TBH, i'd like to see that chaingunner with different looks and bigger chaingun. I maybe i could help it for that matter, but maybe later!Kinsie wrote:So! Here's what's going on with monsters so far in the next Tech Demo so far, which should be out pretty soon.
OLD MONSTERS
The Nightmare Spectre has had it's health dramatically lowered (still meatier than a normal Pinky) and its movement speed is slightly faster.
The Z-Sec has a whole new spriteset, courtesy of Realm667, which I had somehow failed to check for Doom 3 sprites by now. Possibly because the Repository kept putting me into the terrible list view for some reason...
The Chaingun Guy has been reskinned to be holding a Machinegun, made a little less accurate and been redubbed the Former Lieutenant.
NEW MONSTERS
The Nightmare Imp is pretty close to its old Doom 64 presence - partially transparent, with double movement speed on both itself and its fireballs. A little bit of -fast in your HMP!
The Former Commando is an upgraded Chaingun Guy who traded in accuracy for an increased firing speed. I still need to recolour the uniform of either him or his precursor to blue to fit the Doom RPG theming, but the bloody beard complicates matters.
MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Forum rules
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.
Please read the full rules for more details.
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.
Please read the full rules for more details.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (TD2 Monsters p28)
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (TD2 Monsters p28)
Tech Demo 2 - "Kane" (~16mb)
Development continues! Lots of new toys and even some new friends to try them on.
- Added 2 new weapons! (Chaingun, Gauss Cannon)
- Added 2 new inventory items! (Tesla Rocket, Shield Wall)
- Added 2 new monsters! (Nightmare Imp, Former Commando)
- Original Chaingun Guy is now the Former Lieutenant.
- New sprites for the Z-Sec!
- Lowered the Nightmare Spectre's health a bunch, subtly increased his overall speed
- Cacodemons now have a fancy gib effect
- Reduced the -fast speed of Hellhounds to be more managable
- Fixed some BFG obituary stuff
- Added GLDEFs for the player
- Sped up the Plasma Rifle by a single tic. WOW.
- LANGUAGE tweaks, including proper capitalization of Doom 2 intermission texts
- Fixed a bug where collecting a Berserk while under the effects of a Berserk would break the entire Berserk system. Thanks to Techokami for helping diagnose!
- Re-ordered some weapons to ensure you select better weapons when using number keys.
- Added a "Potential Map-Breakers" cvar, to toggle or alter things that might let players or monsters go places they aren't supposed to go. You know, like jumping in BOOM maps. Not very useful right NOW, but in the future...
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Sweet crap, kin! You really nailed the chaingun right! But i have bit of gripes;
- Is chaingun's fire sound suppose to be very quiet? I can't hear anything besides of spinning sound. Also when it goes to turret mode, casings doesn't releases at all. Prevention of casing spamming, i guess? Also it's very quiet like primary mode as well.
- It's a shame that Gauss Cannon's fire sound didn't mixed with original D4 gauss cannon firing sound; it has no charging sound at the end. I liked the charging sound from the original sound, though.
- About the Gauss Cannon's puff, i'm not a big fan of having it plasma rifle effect with yellow colored shockwave. Perhaps make the puff more different? Like what Arachnotron's Plasma Projectile from Zen dynamics has.
- Good work on the various grenades, except they need their own sprites, though.
So i might help you, but again, maybe later! I've got some treasury project to work on!
EDIT: Oh, also chaingun's muzzle flash doesn't change on turret mode except the side ones. Intentional?
- Is chaingun's fire sound suppose to be very quiet? I can't hear anything besides of spinning sound. Also when it goes to turret mode, casings doesn't releases at all. Prevention of casing spamming, i guess? Also it's very quiet like primary mode as well.
- It's a shame that Gauss Cannon's fire sound didn't mixed with original D4 gauss cannon firing sound; it has no charging sound at the end. I liked the charging sound from the original sound, though.
- About the Gauss Cannon's puff, i'm not a big fan of having it plasma rifle effect with yellow colored shockwave. Perhaps make the puff more different? Like what Arachnotron's Plasma Projectile from Zen dynamics has.
- Good work on the various grenades, except they need their own sprites, though.
So i might help you, but again, maybe later! I've got some treasury project to work on!
EDIT: Oh, also chaingun's muzzle flash doesn't change on turret mode except the side ones. Intentional?
Last edited by Captain J on Mon Aug 22, 2016 8:24 am, edited 2 times in total.
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JohnnyTheWolf
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
What does the leader of the Brotherhood of Nod have to do with Doom? 
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
John Kane is the name the dumb Doom 3 novels (yes, there are Doom 3 novels, as in plural) give their iteration of the Doomguy.JohnnyTheWolf wrote:What does the leader of the Brotherhood of Nod have to do with Doom?
- Hetdegon
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Very good update. I however find that the firing (rotating?) sound for the chaingun in turret mode keeps sounding until it's taken out of turret mode. Does this happen to anyone else?
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
When you die while firing in a turret mode, it happens. So yes.
Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Kinda like how the chainsaw sound also sometimes keeps looping after you die. Also, how do I throw the hand grenades if there's no quick-throw button?
Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
but speaking of sounds
could you tone down the volume of the bullet impacts? they completely drown out the chaingun in both modes and contributes greatly to the SSG's wimpyness problem
also the chaingun doesn't seem to have any proper firing sounds, just spinning with a little bit of bass
also also, i didn't get any milage of the chaingun's normal mode, since it was faster to switch to turret mode and then start shooting immediately. and shooting on the move fell on the MG's role
could you tone down the volume of the bullet impacts? they completely drown out the chaingun in both modes and contributes greatly to the SSG's wimpyness problem
also the chaingun doesn't seem to have any proper firing sounds, just spinning with a little bit of bass
also also, i didn't get any milage of the chaingun's normal mode, since it was faster to switch to turret mode and then start shooting immediately. and shooting on the move fell on the MG's role
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Yes it have, but it's really. Really quiet.comet1337 wrote:also the chaingun doesn't seem to have any proper firing sounds, just spinning with a little bit of bass
I've just raised the volume and it played very well with more power.
- Carbine Dioxide
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
It seems like the Hell Hounds have more health than Pinky Demons, which sounds weird to me, considering they're smaller and faster. One spooked me so hard playing Episode 1 earlier...
The Chain Gun wastes so much ammo. When I use it, I go flying off a cliff.
I'm pretty sure it uses the same amount of ammo per shot when it's in turret mode in Doom 2016.
I also gotta say that six shots for one Machine Gun mini missile is just a tiny bit too much. I'd dumb it down to four or five.
The Chain Gun wastes so much ammo. When I use it, I go flying off a cliff.
I'm pretty sure it uses the same amount of ammo per shot when it's in turret mode in Doom 2016.
I also gotta say that six shots for one Machine Gun mini missile is just a tiny bit too much. I'd dumb it down to four or five.
Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
The shotgun grenades feel very weak for a 4 shell ammo cost. It feels like if it isn't a direct hit on anything higher than an imp, it isn't useful at all.
- Carbine Dioxide
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Killed a Spider Mastermind with nothing but 25 Tesla Rockets. They stun locked him until he died.
Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Hey, dont wanna sound like im whining, but the quick punch might as well not be there because being as slow and as weak as it is, it will only be useful in easier maps
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
I know this is not related to MetaDoom, but does anyone know if the latest SVN release for GZDoom is still having that issue where the screen is black, but you can still hear the sounds and move around in the menu?



