Doom: The Golden Souls 3 - Important update at p.17, follow me on https://twitter.com/Batandy_ for project updates

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Batandy
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Batandy »

After a bunch of Twitter polls, I've decided to turn ammo, health and pickup sprites into 3d Models!
Image
Image
See them in motion here:
https://twitter.com/Batandy_/status/1196377042343858176
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Tartlman
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Tartlman »

Batandy wrote:After a bunch of Twitter polls, I've decided to turn ammo, health and pickup sprites into 3d Models!
Image
Image
See them in motion here:
https://twitter.com/Batandy_/status/1196377042343858176
Looks great!

Seeing as how the coins worked out pretty well, i'm hoping this won't impact performance too much. I also feel like maybe there should be an option to turn specifically health/ammo models off - models would probably make them stand out less in combat, which while it's completely fine with something as mundane as coins, could be an issue with health an ammo.
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Batandy
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Batandy »

Tartlman wrote:
Seeing as how the coins worked out pretty well, i'm hoping this won't impact performance too much. I also feel like maybe there should be an option to turn specifically health/ammo models off - models would probably make them stand out less in combat, which while it's completely fine with something as mundane as coins, could be an issue with health an ammo.
It's actually kind of the opposite, they stand out more now. It's the reason why I decided to overhaul all the pickups, now they rotate and float, they are not static sprites that might be easy to miss behind a bush or some grass (I got some reports of people having trouble spotting pickups in the demo and wanted to address it.)
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Batandy
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Batandy »


New video! It's a general overview of this mod!
Frozsoul
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Frozsoul »

This is looking amazing, can't wait to try out the next demo!
0.1
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by 0.1 »

I can't wait for the full game although Golden Souls mods take a lot of time to make so I don't expect it till at least mid to late 2021.
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Captain J
 
 
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Captain J »

Godspeed, Batandy!
MajorFoley
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by MajorFoley »

I really really cannot wait for this after just beating the golden souls 2 on Soaring comet. I really loved the demo and the 2nd fire mode ability for the pistol.Although for the demo i found crouch jump a bit finicky. Although i guess i never let the crouch finish before pressing the jump button sort of like Half life.
Question with the dynamic ammo. When you get new weapons and you go back to levels you said there would be ammo. Does this take the place of some other ammo like it might have been pistol ammo first but then becomes shotgun or rifle ammo instead?
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Batandy
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Batandy »

MajorFoley wrote:I really really cannot wait for this after just beating the golden souls 2 on Soaring comet. I really loved the demo and the 2nd fire mode ability for the pistol.Although for the demo i found crouch jump a bit finicky. Although i guess i never let the crouch finish before pressing the jump button sort of like Half life.
Question with the dynamic ammo. When you get new weapons and you go back to levels you said there would be ammo. Does this take the place of some other ammo like it might have been pistol ammo first but then becomes shotgun or rifle ammo instead?
No, new ammo will not replace existing ammo, they'll spawn in other spots on the map, think of it as an "ammo filter" where there's a set placement for a certain kind of ammo, but that only spawns if you've got the weapon that uses it.

For the crouch jump, press crouch first and then jump, you can also keep the crouch key pressed and only tap jump as you land to keep chaining longjumps. The tutorial's guide incorrectly states that you have to press both at the same time, my bad.
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Batandy
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Batandy »


Introducing the Thunderstriker!
You've been asking for a BFG-tier weapon for a while, and I'm happy to deliver this time! :)
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Captain J »

Thanks for adding awesome reload animation for that auto shotgun. I guess my suggestion really worked, eh?

And by the way, that lighting arc looks super tall. I guess it could hurt enemies below and above at the same time? Or it's just fancy effect? Looks nice, tho!
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Batandy
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Re: Doom: The Golden Souls 3 - New version of Demo 1 release

Post by Batandy »


Demo 1 Updated!

This is an updated version of the Demo I've released previously, with new additions and improvements to the gameplay from the main branch, including the long jump tutorial finally explained properly!

Download
http://www.mediafire.com/file/j8b4rn1yg ... emo_V2.zip

Code: Select all

Golden Souls Demo V2

*Merged with changes from the main branch, this includes:

GENERAL

*After obtaining a Golden Soul, you will know if it's still possible to collect other souls in the mission you're playing.
*Slayer Coins' general location is now on the automap
*Gibbed enemies drop armor
*Every pickup is now a 3D model
*Several new extreme death animations for the monsters
*Doomguys sprites and animations completed
*Custom fanfare for when you obtain a Golden Soul

WEAPONS

*Added bullet casings
*Added wall decals
*Added screen shake when firing (can be disabled in the options)
*Consistent weapon behaviors
*Raygun Alt Fire is now fully functional 
*Over And Under Shotgun is not hitscan anymore, but fires bullet tracers
*Fixed Over and Under's firing animations not displaying correctly
*Extra smoke particles after ejecting shells

LEVEL

*Tutorial section now has a more correct explanation of how the Long Jump works (sorry!)
*Windmill Acres now has several extra ambient sound effects
*Doubled the resolution of Windmill Acres' sky
*Fixed certain pit areas in Windmill Acres not teleporting the player back (or killing him on hard)


I might have missed something, but that's because the mod has gone through a lot of changes since the first demo.

Have fun!
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Batandy
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Batandy »


In a desperate world, only one man can make a difference...
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Jarewill »

....Took me a while to realise what it was.
Didn't know Hideo Kojima was on this forum.

Still, I'm very looking forwards to seeing Golden Souls 3 complete!
1 and 2 were a blast to play through, so I can't wait to see what you have in store this time.
Especially since I didn't expect to see "those" imps working in a restaurant when I played the demo.

And the demo was updated too? Well, I have to check it out again then!
"*Tutorial section now has a more correct explanation of how the Long Jump works (sorry!)"
I had a lot of problems executing it when I played it.
Mostly because I tried to do it Half-Life style without waiting for crouching to finish.
But I think I roughly got the rhythm down.
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Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Post by Captain J »

Batandy wrote:In a desperate world, only one man can make a difference...
And let me rename Doomguy to Die Doomerman.
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