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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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.

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Kinsie
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Kinsie »

whatup876 wrote:I do recall DrPySpy remaking the Brier/Watcher from D2RPG by using bits of the Doom hunter and Eternal Arch-vile but it might've been just a project done for fun or exercise, so it might not be finished.
https://twitter.com/DrPyspy/status/1377747840051470340
oh wait, PySpy once did an HD Kronos too now that i recall it.
I have DrPySpy's Brier/Watcher sprites, need to find a good place to use them... I don't have his HD Kronos, though, I believe it's still a WIP he picks at every now and then.
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Delfino Furioso
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Delfino Furioso »

hey Kinsie, are old releases such as Klave and Titan still available for download somewhere?

/edit
nevermind, I've managed to download them as snapshots from github:
- Titan => https://github.com/TheKins/MetaDoom/tre ... 177d237206
- Klave EX => https://github.com/TheKins/MetaDoom/tre ... fe6a48e107
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Kinsie
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Kinsie »

...why would you want those?
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Delfino Furioso
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Delfino Furioso »

I'm using nchud and the metadoom-compatible patch made for it does not work with ghost, so I'm trying to understand what neets to be updated/changed
Panzermann11
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Panzermann11 »

Suggestion for the next update: Add an option for the BFG to use cells like its original counterpart instead of Argent cores. MetaDoom has an option to toggle the EMG sidearm between having unlimited ammo or using bullets as ammo like the original pistol, so an option for the BFG to use the original ammo would be nice, especially with levels that has cells near the BFG.
Drake Raider
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Drake Raider »

What's the possibility of making tracers invisible with a CVAR or something? I can probably patch my copy, but in general it would be nice to have bullet/shot weapons being impossible to visually track outside the point of impact, like a hitscan.
smashbro596
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by smashbro596 »

question. how difficult would it be to re-introduce hans grosse to map32 of doom 2.
the baron of hell is cool, but he can be fought anywhere. and i miss the "GUTENTAG!"
it's just a fun homage and i wish our old friend hans got to be there.
Last edited by smashbro596 on Sun Sep 25, 2022 7:14 pm, edited 1 time in total.
greenknight9000
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by greenknight9000 »

This is a wonderful mod, and I've played it inside and out! It's got me thinking though, as much as I love the "Ultra Nightmare!!" Difficulty, I kind of wish that we could have a standalone version of the difficulty to download, since I'd love to play through all of Classic Doom (via WadSmoosh and Fullrun like the masochist I am) and sometimes the new additions can interfere with some mods sometimes.
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Alptraum
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Alptraum »

I got aware of this mod thanks to Mr. Icarus (IcarusLIV3S) and i gotta say that it's one of the best Doom gameplay mods. Adding content from Doom RPG was also a nice touch and i talked about it in my review.

whatup876
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by whatup876 »

Decino's D64 monsters video made me realize i misremembered the Mother Demon's fire attack, because apparently she shoots 3 flames and not 4.
MetaDoom giving her the 4 flame attack means i'm luckily not the only one with Mandela effect lol.

Honestly, i kinda like the 4 attacks more and i guess one could justify it with some mental gymnastics and compare it to the D3 Hell Guardian shooting shit any direction.
Centimanus
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Centimanus »

How do I tell if my grenades are off cooldown? Is there a way to do so without looking carefully at the item's icon (although I couldn't tell any visible difference with Leech)?
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Kinsie
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Kinsie »

If an item is on cooldown, a recharge meter will appear over the top of the icon. In addition, when an item's cooldown ends, a soundcue will play and an item pickup flash will happen.

Image
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Unregret
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Unregret »

Great mod. Really hope to see more update with better monster sprites (Hell Knight) such N64 and 2016 version or perhaps I will edit them to look more like classic doom style rather motion capture.
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aebtgar
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by aebtgar »

i seem to have found a quicker way to kill Marauders (y'know, those guys who hunt you after you get a superweapon).
It requires a Super Shotgun and 3 items: The Artifact, the Hand Grenades and the Flame Belch. The way you'll need to do this is by baiting the marauder into his dash attack like usual, but then using The Artifact right after shooting your Super Shotgun. Then, you'll need to quickly throw a grenade and use the Flame Belch while simultaneously shooting your Super Shotgun. At most you'll be able to get out 3 shots before time slows down, but if you were dead-accurate he should have a low enough amount of health left for the grenade and flame belch to finish him off.
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Kinsie
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Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Post by Kinsie »

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