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-Fixed some tweaks at the monster when grappling.
-Fixed the size of the HUD, now its force scaled.
-Added a custom HP Bar for enemies, instead of showing with HUD, now shows in SBARINFO.
-Added a new HUD Bar for classic players.
-Added an option of auto combos for easily executing large combos.
-Added lock on targets, customized the key in control section in mod options.
-Added a special attack, the hurricane kick, by pressing Fire+AltFire.
-Added a damage indicator, now your screen flash in red while receiving damage.
-Added test maps for testing proposed, names of the maps are TEST1 and TEST2.
Spoiler: v03b
-Fixed SBARINFO that doesn't show the keys, also added an icon of rad suit and infrared powerups.
-Fixed an issue with the hitbox of the jump kick, now is better than before.
-Fixed an issue with Lost Souls when dying, happened a big tremor.
-Fixed the marine partner replacing the blur sphere, now spawns a tied marine asking for help.
-Changed the pickup of Explosive Barrel, now you "grapple" it instead of pressing use.
-Now all monsters are grippleable, only if you lower its health under 50%.
-After throwing a monster to the wall, now gibs instead of falling down.
-Added the amount of health you have in your health bar.
-Added an option to spawn a marine partner for every map you enter.
-Added an option to slowly regenerate your health if you don't move and you are below 50HP.
-Added a new attack while running, the flying kick.
-Added new effects to attacks.
-Added a new attack, the tackle, you need to configure it in the mod options.
Spoiler: v02b
-Fixed Mancubus Fire Projectile.
-Fixed Chainsaw pickup, replaced for Crucible as well.
-Fixed Health Flask that prevents you to gain more HP.
-Added friendlies Marines to fight along your side. Replaced the blur sphere.
Spoiler: v01b
-Release of the mod.
This is the new gameplay never seen in the classic Doom.
A beat 'em up with a 3D player model with cool animations to beat the monsters in many ways,
adding an exclusive experience for doom players that will taste
the best of the gameplays in the Doom modding community.
Pure brawling action with styled moves of punch and kicks
You can grab enemies, fly them away or execute them.
This is the first version release, it's planned to add more content like
executions, alternate deaths, weapons, and destructible environments.
also, a helping NPC to brawl with you.
This was intended to be released in multiplayer but in future versions.
Compatible with Zandronum 3.0, GZDoom, and LZDoom,
also, it's very fun to play with Delta Touch on your android.
Mouse 1: Light Attacks
Mouse 2: Hard Attacks
Q: Throw Weapon
E: Grapple Enemy
Shift: Tackle
Control: Lock-On Target
[Dont forget to customize the keys and camera settings]
Fists: The main weapon of Doomguy is his hands
Crucible: The weapon from Doom Eternal brought to this mod
Explosive Barrel: Barrel with explosives inside to toss to the enemies Version v0.4b https://www.moddb.com/mods/doom-fighter ... m-fighters
this mod's certified R A D
in terms of gameplay it's already really solid, all I'd really suggest is being able to keep melee weapons and switch between them and your fists, sort of like you can in the Yakuza games, as well as being able to dodge around like you could in your other mod, Doom Eternal Slayer.
Other than that, can't wait for future updates!
Well this is different - and very cool. Nicely done. It's a bit strange seeing all the locations where I know a weapon should be but it makes sense. Perhaps they could be replaced with some kind of powerups/combo abilities or something?
With developer mode set to 2, I see the following:
Script warning, "DoomFighters.v01.pk3:pickups.dec" line 97:
Unknown class name 'MaxHealthBonus' of type 'Inventory'
Script warning, "DoomFighters.v01.pk3:pickups.dec" line 98:
Unknown class name 'MaxHealthBonus' of type 'Inventory'
Pretty cool as always! Though, on the subject of the 3D mods, how goes progress on Eternal Slayer? Just wanted to know as it has been a while since I've heard of something of that mod!
Finally, a melee-based mod.
While I know that this is a beta, I'll still give feedback to things that I know will change;
The crucible feels really weak, in terms of both damage and the visuals. The time that it takes for you to get a crucible is also quite long and you'll just get stuck punching and throwing demons for a while.
Throwing demons, on the other hand, is a bit too overpowered.
The chainsaw is still there, but I think it's bugged as it didn't let me throw it nor change back to my fists.
Barrels don't hurt you so you can just chuck them at point-blank range without worrying about anything.
Now for some suggestions;
It would be nice if we could pick up the decorations and just go ham with it, swinging lamp posts at demons seems like fun to me.
It would also be nice if, as Enjay suggested, we could learn some new moves/combo like a ground pound or a flying kick.
I know that this is hard to do, but a melee-based monster pack would enhance the experience tenfold.
I'm really looking forward to where this mod goes.