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Engine Build Version:2.5 Beta Build Version:BETA - r0015 Download Build Version:r0015 Made for GZDooM
NOTE: This thread was based upon an older thread. Disregard any comments made on page 1!
NOTE #2: Please set the "Adjust Sprite Clipping" to Smarter. I will not make multiple patches for other settings!
INFORMATION ABOUT BULLET SYSTEM:
Every 'type' of bullet will have a base damage and speed. An example, the Pistol and Machine Gun will fire a minimum damage, high speed projectile. While larger rounds are slower, but more powerfull. (Such as the Chaingun). This means, that the light projectiles drop faster (not enough weight to keep the velocity) than the heavier rounds. This could mean life or death for you in the end.
INFORMATION ABOUT DIFFICULTY:
There are 6 Difficulties;
Spoiler: Diffuclities Levels
"Basic Training" (I'm Too Young to Die!)
Monsters 50% of their maximum health, barely aggressive, deals 50% of maximum damage and drop allot more ammo.
"Patrol" (Hey! Not Too Rough!)
Monsters have 75% of their maximum health, partially aggressive, deals 75% of maximum damage, and drop less ammo.
"Battlefield" (Hurt Me Plenty!)
Monsters have 85% of their maximum health, partially aggressive, deals 85% of maximum damage, and drop near normal ammo.
"War Veteran" (Ultra Violence)
Monsters have maximum health, very aggressive, deals maximum damage, and drop normal ammo.
"Master of War" (New Skill: Genesis)
Monsters have 25% EXTRA Health, super aggressive, deals 50% EXTRA damage, and drop normal ammo.
"Before You Know It" (Nightmare!)
Monsters have 50% EXTRA Health, ultra aggressive (they shoot before you get around the corner), deals 100% EXTRA damage, drops normal ammo, and monsters respawns.
Features:
Custom Status Bar based heavily on BOOM's HUD with a toggle map / status additions!
8 Different weapons!
Switchable Lights, that can be destroyed!
Project Aurora is yet, another attempt of me trying to do an enhancement mod and saying 'screw you' to the current ones out there. In the past, I tried to keep up with the Joneses. Caused me to create four wads, all of which I have abandoned. Project: Aurora is my latest attempt. This time around, I am challenging my self. Can I make a nice looking wad, while keeping true to what people remember DooM is all about?
This wad used to be a particle wad, but that lead to a major problem. "Art Style Clash", where on one hand, I was using sprites for some of the effects. On the other, I wanted to use particle effects. Currently, the only particle effects remaining in Aurora is the torches, soulsphere effects and the Particle Fountains (which will be provided in another wad)
Over the past few years, I've been working on DooM mods on and off, I reckon this will be my last one. Alot of kids these days are building gorgeous looking mods (Brutal DooM, for an example). While, I might not have anything new to bring to the table, but this wad can be considered a mass experiment.
I'm using Eriance weapons (new ones), coded by Xaser. They have been modified (not heavily, but partially) to offer newer enhancements to Project: Aurora.
I made this wad for my style of gaming within DooM. If you want really fancy effects, newer weapons that isn't your standard DooM weapons, then try other wads, like Wild Weasel's Nazi's.. or maybe Sergeant Mark IV's Brutal Doom.
Spoiler: Revisions
r0009 on 7/26/2011
ADDED: New casings (from WW's diaz-v3)
REMOVED: Old casings. (Blah!)
ADDED: New Rocket Flight Sound
ADDED: New Rocketlauncher "Up" Sound
ADDED: New Item Sounds
r0008 on 7/12/2011
ADDED: New Rocket Smoke (Pixely!)
ADDED: New Rocket Sprite
ADDED: Casings
ADDED: New ammo (HeavyClip)
ADDED: New Health Bonuses
ADDED: Demolitioner (New name pending)
ADDED: Static Effects (Sprites + Sound)
ADDED: Glass Shattering Effects (Sprites + Sound)
REMOVED: Old weapons, using Eriance
TODO: Alternative Fires for all weapons
r0005 on 7/5/2011
ADDED: Eriance Weapons (Coded by Xaser, to be modified by me)
ADDED: Sprites for new Spider Mastermind
r0004 on 6/6/2011
ADDED: Particle Fountain Replacement
ADDED: Big Brown / Little Brown Light Flares
ADDED: BFG Replacement?
r0003 on 6/2/2011
ADDED: Modifed COLUA0 Sprites
FIXED: Green flames appearing blue-ish green
FIXED: Light flickering on torches
r0002 on 5/28/2011
ADDED: Short torch now checks to see if player is in LOS, activatable
ADDED: PK3 System instead of WAD
r0001 on 5/27/2011
ADDED: New Flares for Torches
ADDED: New Torches Effects
ADDED: Torch now checks to see if the player is in LOS, if not, remove flames
REMOVE: Old Torch Code (Old, but goodie)
REMOVE: Old Flares not being used
ADDED: Change Log
FIXED: Weapon Listings
Tormentor667 for having Realm667.com, alot of my stuff came from there, including torches (which he seemed to of have removed).
WildWeasel for making ww-stranger, also too for the casing coding which I ripped from ww-diaz-v3.pk3
Ryan Cordell for sticking about and me asking him stupid questions. (wtf is ThingThrustZ's properties? XD)
Eriance for his newer weapon sprites.
Xaser for making a wad with Eriance weapons. Currently using his coding as a base for Project: Aurora.
KeksDose who created the flame sprites, one of which I had to modify.
Z86 Particle Fire Enhancement, using some of the sprites and explosions
Last edited by Hellser on Tue Nov 15, 2011 6:42 am, edited 40 times in total.
Why does the shotgun require reload even though nothing else does?
What determines whether the shotgun lifts up to rack the action? It seems a bit confusingly random.
Just to smoothing things up a bit it might be nice to have +reload be the reload key. I haven't looked at the ACS scripts though so I don't know if this is a viable option.
I'm not too sure if this is meant to be a separate project or a resource pack...
Looks sweet But please, any related to change the wepons, please do it in a separate wad. I like to see those pretty lights, and be able to put in/put off light, but no to walk with shadow warrior weapons and so on