ParaDoom - remote controlled monsters (public alpha)

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bagheadspidey
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ParaDoom - remote controlled monsters (public alpha)

Post by bagheadspidey »

Image

Still lots of bugs to fix, but I thought you guys might have fun playing with it. I'll do a proper intro later. Needs svn zdoom / gzdoom.

Direct download, ~50kb

Controls

Recommended control scheme: WASD: move, left mouse: fire, right mouse: alt fire

Fire - teleportation shot | monster missile attack + monster manual
Alt fire - Hijack monster | monster melee attack + monster auto

Hold both fire and alt fire for 3 seconds to destroy a hijacked monster.

Warning: don't do anything to suicide the player (like type kill), it will crash the game. Not sure why yet. So for now, you are invincible...
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Captain Ventris
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by Captain Ventris »

:(

EDIT: Okay, I'm done weeping. A Version of this that works with ZDoom Wars would be an awesome class!
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XutaWoo
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by XutaWoo »

Wow. I find this retardedly hard to control, mainly because you are affected by gravity and if you hold down the fire buttons the monster just stops. Plus it takes forever to take over something.

Also

-Flying monsters contantly move up.
-Pain Elementals are useless because their Lost Souls hate them.
<s>-No way to kill who you're possessing at the moment.</s> Oh wait, didn't see that.
-Camera just seems weird.
-Perhaps speed based off of the monster's?

Overall, neat concept but not really pulled off well.
Last edited by XutaWoo on Wed Oct 29, 2008 9:02 pm, edited 1 time in total.
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bagheadspidey
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by bagheadspidey »

play it before you :(, it's nowhere near finished =)

XW: Thanks for the input. A lot of the stuff you mentioned is just not done yet.

Fire buttons, floating monsters, P.E: all to-do.

No way to kill who you're possessing at the moment : yes there is, kind of. Hold both attack buttons for 3 seconds.

Camera just seems weird: if you can describe it better i'll try to fix it =)

speed based off of the monster's: done, but it's not very noticeable. May tweak this more.

About things taking too long to take over, I think i'm going to do some kind of exp / level based thing that gives you new attacks and powers and more d10s on your takeover throw

Remember, this is just a preview release, not a finished product, so a lot of the stuff that's obviously broken will be fixed. I guess I'm looking more for balancing / gameplay type ideas...
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Captain Ventris
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by Captain Ventris »

Well, I :( BECAUSE I played it.
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Marcus101RR
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by Marcus101RR »

The reason it has bugs and is hard to work on is because it is a ALPHA release. None the less, great job. Love it so far.
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bagheadspidey
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by bagheadspidey »

Oh god this project is DooMed <_<
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Captain Ventris
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by Captain Ventris »

Marcus101RR wrote:The reason it has bugs and is hard to work on is because it is a ALPHA release. None the less, great job. Love it so far.
I don't think you guys understand. I love this. It is awesome, and I want Spidey to work on it whole lot.
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XutaWoo
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by XutaWoo »

Heh, just noticed some of those things.

By camera weirdness, well, it's probally just weird to me. If you look up you lose sight of yourself and I dislike it. Also, I think it should be closer. Oh, and this happens sometimes:

Image

Oh, and another thing: Revenant's rockets orbit around you if they're homing.
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Mik57
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by Mik57 »

Yeah, I don't really know about the 3rd person view. Seems cool, but it's extremely hard to take over a monster when you cant see where your aiming. It also seems like the possessed has something wrong with him. He misses anything that isn't 5 ft in front of him.

This is kind of a cool idea (almost like host :P) And I don't see how this could work in zdoomwars :P.
DavidB1000
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by DavidB1000 »

Meh, anything that isn't made for Morrowind shouldn't require it's key set up
Recommended control scheme: WASD: move, left mouse: fire, right mouse: alt fire
If I can use normal movement, :) then i'll give this a try. Call me crazy, but Arrow keys make sense for use. Save for Morrowind where I gotten used to it.
Maybe I read it wrong?
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Mik57
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by Mik57 »

WASD is almost a universal game control scheme for movement. I can't really think of a game that doesn't have it as default controls, actually... other than doom, that is.
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Captain Ventris
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by Captain Ventris »

Mik57 wrote:This is kind of a cool idea (almost like host :P) And I don't see how this could work in zdoomwars :P.
The Paradoom class can only truly be killed when outside of a host. Meanwhile, they attempt to hijack and use a player's monsters against them. It would take balancing, but it would be hilarious.
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bagheadspidey
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by bagheadspidey »

XW: that yellow screen must be a gzdoom thing, haven't seen it in zdoom.

About rev's rockets, don't worry, they will hit you once dying doesn't crash the game. Gotta file a bug report eventually.

Mik57: possessed always has terrible aim. It's a little better when you capture one because the target he's really aiming at is only 64 units in front of him. I'd suggest hijacking a chaingunner ;p

I'll look into improving the camera view for the influence device (aka plasma ball thing).

About the movement keys, that was just a suggestion. Whatever your key setup is will be used. Mouse look is pretty much a must though.

About zdoom wars, this thing unfortunately needs to subclass every monster it can hijack (for now, just to undo the transparency when the thing dies, but there may be more stuff added). So I'm not sure it "plays well with others" as much as I'd like it to =/
Last edited by bagheadspidey on Wed Oct 29, 2008 9:49 pm, edited 1 time in total.
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XutaWoo
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Re: ParaDoom - remote controlled monsters (public alpha)

Post by XutaWoo »

bagheadspidey wrote:XW: that yellow screen must be a gzdoom thing, haven't seen it in zdoom.
You're not looking hard enough; my view exited the map, the Icon of Sin, and faced it. The yellow screen around it is the menu glow.

If you'll notice, there's an Archvile there. I summoned him. But I've summoned several other hosts and it didn't do that, and one of them was another Archvile.

It also happened on Ultimate Doom's Dis. E3M8 to be percise. And I was almost about the take of that spider mastermind. :?
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