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Altered Doom (inspired on Altered Beast)

Posted: Sat Nov 20, 2021 1:12 pm
by Chirolucart
Hello again, for those who saw my previous posts (Doomframe and Do it or suffer)

Does some one know/remember Altered Beast from SEGA?

Well, I actually wanted to do something inspired most on NES version because nostalgy and NES music sounds better to me (even knowing its several issues)

It's pretty simple:

- There's a random spawner on health and armor bonuses which ocassionally drops power orbs
- You take 3 of them and transform on a powerful monster
- Most power you get, more powerful is your attack
- Monsters has two attacks
- Power is limited and you will come back to normal when it reaches 0.
- You can come back by using the item given to you during the transformation and keep your power anyway (idea from PS2 version)


Ok. So, there are four transformations (and to be honest, I stole the assets from Realm667)

Spoiler:

Well... In NES/SEGA transformation depends on stage... The best I could do is to make a random transformation... but if you don't like that, You always select the transform type... and the music too.
- Z= Changes transform selection in this order < Random - Devil - Snake - Nightshade - Spirit >
- N= Changes the music in this order < Default music - Level 1 - Level 2 - Level 3 - Level 4 >

By the way, if you put a custom music from Altered Beast game, it will change for another custom every time you exit the level instead of the default music


DOWNLOAD:
https://allfearthesentinel.net/zandronu ... .1.5.1.wad


I hope you enjoy this stuff.

Re: Altered Doom (inspired on Altered Beast)

Posted: Sat Nov 20, 2021 2:34 pm
by Ryuhi
was Altered Beast on NES? I remember it being on a few systems but I wasn't aware that was one of them. that said...

POWER. UP.

Looks pretty neat so far. If I could make a suggestion, instead of having it tied to collecting random orbs to suit the transformation, you could have the orbs tied to (or replace the sprites for) keys, to give it a progression system akin to the original game. After all, the levels would generally loop until you transformed, so they had a similar function toward progression. You could also do something where the first key/orb gives you a damage/speed bonus, the second one stacks on top of it, while the final key lets you beast out for the rest of the level :)

Awesome idea so far though, interested to see how the project evolves :D

Re: Altered Doom (inspired on Altered Beast)

Posted: Sat Nov 20, 2021 7:56 pm
by jetstrange
I was waiting for it... and then once i saw the transformation... instant download :D!!! BRavo!

Re: Altered Doom (inspired on Altered Beast)

Posted: Sat Nov 20, 2021 10:02 pm
by retronutcase
Ryuhi wrote:was Altered Beast on NES? I remember it being on a few systems but I wasn't aware that was one of them. that said...

POWER. UP.

Looks pretty neat so far. If I could make a suggestion, instead of having it tied to collecting random orbs to suit the transformation, you could have the orbs tied to (or replace the sprites for) keys, to give it a progression system akin to the original game. After all, the levels would generally loop until you transformed, so they had a similar function toward progression. You could also do something where the first key/orb gives you a damage/speed bonus, the second one stacks on top of it, while the final key lets you beast out for the rest of the level :)

Awesome idea so far though, interested to see how the project evolves :D
I'm sorry but this is a terrible idea. Not every level in a wad uses every key, so you'd have some levels where you don't even get to take advantage of this idea.

Re: Altered Doom (inspired on Altered Beast)

Posted: Sun Nov 21, 2021 2:04 pm
by Chirolucart
Ryuhi wrote:was Altered Beast on NES? I remember it being on a few systems but I wasn't aware that was one of them. that said...

POWER. UP.

Looks pretty neat so far. If I could make a suggestion, instead of having it tied to collecting random orbs to suit the transformation, you could have the orbs tied to (or replace the sprites for) keys, to give it a progression system akin to the original game. After all, the levels would generally loop until you transformed, so they had a similar function toward progression. You could also do something where the first key/orb gives you a damage/speed bonus, the second one stacks on top of it, while the final key lets you beast out for the rest of the level :)

Awesome idea so far though, interested to see how the project evolves :D
Just like retronutcase replied, there's no 3 keys on every level... Looking about it, there's no keys at all on Doom E1M1 nor Doom2 Map01 to give an example (and also on multiple pwads)
This was another of the reasons I took the option to make the random spawner and some PS2 version inspirations.
Also I though about making a global KILL script in order to have the orbs droping from dead enemies, but tried to make it the most generic possible in order to make it compatible with another mods (I had issues with another mod because I used this thing to make a "universal" RPG system for any monster)

By the way, there already is a damage power up going from 20% to 80% extra damage in human form (based on the power level) and getting 2x damage powerup in monster form. So you can also take the third orb, transform back to human form and having 1.8x damage powerup.