Doom: Evil Unleashed -- Continued by hfc2x
Re: Doom: Evil Unleashed -- Sharware Version
@Xaser
Regarding the alpha demon animations, I know the alpha walking animation sucks, but should the demons still explode? Not using the same frames obviously, but in concept, or should they just fall over like the final?
Music though, it's of course temporary. Jimmy91 may do the music, do you think "upgrading" the unfinished tunes is a good idea? As in make them different from the original songs, and add a synth lead.
Though I will certainly replace the alpha demon.
Regarding the alpha demon animations, I know the alpha walking animation sucks, but should the demons still explode? Not using the same frames obviously, but in concept, or should they just fall over like the final?
Music though, it's of course temporary. Jimmy91 may do the music, do you think "upgrading" the unfinished tunes is a good idea? As in make them different from the original songs, and add a synth lead.
Though I will certainly replace the alpha demon.
Re: Doom: Evil Unleashed -- Sharware Version
I like the idea of exploding demons. Makes them a different threat. Even though I think the explodemon animation in the alpha was just a cheap and lazy placeholder until they made the death and corpse sprites.
Re: Doom: Evil Unleashed -- Sharware Version
Hey, I just wanna know what you guys think of this: should there be unarmed possessed humans that punch you? Like UAC personnel, visitors, etc.
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Re: Doom: Evil Unleashed -- Sharware Version
I like what I see.
The Doom Bible mentions using palette swaps for zombies with different weapons. Perhaps you should have different coloured zombiemen? You could use the weapon colours specified in the bible as colours for the zombie's uniforms?

The Doom Bible mentions using palette swaps for zombies with different weapons. Perhaps you should have different coloured zombiemen? You could use the weapon colours specified in the bible as colours for the zombie's uniforms?
Re: Doom: Evil Unleashed -- Sharware Version
Unarmed zombies? With all the weapons laying around everywhere? 

Re: Doom: Evil Unleashed -- Sharware Version
Zombies are not known for their intelligence. 

Re: Doom: Evil Unleashed -- Sharware Version
I'd say keep the death animation, but use the final walking animation. The way I coded the demons in what I sent you, I had them "explode" like a Lost Soul, not a barrel. Which means no damage and they simply fade away, that may be a safer bet since 10 demons could set off a chain reaction and blow up a whole room 
Also, I noticed that rifle firing really fast and using the final gunflash sprites, any plans on using the alphas? Same deal with the shotgun's flash and sprite.
Otherwise, I like what I see

Also, I noticed that rifle firing really fast and using the final gunflash sprites, any plans on using the alphas? Same deal with the shotgun's flash and sprite.
Otherwise, I like what I see

Re: Doom: Evil Unleashed -- Sharware Version
@Phayzon
I think I'm going to keep the demons exploding, in testing I've found it to be a fun unintentional game mechanic. (screw barrels, when you can just cleverly try to get them to line up and BOOM, every enemy in the room is dead!
)
It's so satisfying when it actually works too. I'm not going to use the alpha gunflash though, because it really was more of a placeholder anyway. The shotguns sprite is a hybrid between the 0.99 and 0.5 shotguns, it looks clean like the later version, but has the bigger muzzle. So there's not much reason to replace those either. Sorry.
And, some random e1m2 shots. Tell me what you guys think of the texturing.
I think I'm going to keep the demons exploding, in testing I've found it to be a fun unintentional game mechanic. (screw barrels, when you can just cleverly try to get them to line up and BOOM, every enemy in the room is dead!

It's so satisfying when it actually works too. I'm not going to use the alpha gunflash though, because it really was more of a placeholder anyway. The shotguns sprite is a hybrid between the 0.99 and 0.5 shotguns, it looks clean like the later version, but has the bigger muzzle. So there's not much reason to replace those either. Sorry.
And, some random e1m2 shots. Tell me what you guys think of the texturing.
Spoiler:
- rollingcrow
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Re: Doom: Evil Unleashed -- Sharware Version
Is the Chi Gem just for points just like the chalice and those other items?
Re: Doom: Evil Unleashed -- Sharware Version
Yes, All the bonus items have been set up, and are just for points. Should I change it?
Anyway, the bonus items are the same as the alphas, except that the box (bonus item 2) is now a demonic dagger. (like the doom bible) Also, the unholy bible uses the press release version's graphics.
Still though, Is the crate maze's texturing good? (because I changed it from the previous screens)
Anyway, the bonus items are the same as the alphas, except that the box (bonus item 2) is now a demonic dagger. (like the doom bible) Also, the unholy bible uses the press release version's graphics.
Still though, Is the crate maze's texturing good? (because I changed it from the previous screens)
Re: Doom: Evil Unleashed -- Sharware Version
New screenshots look good
,
Also will you be releasing some kind of a demo before full version?

Also will you be releasing some kind of a demo before full version?
Re: Doom: Evil Unleashed -- Sharware Version
Wow... it's odd how much of this reminds me of corridor 7...
Re: Doom: Evil Unleashed -- Sharware Version
So because of the behavior of the Demons in the video, is it safe to assume that the Demon Sergeant's "floor boiling magic" is out of the question? 
In other news, this looks pretty good!

In other news, this looks pretty good!
- perfectpitchrob
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Re: Doom: Evil Unleashed -- Sharware Version
Are you going to use the original endmap picture from Doom 0.5? (the prehistoric version of the one used after each level is completed in E1)
Re: Doom: Evil Unleashed -- Sharware Version
It seems as if he's following said layout of the base, so perhaps an updated Doom-style intermission map would be pretty cool. 
At the same time, though, there doesn't seem to be any intermission between maps anyway, so it might not matter.

At the same time, though, there doesn't seem to be any intermission between maps anyway, so it might not matter.