for DMC-style air combos. Either that or replace it with a falling kick, similar to the sword's air attacks.
2. Speaking of, the sword's air attacks feel kinda wimpy damage-wise, given the visuals. It also doesn't feel right to land directly on a monster's head and just kinda stop there. I would increase the damage, and add some end lag to the attack, so that it becomes a more risky but high-damage move.
3. And finally, I'd increase the jump height and give the flying kick a bit of downward velocity to compensate. I struggle to hit anything that's in the air (hello, cacodemons) without tossing smaller enemies at them; this change would give me some options for taking flying swings at them, and give me more of a window to use the flying kick and sword drop, while the added downward velocity on the kick means you can still throw flying kicks out in close quarters. Alternatively, give me a double-jump--that'd let me control my height more easily.
i already worked with that, ill release a version soon
User avatar
Darlos
Posts: 133
Joined: Mon Apr 09, 2007 1:41 am
Location: Durham, NC
Contact:

Re: [BETA Release] Doom Fighters

Post by Darlos »

Neat! I've thought a lot about a project like this myself. I won't bore anyone with the details. But I will say that it'd be cool if the enemies got reworked to be more melee-oriented themselves. I bet a chaingunner would have a mean right hook.
User avatar
edypagaza
Posts: 78
Joined: Mon Mar 07, 2016 12:35 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [BETA Release] Doom Fighters

Post by edypagaza »

drfrag wrote:But are you using the OpenGL renderer? BTW there's an option to enable models in the Carmack software renderer too.
sorry, only openGL renderer.
dawnbreez wrote: There's only three things I'd change about what you've released so far:
1. Give the jumping punch a bit of lift, for DMC-style air combos. Either that or replace it with a falling kick, similar to the sword's air attacks.
2. Speaking of, the sword's air attacks feel kinda wimpy damage-wise, given the visuals. It also doesn't feel right to land directly on a monster's head and just kinda stop there. I would increase the damage, and add some end lag to the attack, so that it becomes a more risky but high-damage move.
3. And finally, I'd increase the jump height and give the flying kick a bit of downward velocity to compensate. I struggle to hit anything that's in the air (hello, cacodemons) without tossing smaller enemies at them; this change would give me some options for taking flying swings at them, and give me more of a window to use the flying kick and sword drop, while the added downward velocity on the kick means you can still throw flying kicks out in close quarters. Alternatively, give me a double-jump--that'd let me control my height more easily.
i just added the aereal combo for fist, now im working with the crucible.
Darlos wrote:Neat! I've thought a lot about a project like this myself. I won't bore anyone with the details. But I will say that it'd be cool if the enemies got reworked to be more melee-oriented themselves. I bet a chaingunner would have a mean right hook.
sure, enemies will be in 3D in final release, with combos and custom animations
User avatar
EnriksD8
Posts: 38
Joined: Tue Nov 21, 2017 5:42 am
Location: Philippines

Re: [BETA Release] Doom Fighters

Post by EnriksD8 »

I have downloaded and played this mod for a bit and I am impressed with what's on offer so far. A melee oriented mod, and a third-person oriented one at that, is something that is often buried under the many other types of mods here and on other Doom Mod sites. So, having a mod where I can play as Doomguy and beat up the endless hordes of Hell with my bare hands is a cathartic experience.

I do have some feedback to give:

1. It could be just me, but the punches sometimes fall short on enemies so I end up hitting the air in front of them instead. A slight increase to the range of Doomguy's punches could mitigate this (Either that or I'm not close enough to actually hit them to begin with).

2. The lack of a ranged option outside of throwing barrels and Crucibles does pose a noticeable challenge, especially on maps (official or community made) where enemies such as Chaingunners, Revenants, and Archvilles are perched on high areas (as well as maps where you face down the Icon of Sin but you already have a plan for that, it seems). A mainstay ranged weapon like the Super Shotgun could help mitigate this while still keeping with the theme of getting up close and personal with the enemies.
User avatar
edypagaza
Posts: 78
Joined: Mon Mar 07, 2016 12:35 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [BETA Release] Doom Fighters

Post by edypagaza »

EnriksD8 wrote:I have downloaded and played this mod for a bit and I am impressed with what's on offer so far. A melee oriented mod, and a third-person oriented one at that, is something that is often buried under the many other types of mods here and on other Doom Mod sites. So, having a mod where I can play as Doomguy and beat up the endless hordes of Hell with my bare hands is a cathartic experience.

I do have some feedback to give:

1. It could be just me, but the punches sometimes fall short on enemies so I end up hitting the air in front of them instead. A slight increase to the range of Doomguy's punches could mitigate this (Either that or I'm not close enough to actually hit them to begin with).

2. The lack of a ranged option outside of throwing barrels and Crucibles does pose a noticeable challenge, especially on maps (official or community made) where enemies such as Chaingunners, Revenants, and Archvilles are perched on high areas (as well as maps where you face down the Icon of Sin but you already have a plan for that, it seems). A mainstay ranged weapon like the Super Shotgun could help mitigate this while still keeping with the theme of getting up close and personal with the enemies.
hey, I'm glad you liked it, in this newer version that I'm working on:
1.- is already fixed, trying to punch enemies downstairs was a big issue so, I fixed that
2.- ranged weapons will be very limited, since it brokes the gameplay, so I'm planning instead that enemies will spawn near of you if they can't reach you in a certain time.
3.- the ssg and bfg for sure will be in the mod.
Post Reply

Return to “Gameplay Mods”