[v0.4 BETA Update] Doom Fighters

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Sinael
Posts: 239
Joined: Tue Oct 18, 2011 8:57 am

Re: [BETA Release] Doom Fighters

Post by Sinael »

Please consider making props like lamps/torches etc. breakable and useable as improvised melee/thrown weapons Fighting Force style.
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Captain J
 
 
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Discord: DiscussJ#3128
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Re: [BETA Release] Doom Fighters

Post by Captain J »

The Mods and TCs based on Sidescroller Beat 'em up games are always a new, awestruck sight to see and enjoy. Especially in Third Person! I say this mod runs smoothly and the special effects are extra satisfying. I literally can throw Enemies, Explosive Barrels and even Crucible around just like what mama Capcom used to make!

While this mod is pretty much perfect, i would like to share my suggestions and hope it makes the mod cooler:
Spoiler: Round one. Ready? Read!
Bottom line, i'm totally liking this. I know that it's still in demo state but this one's far the most smooth Third Person doom mod i have ever played. Can't wait for the next update!
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Sinael
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Re: [BETA Release] Doom Fighters

Post by Sinael »

Amother thing I may suggest: look at the way Oni does things like combos and grab+throws, it's quite a bit different, and IMO may suit 3D in general and this mod in particular.
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edypagaza
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Discord: [edy pagaza]#9764
Graphics Processor: ATI/AMD with Vulkan Support

Re: [v0.4 BETA Update] Doom Fighters

Post by edypagaza »

Hey guys, I just updated the mod to version 0.4b
here is the changelog for now:
Spoiler: v0.4b
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Captain J
 
 
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Re: [v0.4 BETA Update] Doom Fighters

Post by Captain J »

"THAT'S GOOOD!!"
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That0neBr075
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Location: Neo Arcadia

Re: [v0.4 BETA Update] Doom Fighters

Post by That0neBr075 »

Sick update! Really like the new desperation attack, would also be cool if that attack had a separate meter that could be charged so you wouldn't need to sacrifice HP.
Also, the swinging effects on the attacks are REALLY well done!
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lizardcommando
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Re: [v0.4 BETA Update] Doom Fighters

Post by lizardcommando »

Cool updates! I'm glad you added in health regeneration as an option. It's pretty hard going through some levels without it.

I really like playing this mod. It's a breath of fresh air compared to other mods out there. Are you going to be adding in more attacks or skills in the future? I'd love to see some kind of ground pound attack or a double jump ability or an air dash. Will swinging around an enemy using that grapple attack damage other enemies that are right next to you or will you only be able to damage enemies by throwing them? Also, will you add the ability to block attacks?
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edypagaza
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Discord: [edy pagaza]#9764
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Re: [v0.4 BETA Update] Doom Fighters

Post by edypagaza »

lizardcommando wrote:Cool updates! I'm glad you added in health regeneration as an option. It's pretty hard going through some levels without it.

I really like playing this mod. It's a breath of fresh air compared to other mods out there. Are you going to be adding in more attacks or skills in the future? I'd love to see some kind of ground pound attack or a double jump ability or an air dash. Will swinging around an enemy using that grapple attack damage other enemies that are right next to you or will you only be able to damage enemies by throwing them? Also, will you add the ability to block attacks?
yes for sure, more attacks and juggle punch to chain air combos as well, im not sure if i add i kind of skill shop to unlock the double jump, air dash, and skills
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r&r
Posts: 229
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Re: [v0.4 BETA Update] Doom Fighters

Post by r&r »

Theres no 3d models option for the monsters?
Be nice if theres an Doom 3D Models monsters patch for this mod
Last edited by r&r on Thu Dec 09, 2021 12:47 pm, edited 1 time in total.
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determin1st
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Re: [v0.4 BETA Update] Doom Fighters

Post by determin1st »

i like the grappling feature.. is it doable for first-person view.. hmm's like bd grab of a moster, then holding/punching.. interesting idea.. who vitality's greater wins the grab..
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Dr_Cosmobyte
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Re: [v0.4 BETA Update] Doom Fighters

Post by Dr_Cosmobyte »

I only had the chance to play this now, since i am a bit absent from the community and without a proper PC to play it.
But what i can say is, this is Cacoward material. Just amazing.

I am eager to see what you have next and i hope you have a lot more to add to the community. Thanks for this.
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r&r
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Re: [v0.4 BETA Update] Doom Fighters

Post by r&r »

Try to play this on the Splatterhouse mod
as it's a perfect fit,
but with a few issues...
like picking weapons from the other mods your not the Doom Fighter anymore,
and you can't jump and do the normal doom fighters moves anymore.
Maybe needed a add on patch to replace weapons in other mods as random pick ups or the Crucible?

Can I suggest something too?
a optional double jump and air juggles attacks?
and high time attack for the sword and upper cut attack to launch enemies up?
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edypagaza
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Discord: [edy pagaza]#9764
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Re: [v0.4 BETA Update] Doom Fighters

Post by edypagaza »

r&r wrote:Try to play this on the Splatterhouse mod
as it's a perfect fit,
but with a few issues...
like picking weapons from the other mods your not the Doom Fighter anymore,
and you can't jump and do the normal doom fighters moves anymore.
Maybe needed a add on patch to replace weapons in other mods as random pick ups or the Crucible?

Can I suggest something too?
a optional double jump and air juggles attacks?
and high time attack for the sword and upper cut attack to launch enemies up?
im sorry for this
this mod only works for his own enemies,
but can work with universal addons like nasgore
or hp bar
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r&r
Posts: 229
Joined: Fri Sep 08, 2017 2:54 pm

Re: [v0.4 BETA Update] Doom Fighters

Post by r&r »

edypagaza wrote:
r&r wrote:Try to play this on the Splatterhouse mod
as it's a perfect fit,
but with a few issues...
like picking weapons from the other mods your not the Doom Fighter anymore,
and you can't jump and do the normal doom fighters moves anymore.
Maybe needed a add on patch to replace weapons in other mods as random pick ups or the Crucible?

Can I suggest something too?
a optional double jump and air juggles attacks?
and high time attack for the sword and upper cut attack to launch enemies up?
im sorry for this
this mod only works for his own enemies,
but can work with universal addons like nasgore
or hp bar
Ah ok... oh the "Critical Shots - Headshots, Backstabs and Crits!" works well,
as it's a pretty useful to stun the enemies.

Oh a found a way to fix the weapons pick up issue,
I turn off the switch weapon on pick up option in the menu.

Oh I got another Suggestion idea.
3 playable doom guy types,
like Streets of rage 2 or Final fight
You got the Balance DoomGuy,
then the slow Tank DoonGuy who does more damage,
them the opposite the Speedster DoomGuy who is weaker.
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Scorpion00
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Graphics Processor: nVidia (Modern GZDoom)

Re: [v0.4 BETA Update] Doom Fighters

Post by Scorpion00 »

So I gave this mod a try and it is pure awesomeness and reminded me of the beat em ups of old....while playing this mod I had an idea and i put together a seperate zip folder to compliment the mod.

Currently, I only have music up to Dead Simple, and if any are interested I will upload what I currently have to drop box or something.

I will state again, it is a SERERATE zip to compliment the mod

I uploaded the first level of the Ultimate DOOM 2 map pack using this mod and the music I put together....

The awesomeness scale exploded! XD

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