D4D - Announcement in 1st post (Jan 4th 2017)

Projects that alter game functions but do not include new maps belong here.
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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.

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Major Cooke
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Re: DOOM(4) for DooM (D4D) - Rocket Launcher prev pg5

Post by Major Cooke »

Right now we're just focusing solely on the weapons. We plan on expanding from there, but that doesn't mean we're including EVERYTHING from Doom 4.
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Post by Doom 3 Doesnt Suck »

Major Cooke wrote:Right now we're just focusing solely on the weapons. We plan on expanding from there, but that doesn't mean we're including EVERYTHING from Doom 4.
Do you think there is any possibility of including something like this in the mod?



edit: Doom needs more Doomguy. Y'all should try to make this Doomier than Doom 4.
Last edited by Doom 3 Doesnt Suck on Tue May 31, 2016 9:53 pm, edited 2 times in total.
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Major Cooke
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Post by Major Cooke »

Kotaku has manners. ;)
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Doomguy141
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Post by Doomguy141 »

This is really well done I must say. After the weapons are done what are the future plans or will it just be weapons.

also would you be changing the gore system ? Or leaving it as it is. I bet you already have gotten requests for BD compatibility versions. Seems to the the norm these days. But I think this mod is gonna be awesome a utter must download for when its finished.
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Major Cooke
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Post by Major Cooke »

You have the wrong thread. This isn't Brutal Doom.
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Almonds
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Post by Almonds »

He wasn't actually asking for Brutal Doom compatibility, just wondering if you've ever gotten any questions regarding patches for your mod to be used alongside it.
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Doomguy141
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Post by Doomguy141 »

Yea I was just wondering if that was the case or you just keeping it to weapons and demons ? I saw some extra gore in the videos, just not sure.
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Post by Major Cooke »

Yes, we have. I just say no to them.
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Post by TheDoomctator »

The hype...It's real SEND HELP!!
Also will it have glory kills? May sound like a pain in the ass but will they happen?
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Post by Doom 3 Doesnt Suck »

TheDoomctator wrote:The hype...It's real SEND HELP!!
Also will it have glory kills? May sound like a pain in the ass but will they happen?
Not to take anything away from this project, but Brutal Doom already includes glory kills. And Sgt Mark IV is working on his own version of this, too.

However, unless SM IV is secretly adding code to this mod (and stealing code at the same time), I'm guessing they will end up being a little different.

I'm just going to wait and see which team can produce the best mod. I kinda like Brutal Doom, but there are a number of gameplay issues with it that make it a little bit less fun than it should be (the lack of automatic weapon switching is really high on my list of gripes; I mean, who really wants to hear their gun clicking when it runs out of ammo instead of just whipping out another gun?). There's also another team that's using high quality "rips" from Doom 4 to make weapons for Doom.
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Re: DOOM(4) for DooM (D4D) - Rocket Launcher prev pg5

Post by Major Cooke »

I don't know if that's something we'll focus on necessarily. We have our own plans for behavior enhancements. I mean big time enhancements. We might go in a completely different route and tell the glory kills to take a flying fucking leap. Because:
Doom 3 Doesnt Suck wrote:Brutal Doom already includes glory kills. And Sgt Mark IV is working on his own version of this, too.
So basically I'd rather introduce a whole new mechanic that makes the monsters and weapons both feel fresh, and make the glory kills potentially needless by this... unplanned and unnamed idea of something that can replace it and be considered a worthy substitute.

I for one didn't really enjoy the glory kills. I only took them when I really, really had to (cyberdemon and spider mastermind).
But who am I but a dev with an opinion? It'll be down to DBThanatos in the end, yet he will now know where I stand on glory kills. Against them.
Also, like stated a couple pages back, it gives people less ammunition to compare us with brutal doom, because I don't want people getting the wrong idea about comparing these two mods together.
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RikohZX
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Post by RikohZX »

The Glory Kill system fits Doom 4's more arena-focused design, especially when paired with Runes that compliments it. It's fast, snappy, and can be even faster while granting you a moment of relief from the enemy onslaught. But unless you change the maps and enemies for it entirely (which is beyond the intended scope of them mod right now given the weapon focus), it doesn't work for old Doom. There's already plenty of health and armor and ammo around the maps usually, and while it's plausible, given that someone already got a basic punching glory kill system working, getting gory animations to work in-depth with special first person circumstances would probably be a huge pain to sync up and animate properly.
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Post by Doomguy5th »

Not trying to be rude or anything, but did you guys rip out the sounds from the game itself or did you guys do recordings in-game? Those sounds used in the mod sounds like game rips tbh.
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Re: DOOM(4) for DooM (D4D) - Rocket Launcher prev pg5

Post by Major Cooke »

RikohZX wrote:getting gory animations to work in-depth with special first person circumstances would probably be a huge pain to sync up and animate properly.
QFT. Seriously, on one of my other mod projects, the player performs a ton of animations based on different events happening. MAN does it suck to deal with.
Doomguy5th wrote:Not trying to be rude or anything, but did you guys rip out the sounds from the game itself or did you guys do recordings in-game? Those sounds used in the mod sounds like game rips tbh.
Oh do please provide us with better quality ones! By all means! We will HAPPILY replace our own. That's not snarkasm either, that's truth. Because fuck the file system extracted from doom, honestly. Ugh.
Last edited by Major Cooke on Wed Jun 01, 2016 8:44 pm, edited 1 time in total.
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Re: DOOM(4) for DooM (D4D) - Rocket Launcher prev pg5

Post by Doom 3 Doesnt Suck »

RikohZX wrote:The Glory Kill system fits Doom 4's more arena-focused design, especially when paired with Runes that compliments it. It's fast, snappy, and can be even faster while granting you a moment of relief from the enemy onslaught. But unless you change the maps and enemies for it entirely (which is beyond the intended scope of them mod right now given the weapon focus), it doesn't work for old Doom. There's already plenty of health and armor and ammo around the maps usually, and while it's plausible, given that someone already got a basic punching glory kill system working, getting gory animations to work in-depth with special first person circumstances would probably be a huge pain to sync up and animate properly.
Y'know... if they really wanted to make this different from Brutal Doom, they could make a mod that had the Doom 4 weapons, first person glory kills, and added some stuff from hdoom, and maybe added some impse.
Last edited by wildweasel on Wed Jun 01, 2016 9:30 pm, edited 2 times in total.
Reason: Link to Doomwiki.org instead! Do not use the old wiki! It's all there in the rules and everything =/

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