Jumping Flash Doom [2.0] The monster update!
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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.
Re: Jumping Flash Doom
Okay, I recorded a video with Jumping Flash Doom combined with Major Cooke's Minecraft Mania (Triple M) and it worked almost perfectly (Major said he's going to make an option to make the Minecraft mobs solid so we can jump onto them and inflict damage). But even without this mechanic it was very fun and addicting. The only real issue I had with Jumping Flash Doom is the fact that if we try to use the freeze console command the game crashes. anyway, good job.
- tsukiyomaru0
- Posts: 297
- Joined: Sat May 29, 2010 6:20 pm
Re: Jumping Flash Doom
Can't wait for Icarus to review this one. It has really good presentation and feel to it!
Only one thing: dunno if Jumping Flash had it, but make weapon select/deselect instant as there's no indication of which weapon you selected until the icon is highlighted.
Only one thing: dunno if Jumping Flash had it, but make weapon select/deselect instant as there's no indication of which weapon you selected until the icon is highlighted.
- NakaTeleeli
- Posts: 15
- Joined: Mon Jun 06, 2022 8:23 pm
Re: Jumping Flash Doom
Big update to 1.4!
Been refining this one for a while, and I think I forgot to make a post on 1.3, so...
Changes in 1.3:
-minimap, radar, and compass just like in Jumping Flash. Heavily modified from the Ultimate Classic Minimap. Dots are colored for enemies and items that count towards completion. There's also an option to show linedefs, which are colored by blocking and actionable. This is disabled by default, but can be enabled in the menu, since seeing them can be considered cheating. I don't track ones you've seen, I just show them all.
-on-screen kill/secret/item counter
-Chex Quest 3 compatibility
Changes in 1.4:
-flashlight added. Got tired of bumbling around in the dark. Heavily modified from Flashlight++. Unbound by default since it's not really in the spirit of Doom and isn't in Jumping Flash. But a robotic battle-bunny should probably have a flashlight.
-Adventure of Square, Golden Souls 1 & 2, Jazz Jackrabbit, and Hocus Pocus compatibility. I do this by removing their custom ammo types from your inventory and replacing them with mine. In Hocus Pocus I make your basic laser more powerful as you collect more lightning bolts. Show some info on the hud for Golden Souls 2, didn't bother for Golden Souls 1, but 2 mostly carries over.
-faster weapon swapping
-Roman Candle has a zoom alt-fire. It's your only hit-scan, so your go-to sniper, so I added a zoom so you can make that precious ammo count.
-Power Orbs have a no-bounce alt-fire. Tried to think of a way to make Power Orbs more viable while staying in the spirit of them.
-Made Rockets home more aggressively. If they're going to home they should actually home.
-Made stomp do damage in one burst. It had previously done damage by hitting multiple times all at once. I changed this to one lump so you can do a large number when necessary, such as an enemy that requires being gibbed to kill.
-Made bounce trigger under more accurate circumstances. You're not bouncing off lamps any more.
-More accurate minimap colors. Really just stopped showing cross-trigger linedefs as yellow, since some maps use that ID for most passable linedefs and just don't trigger anything. (I think)
Been refining this one for a while, and I think I forgot to make a post on 1.3, so...
Changes in 1.3:
-minimap, radar, and compass just like in Jumping Flash. Heavily modified from the Ultimate Classic Minimap. Dots are colored for enemies and items that count towards completion. There's also an option to show linedefs, which are colored by blocking and actionable. This is disabled by default, but can be enabled in the menu, since seeing them can be considered cheating. I don't track ones you've seen, I just show them all.
-on-screen kill/secret/item counter
-Chex Quest 3 compatibility
Changes in 1.4:
-flashlight added. Got tired of bumbling around in the dark. Heavily modified from Flashlight++. Unbound by default since it's not really in the spirit of Doom and isn't in Jumping Flash. But a robotic battle-bunny should probably have a flashlight.
-Adventure of Square, Golden Souls 1 & 2, Jazz Jackrabbit, and Hocus Pocus compatibility. I do this by removing their custom ammo types from your inventory and replacing them with mine. In Hocus Pocus I make your basic laser more powerful as you collect more lightning bolts. Show some info on the hud for Golden Souls 2, didn't bother for Golden Souls 1, but 2 mostly carries over.
-faster weapon swapping
-Roman Candle has a zoom alt-fire. It's your only hit-scan, so your go-to sniper, so I added a zoom so you can make that precious ammo count.
-Power Orbs have a no-bounce alt-fire. Tried to think of a way to make Power Orbs more viable while staying in the spirit of them.
-Made Rockets home more aggressively. If they're going to home they should actually home.
-Made stomp do damage in one burst. It had previously done damage by hitting multiple times all at once. I changed this to one lump so you can do a large number when necessary, such as an enemy that requires being gibbed to kill.
-Made bounce trigger under more accurate circumstances. You're not bouncing off lamps any more.
-More accurate minimap colors. Really just stopped showing cross-trigger linedefs as yellow, since some maps use that ID for most passable linedefs and just don't trigger anything. (I think)
- NakaTeleeli
- Posts: 15
- Joined: Mon Jun 06, 2022 8:23 pm
Re: Jumping Flash Doom [2.0] The monster update!
Welcome to Jumping Flash Doom 2.0!
The monster update!
v2.0 massive update! Now includes monster replacements for all standard Doom 2 monsters and bosses!
Several changes to the base pack as well, including the support AIs! I found a way to rip sound effects from the game disk, letting me make the support AIs (You can choose between several in the options menu) and updated a lot of sound effects. There are also new animations and effects on level start, damage, and death. There's a brand new title screen and the weapons have gone through some rebalancing. Mostly the laser does considerably less damage and no longer stuns enemies unless you have berserk.
Also enemies! The enemies are packed in a separate pk3 so if you only want to use either the player or the monsters, you have that option. I have PAINSTAKINGLY recreated Jumping Flash 1, 2, and Robbit mon Deau enemies and bosses, by eye, to replace every traditional enemy and boss in Doom 2. This was a massive undertaking and has taken me a year or more to do. Some enemies are more complex than others, the Archvile, Mastermind, Cyberdemon, and Icon of Sin replacements are especially noteworthy. Includes a ton of sound effects for the enemies and a new map replacing map30 for a brand new Icon of Sin fight. Despite how much has been added the file-size is actually smaller because I found out how to reduce audio size. Please enjoy!
Google Drive link:
Spoiler:
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Re: Jumping Flash Doom [2.0] The monster update!
i kinda wish this were done in a way that all the non-primary-weapon weapons were bound to mouse2, i think it'd be cool to have it be like this instead of having to switch back to the laser after using the other weapons
Re: Jumping Flash Doom [2.0] The monster update!
Well, since there's now this cool mob pack available, I had to "remaster" my first video with Jumping Flash Doom: