[v0.4 BETA Update] Doom Fighters

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edypagaza
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Joined: Mon Mar 07, 2016 12:35 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

[v0.4 BETA Update] Doom Fighters

Post by edypagaza »

Image
Spoiler: Video Gameplay:
Spoiler: Update v0.4b
Spoiler: Update v0.3b
Updates Changelog:
Spoiler: v04b
Spoiler: v03b
Spoiler: v02b
Spoiler: v01b
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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.
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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]
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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
Image
Image
Version v0.4b
https://www.moddb.com/mods/doom-fighter ... m-fighters

Follow me at:
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https://www.facebook.com/edy.pagaza.gaming
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https://www.youtube.com/user/edypagaza
Last edited by edypagaza on Sun Oct 24, 2021 8:30 pm, edited 6 times in total.
JohnnyTheWolf
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Re: Doom Fighters

Post by JohnnyTheWolf »

Looks pretty cool, but... I see a problem playing a mostly melee character against Doom's mostly ranged bestiary, especially hitscanners and bosses.

Also, how are we supposed to beat the Icon of Sin? :o
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edypagaza
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Re: [BETA Release] Doom Fighters

Post by edypagaza »

forgot to mebtion its beta release, im planning an unique icon of sin fight
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YukesVonFaust
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Re: [BETA Release] Doom Fighters

Post by YukesVonFaust »

thanks for releasing this out of the wild.

I hope we're gonna get a freaking flying kick so i can bust those demons out in style...
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Kinsie
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Re: [BETA Release] Doom Fighters

Post by Kinsie »

Yoo, this looks cool as hell, looking forward to giving this a spin...
LoreCannon
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Re: [BETA Release] Doom Fighters

Post by LoreCannon »

THIS IS SO COOL.


Fighting Force: Doom Edition.


Hahaha, this is so AWESOME!
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That0neBr075
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Re: [BETA Release] Doom Fighters

Post by That0neBr075 »

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!
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Enjay
 
 
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Re: [BETA Release] Doom Fighters

Post by Enjay »

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:

Code: Select all

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'
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Madsora22
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Re: [BETA Release] Doom Fighters

Post by Madsora22 »

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!
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Karl515
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Re: [BETA Release] Doom Fighters

Post by Karl515 »

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.
PatCatz2004
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Re: [BETA Release] Doom Fighters

Post by PatCatz2004 »

Soooo.....

The mod's pretty good so far but...

the doomguy model just doesn't show up for me, and I was using LZDOOM too

weird
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Ryuhi
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Re: [BETA Release] Doom Fighters

Post by Ryuhi »

This looks like the start of something beautiful. I'll definitely be keeping an eye on this project :D
dead6
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Re: [BETA Release] Doom Fighters

Post by dead6 »

btw can u add remove gore or blood its laggy for me but this is awsome pushing doom engine like dmc my god
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Shatter-Thought[V-4]
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Re: [BETA Release] Doom Fighters

Post by Shatter-Thought[V-4] »

This looks pretty amazing! I'm looking forward to trying this out soon.

Very kickass interpretation of doom!
retronutcase
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Re: [BETA Release] Doom Fighters

Post by retronutcase »

So uh, what happened to that other Doom mod? The one with a slight DMC influence?
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