=Project Ironclad= (It's not quite dead, it's sleeping)

Projects that alter game functions but do not include new maps belong here.
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KarolineDianne
Posts: 66
Joined: Sun Jan 05, 2014 11:06 am

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by KarolineDianne »

I suppose it wouldn't be too hard to separate them into two different WADs, but the problem with that is that the gore system and special drops and such simply wouldn't work anymore with vanilla monsters or other monster packs.

What's more, the latest version I've been (very slowly) working on has a lot of changes to the 'normal' spawns too, so that'd bring about some issues with playing Ironclad with monsters that lack features they should have.

And yes, the randomness can have problems and I'd love to have more of a 'progression' or 'tier' system, but I'm afraid I have no clue how to do that right now. At the moment, I just have it set up so that the variant types are just much rarer to spawn than the normal types. I'll probably have to beseech the almighty Lords Of DECORATE And ACS (Terminus, Keagan, Yholl, to name a few) for help with anything complex like that.
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Doctrine Gamer
Posts: 395
Joined: Wed Jan 30, 2013 1:22 pm

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by Doctrine Gamer »

This mod besides fun has a promising future, have you thought about adding this Power Armor to the warriors of Heretic or Hexen? They would feel wronged only if the Doomguy had access to armor. :mrgreen: There is a possibility of a patch for them?
Playing with this in Doom made me feel more powerful than I should have. Thanks. :thumb:
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KarolineDianne
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Joined: Sun Jan 05, 2014 11:06 am

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by KarolineDianne »

I have actually considered making Ironclad compatible with Hexen, but I haven't actually looked into doing that yet. It may happen later down the line. A lot of things would need to be altered for it to work properly.
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Doctrine Gamer
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Joined: Wed Jan 30, 2013 1:22 pm

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by Doctrine Gamer »

KarolineDianne wrote:I have actually considered making Ironclad compatible with Hexen, but I haven't actually looked into doing that yet. It may happen later down the line. A lot of things would need to be altered for it to work properly.
Ok! Got it. His mod perfectly matches both the universes of Doom, Heretic, Hexen.
Congratulations on the mod, very fun.
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Twitchy2019
Posts: 176
Joined: Wed Jan 04, 2017 8:27 pm
Location: My Foot,Your Face! (Team Monster)

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by Twitchy2019 »

Hey dude, I am glad someone is thinking about putting stompy mech suits in Doom. One thing I would like to request is you think about adding an appropriate HUD mod that increases the immersion aspect. Something along the aspect of the Ultimate Doom Visor mods.

Now I bet someone might be thinking, why not just use those? I guess you COULD do that, if one wanted to be cheap about it. But I find that these do not accurately reflect being in a suit of power armor. So, something appropriately custom would benefit this mod TREMENDOUSLY.
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KarolineDianne
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Joined: Sun Jan 05, 2014 11:06 am

Re: =Project Ironclad= (It's... Actually on hold again D:)

Post by KarolineDianne »

Oh I agree fully, that's definitely something I want to add. Hopefully eventually I'll be able to get something like that done.

But this is a reoccurring problem that's been keeping my progress on this mod crawling to a stop every time I pick it up again: The lack of custom assets, and my inability to make them myself.
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Twitchy2019
Posts: 176
Joined: Wed Jan 04, 2017 8:27 pm
Location: My Foot,Your Face! (Team Monster)

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by Twitchy2019 »

Have you ever spoke with the guy who made the Ultimate Doom Visor HUD in the first place. He might be willing to collaborate with you on making that custom HUD a thing.
Edit: I just found the thread for the Ultimate Doom Visor and placed a link to this forum thread. Hopefully they will respond and get you some much needed help.
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-Ghost-
Posts: 1778
Joined: Wed Sep 08, 2010 4:58 pm

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by -Ghost- »

Yeah, I think a HUD change would be the best thing you could do to get that powersuit feel, since right now even with the sounds, effects etc you still just feel like regular Doomguy for the most part.
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Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by Doomenator »

It would be nice to make a skin like in the Mechatron mod. 8-)
Spoiler:
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Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by Cryomundus »

So uh, a few days ago I got bored and decided to try my hand at some pickup sprites for the 2 weapons that don't yet have them, namely the SSG and the BFG9000. Use 'em if ya want to, just credit SiN, ZZrionTheInsect, and me.
XBWIA0.png
GLWIA0.png
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silentw
Posts: 48
Joined: Fri May 20, 2016 1:47 pm

Re: =Project Ironclad= (Version 0.4 Update) (It's Back!)

Post by silentw »

Hey, KarolineDianne, drop me a PM if you need assets - I've been doing quote a few myself for personal projects and I'd be happy to help out. I've also been working on some mech/power-armor type things as well...
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KarolineDianne
Posts: 66
Joined: Sun Jan 05, 2014 11:06 am

Re: =Project Ironclad= (It's not quite dead, it's sleeping)

Post by KarolineDianne »

Thanks for all the support, guys. Cryomundus and silentw in particular. It's been a very long while since I've worked on this, though there's still a lot that I have tinkered with and just haven't released yet. Hopefully I can get back in the swing of things soon, I've sure missed it. I don't wanna make any hard promises due to how much of an unreliable flake I am, but if things go well I should be back to updating this in the near future. Sorry things have been dead for so long.
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Thyrork
Posts: 42
Joined: Mon Apr 25, 2016 3:41 pm

Re: =Project Ironclad= (It's not quite dead, it's sleeping)

Post by Thyrork »

Alright I've been talking on discord about my experiences with this mod, Disclaimer: I've been playing the alpha from that discord and not the one here in the post, while I feel I should write a proper review, I'm going to just keep it short here instead.

I spent most of the time grinning while playing this. It feels good. A really sharp kinetic feeling to it.

I'm very much looking forward to it being complete.

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