WIP: Mr. Doom

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MrDoom8000
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WIP: Mr. Doom

Post by MrDoom8000 »

Hello,

Below is a link to my mod. The mod features extra weapons, different sprites for monsters, extra monsters, a damage-factor (strengths and weaknesses), and 30 30 new levels.

(Link redacted due to [possibly unintentional?] warez. Sorry! -ww)

There are two maps that I left in the WAD, but I don't know whether or not I should keep them there.

Basically, what I would like for you to do is play the mod and make comments: what you like/dislike about the mod, comments to improve the mod, praises, criticisms (constructive, please), etc. Just have fun with the mod.

Thank you to those who play the mod.

- Mr. Doom

PS A copy of Doom2.WAD and the latest ZDoom executable are required to run this mod.
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Duducrazy
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Re: WIP: Mr. Doom

Post by Duducrazy »

could you possibly post some screenshots, please? probably no one will download your wad if they don't know what does it look like.
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Xim
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Re: WIP: Mr. Doom

Post by Xim »

Yes, screenshots are required. People don't like to just blindly download things.
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chopkinsca
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Re: WIP: Mr. Doom

Post by chopkinsca »

Xim wrote:Yes, screenshots are required. People don't like to just blindly download things.
No, they aren't required, but recommended. If they were required I wouldn't be downloading it...


Edit: Just tried playing it. Monster placement is boring, just rooms filled with monsters. The sound replacements don't really fit too well. The textures aren't used too well, mainly the awful use of light textures. Light textures are meant to be used sparingly where you want light. It has potential though. I only played to map 2 so I don't know if it gets better as it goes.
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MrDoom8000
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Re: WIP: Mr. Doom

Post by MrDoom8000 »

Oh, I forgot about that. Sorry. Here are some screenshots.

Image

Image

Image

Image

Image

I also have videos up on YouTube. I'll link a few to you.

Boss: Mr. Doom
Map 06:Fire Pit
Map 09: Parapa Palace
Map 21: Maze B
Map 24: Silph Company
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chopkinsca
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Re: WIP: Mr. Doom

Post by chopkinsca »

Basically it's what doom would have been like if ZDoom existed in 1996.

About the Mr.Doom boss. I'm very against 'bosses' that are only difficult because of how much health they have. You could easily lower his health and remove the megaspheres to make a more interesting boss battle. That's just my opinion. I prefer a short battle against an interesting monster than a long battle with a bland monster.
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wildweasel
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Re: WIP: Mr. Doom

Post by wildweasel »

I'm not really a fan of the silly Smash Bros sounds or the mandatory weapon set (which is loaded with weapons that seem to duplicate each other for no real reason). Not sure why there has to be four shotguns, two chainguns that behave almost exactly the same, two rocket launchers, and more plasma guns than I care to count.

Also, why is this 40 megs? Probably because this is built on top of Doom2.wad, which is illegal. Technically, despite your saying so, this does not require Doom2.wad at all - it can be run as an IWAD, meaning ZDoom does not require any commercial copy of Doom to run it. Make it into a PWAD instead - remove all the unmodified stuff, and not only will it be smaller, but I also won't delete the link to it due to it essentially being warez.
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Ethril
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Re: WIP: Mr. Doom

Post by Ethril »

Well... It looks decent enough, but expect a lot of negative responses based on the amount of weapons/monsters. Did you just toss in a bunch of stuff from realm667 or something? :?
The sound replacements are kind of annoying (although the Ganon-vile is pretty funny) and the status bar faces are kind of stupid, but I don't typically use the classic status bar anyway so that one's a moot point for me.

Also, inescapable/instant death traps should ALWAYS be hinted at. Not like a sign saying "HEY THIS DOOR IS A TRAP DON'T GO THROUGH IT", more like a subtle texture discrepancy or, uh... Say there's a row of doors and they're all traps except for one. Your hint is that there's a pattern of torches across from the doors and the torches by the correct door subtly breaks the pattern. But you seem to have that figured out so I don't know why I said it. (i started typing it, but then I got up to get lunch and by the time I got back I had forgotten what part of which video prompted this)
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Xim
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Re: WIP: Mr. Doom

Post by Xim »

There's nothing wrong with using Realm stuff, it's there to be used. Just don't over use them, like two weapons per slot max.

Overall, I didn't really enjoy this too much, but it's decent for a new comers release. Hell, I wish I could do a big level mega wad which a bunch of random stuff when I was new.

Anyways, keep it up. Maybe focus on just making single levels and maybe have less custom stuff until you become more skilled. Also try and get things to fit a certain theme or something instead of a bunch of mixed-up things, that's one thing can ruin the atmosphere any great mega-wad.
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MrDoom8000
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Re: WIP: Mr. Doom

Post by MrDoom8000 »

I didn't realize I was violating one of those cyber laws out there.

I'll work on it some more when I get enough time to (perhaps winter break), and then I'll re-release it. As for now, the link will be removed for the time-being, due to legal issues.

Thanks for the critiques, though.
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Ethril
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Re: WIP: Mr. Doom

Post by Ethril »

Xim wrote:There's nothing wrong with using Realm stuff, it's there to be used. Just don't over use them
...
Also try and get things to fit a certain theme or something instead of a bunch of mixed-up things, that's one thing can ruin the atmosphere any great mega-wad.
That's what I was getting at, yeah.
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Siggi
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Re: WIP: Mr. Doom

Post by Siggi »

This is awesome in a nooby kind of way. You really need to finish this.

Also Daniel, if you're listening... Where is Neodoom 2? :P
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