[VERY EARLY WIP] Ghostbusters Doom 2: Reborn

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Re: [WIP] Ghostbusters Doom 2: Reborn

Postby Ozymandias81 » Sun Nov 01, 2015 6:53 am

DrPyspy wrote:Personally, I don't think Action Doom 2 needs to be remade. I feel a fan-made sequel would be more interesting.

Really love your profile image. I guess a fan-made sequel is doable, but I can't do nothing like that 'cause too many projects to manage/work/carry out. Maybe this could be a nice idea for other modders, graphics, textures and actors + mapping is authorized for UB, as stated inside its readme file.

IT'S NO GOOD TO SHOT ONLY WITH A BARREL OF A GUN IN YOUR ROOM, YEAH THIS IS A PAIN I'M USED TO BUT I SIMPLY JUST CAN'T GET ENOUGH OF IT. SO DREAM ON, ENJOY THE SILENCE, WE ARE MASTER AND SERVANT! :lol:
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Scuba Steve » Sun Nov 01, 2015 9:17 am

If Action Doom 2 is remade, it needs to be for the following reasons:
    Rework the maps' portals, skyboxes, and map tricks so they work properly in Gloome
    Replace the handful of sounds that are probably copyrighted
    Maybe bundle "Dead of Winter" with the main iwad
    Maybe balance the combat; different punching moves or enemy combat styles so the game is more than "punch, move back, move forward, punch"

Then, when it is working perfectly in Gloome, it should be added to Steam.

As for Ghostbusters Doom, go nuts. I'd use the proton pack I drew a few years ago for Ghouls vs Humans.
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby mallo » Sun Nov 01, 2015 9:31 am

But using that proton pack would require redrawing every other weapon so they'd match, I think :p
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Ed the Bat » Sun Nov 01, 2015 9:31 am

I've done a little bit of this-and-that with assets from GBD2, so perhaps along the way, there might be some small things I can help contribute, like with Batman. :P
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Ozymandias81 » Sun Nov 01, 2015 10:37 am

Ed the Bat wrote:I've done a little bit of this-and-that with assets from GBD2, so perhaps along the way, there might be some small things I can help contribute, like with Batman. :P

Yep, you told me that some months ago and if I am not wrong there are some fixes for GBD2 into your site. As always with your awesome skills, you're welcomed. :cool:

@Mallo
You're right, we must repolish existent things first. I'll look into your wad during next week.
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby wildweasel » Sun Nov 01, 2015 11:54 am

Scuba Steve wrote:If Action Doom 2 is remade, it needs to be for the following reasons:
    Rework the maps' portals, skyboxes, and map tricks so they work properly in Gloome
    Replace the handful of sounds that are probably copyrighted
    Maybe bundle "Dead of Winter" with the main iwad
    Maybe balance the combat; different punching moves or enemy combat styles so the game is more than "punch, move back, move forward, punch"

Then, when it is working perfectly in Gloome, it should be added to Steam.

I am in full support of this idea.
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby CeeJay » Sun Nov 01, 2015 12:32 pm

If a re-boot of GBD2 would become reality, the only thing I would like to ask is that there be no 3D models, I think it looks terrible out place in Doom and other 2.5D games of that era.
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby leileilol » Sun Nov 01, 2015 4:30 pm

wildweasel wrote:I am in full support of this idea.

Zenimax probably wouldn't. A rename would need to be in order to keep off their newfound love for the Doom trademark. They bought id for their legacy brands after all
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Scuba Steve » Sun Nov 01, 2015 10:58 pm

Tough shit to Zenimax then. If you replaced the few copyright sounds/easter eggs issues and used GLOOME, Zenimax has no say; everything would be legal to sell. You would probably have to drop any in game references to "Doom" like "Action Doom"... but that's easy since you can just fall back on 'Urban Brawl' as the title.
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby YukesVonFaust » Mon Nov 02, 2015 7:15 am

Scuba Steve wrote:Tough shit to Zenimax then. If you replaced the few copyright sounds/easter eggs issues and used GLOOME, Zenimax has no say; everything would be legal to sell. You would probably have to drop any in game references to "Doom" like "Action Doom"... but that's easy since you can just fall back on 'Urban Brawl' as the title.

or maybe call it...
Urban Brawl: The Ballad of Action
or something
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Ozymandias81 » Mon Nov 02, 2015 12:09 pm

YukesVonFaust wrote:
Scuba Steve wrote:Tough shit to Zenimax then. If you replaced the few copyright sounds/easter eggs issues and used GLOOME, Zenimax has no say; everything would be legal to sell. You would probably have to drop any in game references to "Doom" like "Action Doom"... but that's easy since you can just fall back on 'Urban Brawl' as the title.

or maybe call it...
Urban Brawl: The Ballad of Action
or something


I go for Urban Mood: Cities of Violence. :cool:
Anyway this is Ghostbusters Doom II: Reborn thread now, so... don't wanna be the party pooper here. :roll:
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Scuba Steve » Tue Nov 03, 2015 10:06 pm

Funny side note: I looked for Jason Frailey a couple years ago. He made all the GB monsters out of modeling clay and continued working with toy design. He is currently a professional toy sculptor.
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Ozymandias81 » Wed Nov 04, 2015 5:38 am

Scuba Steve wrote:Funny side note: I looked for Jason Frailey a couple years ago. He made all the GB monsters out of modeling clay and continued working with toy design. He is currently a professional toy sculptor.

WOW those toys looks amazing! :shock:
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Re: [VERY EARLY WIP] Ghostbusters Doom 2: Reborn

Postby Ozymandias81 » Thu Aug 24, 2017 5:22 am

Due to busy days with Blade of Agony and also 3 ongoing projects, which I am sure that I'll update on and off, I must unfortunately say that this project is dead.
Who knows, maybe I'll dust this one in 10 years, but I consider this dead for now.
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