[v3.1.1] Doom Incarnate: A Wolfenstein style mod
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
BJ was bored killing Nazis,now he want some more demons. Thats why he is in doom
Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Wrong. The Sycthe's blaster is pretty good at eliminating low-level enemies once you get the ammunition upgrade, while the SMG laser remains useless even when you fully upgrade the weapon.CanisLaticanis wrote:Some observations and opinions about the weapons I've made, now that I've been playing a fair bit more:
[*]I'm currently unsure what the purpose of the Scythe Magnum is; it doesn't feel like it does much of anything the Paratrooper Rifle doesn't, and thus I almost never use it. Even the infinite-ammo blaster is rendered obsolete by the SMG's laser.
- Captain J
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Plus, you can preserve your ammo with the Scythe and it has quicker reload speed. I really don't think it has many problems.
Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Any mapsets that would be good for this bad boy?
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
It's more that I feel it lacks identity, TBH. Maybe just giving dual pistols simultaneous reloads would fix it.Captain J wrote:Plus, you can preserve your ammo with the Scythe and it has quicker reload speed. I really don't think it has many problems.
It fits pretty well with most anything, particularly if you get something like Universal Automatic Continuation to avoid getting reset by death exits.Linz wrote:Any mapsets that would be good for this bad boy?
Here's my personal suggestions:
- Alien Vendetta (the intermission text even sounds a bit like BJ's monolog)
- Hellbound (might want a monster mod to spice it up though)
- Valliant Vaccinated Edition
- Eviternity (personal favorite way of playing this MegaWAD, actually)
- Back to Saturn X E1/E2 (E1 works well with Kriegsland enemies)
- Whispers of Satan
- Epic II
- Plutona II/Plutonia Revisited Community Project
- TNT Revilution
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Is it me, or do monsters seem faster with this mod?
- Captain J
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Did you set the difficulty to highest? The enemies' reaction time, Pinkies and their Projectile gets fast as the Vanilla Doom difficulty should be. Or are you using another mod? Because i don't see any difference in Doom Incarnate.
Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Because I'm fucking stupid,I gotta ask
Does changing the upgrade kit spawn rate increase or decrease it?
Does changing the upgrade kit spawn rate increase or decrease it?
- D3athStalker
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
It decreases it. The chance ratios start from 1/16 and end with 1/128. The highest chance has the upgrade kits spawn one per every 16 large ammo pickups while the lowest chance (excluding the "never" option) has them spawn one per every 128.Linz wrote:Because I'm fucking stupid,I gotta ask
Does changing the upgrade kit spawn rate increase or decrease it?
Also I have been absent from Doom modding community for a long time. To let everyone know; since my semester was over, I have started working on the mod, and will be posting video content of the stuff that are yet to be released on my Discord server which has been lacking a lot of activity lately.
If everything goes well, expect a release of v3.0 beta at the middle of September. Maybe even at the end of August if I'm trigger happy with the development of the mod. Stay tuned for more!
Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Oooooooooooooohh
Thanks for letting me know
Thanks for letting me know
- MsrSgtShooterPerson
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Hey D3athStalker, I've been playing your mod for a while and ended up making some alternative graphics for some the muzzle flashes - I sort of wanted them to match the projectile hit effects that are a bit sparky and particulate so I created some in Photoshop in the style. I just wanted to offer them up here if you're interested as I've been using these for personal use:
I have the package hosted on my Google Drive: https://drive.google.com/file/d/1_yP_wx ... sp=sharing The package follows the Doom Incarnate directory so loading it up replaces the sprites directly as well.
I'd rather demonstrate how they look in-game but it's a bit difficult to take in-game shots since I mostly play on Delta-Touch.
I have the package hosted on my Google Drive: https://drive.google.com/file/d/1_yP_wx ... sp=sharing The package follows the Doom Incarnate directory so loading it up replaces the sprites directly as well.
I'd rather demonstrate how they look in-game but it's a bit difficult to take in-game shots since I mostly play on Delta-Touch.
Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Question: Will the option to increase the spawn rate of upgrade kits be added?
Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
What is the name of the music used for the intermission screens? I'm talking about the file named "D_READ.ogg"
- D3athStalker
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Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
Thanks man, I was also creating unique muzzle flashes for the weapons, might give those a try, the credit will be given of course.MsrSgtShooterPerson wrote:Hey D3athStalker, I've been playing your mod for a while and ended up making some alternative graphics for some the muzzle flashes - I sort of wanted them to match the projectile hit effects that are a bit sparky and particulate so I created some in Photoshop in the style. I just wanted to offer them up here if you're interested as I've been using these for personal use:
I have the package hosted on my Google Drive: https://drive.google.com/file/d/1_yP_wx ... sp=sharing The package follows the Doom Incarnate directory so loading it up replaces the sprites directly as well.
I'd rather demonstrate how they look in-game but it's a bit difficult to take in-game shots since I mostly play on Delta-Touch.
Never thought of it tbh, since there is already an option that makes backpacks have an upgrade kit. I assume you want such a feature for short mappacks but eh...Linz wrote:Question: Will the option to increase the spawn rate of upgrade kits be added?
I don't know the exact name of the track, but it's from Wolfenstein: The New Order, it plays in the heliport area where you fight a heavy mech.What is the name of the music used for the intermission screens? I'm talking about the file named "D_READ.ogg"
Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod
I found it: https://www.youtube.com/watch?v=M4VUl8lKoUc Now I just need to find out what the name is.