MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

Projects that alter game functions but do not include new maps belong here.
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Miru
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by Miru »

This mod has been a great incentive to get 300% on every vanilla map, as I play through Wadsmoosh. I still have some ideas and suggestions for the future, though;

* Using code from the freeze and charm effects in Reelism 2, one could easily add the Freeze Bomb and Demon Control Device as new inventory items, which could open up new combo opportunities for the player.
* Would halon canisters work as a new ammo type to refill Fire Extinguishers?
* As for lore items; they’ve referenced the fan community, crossovers, and adaptations of the series, so maybe we can have stuff from other iD Tech 1 games? “The Primitive” from 3 might be a cool pick too.
* Air Canisters from 3 might be useful to refill the air supply of your radsuit.
* I think a “Netsolo + Ironman” difficulty would be nice to throw in.
JohnnyTheWolf
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by JohnnyTheWolf »

Kinsie wrote:The Marauder does his dash attack and exposes himself to damage if you're a very specific distance (between 168 to 240 units) away from him.
Good to know! However, as someone else before me mentioned, some maps make that stupidly hard (e.g. Doom II's MAP11) and as such I would rather play your mod with Marauder spawning disabled.
Miru wrote:* I think a “Netsolo + Ironman” difficulty would be nice to throw in.
You can make one yourself by opening metadoom.pk3's mapinfo.txt in SLADE and adding "spawnmulti" under "skill ironman". :wink:

skill ironman
{
FastMonsters
DisableCheats
SpawnMulti
SpawnFilter = Nightmare
Name = "$SKILL_IRONMAN"
MustConfirm = "$IRONMANCONFIRM"
ACSReturn = 666
Key = "x"
}
JohnnyTheWolf
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by JohnnyTheWolf »

Speaking of the Marauder, should he and other enemies with a dash or dodge ability that allow them to fall off ledges and generally go where they are normally not supposed to go not be considered as Possible Map-Breakers? Also, if you end up updating this mod again and there is still room for more inventory items, I would suggest adding a throwable flare to light up the area temporarily: as nice as it is to have a flashlight attachment to the Pistol, fighting in the dark can still be a pain.
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snarkel
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by snarkel »

Just some things I noticed so far while playing the new update.

-Although the new spectre sprites are cool, they are a lot more visible. I dunno if that was the intention or not, nor am I really saying its a good or bad thing, but its a thing nonetheless.

-Throwing a Siphon Grenade at a Marauder while it is undamageable still heals you, which can lead to a bit of cheese.

-Codex entries for the Rad Suit, Light Amp, Haste Sphere, Invuln, and Quad damage never seem to unlock, despite picking them up multiple times. At first I thought it was a bug caused by my autoloads but I get the same issue with them disabled.

Aside from these small things, this update rocks! I appreciate that you are still updating this mod from time to time, its definitely my absolute favorite gameplay mod and I look forward to more updates should they ever happen.
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Netrax
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by Netrax »

Does anyone have MetaDoom v666?
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Kinsie
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by Kinsie »

JohnnyTheWolf wrote:Speaking of the Marauder, should he and other enemies with a dash or dodge ability that allow them to fall off ledges and generally go where they are normally not supposed to go not be considered as Possible Map-Breakers?
I believe most enemies with such attacks will only use them if Map Breakers is enabled. Marauders can be turned off seperately.
JohnnyTheWolf
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by JohnnyTheWolf »

Kinsie wrote:
JohnnyTheWolf wrote:I believe most enemies with such attacks will only use them if Map Breakers is enabled. Marauders can be turned off seperately.
I see. So you do not consider Z-Sec shotgunners falling off ledges as a map-breaker?

Also, I do not recognize the white-and-purple 8-bit Nazi replacement. What game is it from? And why is their corpse blue?

EDIT: So I got stuck with the Lightning Gun after using it to depletion; I had to reload the level to be able to switch to other weapons. Not sure what is causing this: I tried holding down the primary fire as long as I could, but I could not recreate the bug that way, so I am suspecting that this is caused by using the stunning alt-fire too much.
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wildweasel
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by wildweasel »

JohnnyTheWolf wrote:Also, I do not recognize the white-and-purple 8-bit Nazi replacement. What game is it from? And why is their corpse blue?
To the best of my recollection, that'd be a guard from Muse Software's Beyond Castle Wolfenstein.
JohnnyTheWolf
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by JohnnyTheWolf »

Oh right! I keep forgetting that Wolfenstein was not Id Software's creation.

That is clever, well done! :thumb:
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Kinsie
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by Kinsie »

JohnnyTheWolf wrote:I see. So you do not consider Z-Sec shotgunners falling off ledges as a map-breaker?
I just checked and they don't roll off ledges with Potential Map Breakers enabled. If you have a reproducible case of them doing so, I'm interested.
JohnnyTheWolf
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by JohnnyTheWolf »

Huh, that is odd: I play with Potential Map-Breakers disabled and the Z-Sec Shotgunners fall off ledges as the result of them doing their dodge roll all the time. :shrug:
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Kinsie
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by Kinsie »

...Huh, looks like the roll protection is the wrong way around and only activates when Potential Map Breakers is on. Added to the list.

EDIT: Fixed in developer build.
JohnnyTheWolf
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by JohnnyTheWolf »

While you are at it, could you double-check the Teleporting Imp as well? In MAP18: The Courtyard, I noticed they have the tendency to teleport into the slime pit at the beginning.
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Sgt. Ham
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by Sgt. Ham »

Sorry if I've been posting too much in this thread, but after getting the Unmaker on MAP01 of Doom II on the secret difficulty, I've come to realize that it is stupidly overpowered compared to the rest of the arsenal. Just after collecting 1 demon key it practically replaces the Plasma Rifle and it only becomes even more broken from that point on. How about sharing its ammo with the BFG like the Unmaykr in Eternal? I'd increase the BFG's max ammo to 200, have the BFG use 20 ammo per shot, and have Argent Cores give 20 ammo per pickup.
whatup876
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Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Post by whatup876 »

The Marauder is really fun and i have yet let him beat me.
I'm also using the secret difficulty setting, just to see him earlier, of course.
The use of Strife sprites seems funny, because of that game and the Sentinel have that theme of "medieval x tech", even if the Sentinel sort of go by more recent trends.

The Freeze Bomb is technically represented by the Lighting Gun's alt fire, unless we need an excuse to use the ice effects from Hexen.

As far as stuff that could be referenced in easter egg lore pick ups can go:
* The 2005 movie, maybe have it share its slot with the 2019 one
* The novels
* Strife
* Chex Quest
* FreeDoom
* Maybe the Reaper mini figurines
* Doom Resurrection had that robot character and the Doom 3DO port could either have the soundtrack or that one FMV Baron/Cybie creature
You can ignore Mighty Doom, because from a recent update, it got so fucking bad lol https://www.doomworld.com/forum/topic/1 ... nt-2300434
I also thought the Soulsphere and Megasphere could easily have their own codex entries, as far as iconic Doom items go. (something about hearing human souls trapped in spheres or the side effect of a reduced lifetime)

In case there is a major mapset for MetaDoom, one feature i thought would be interesting would be mappers being able to create codex entries for the levels.
Either about the levels themselves or even certain exclusive content that isn't available in the gameplay mod alone. (i think Kinsie already mentioned this would be troublesome, tho)
Oh fuck, i recall somewhere, in this thread, making a post full of ideas for a mapset and it was really long.
I think it was during or after Version 4.
Somewhere in either 2017 or 18 i wrote that.

edit: it's here viewtopic.php?f=43&t=53010&start=1500#p1081297
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