MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

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.

Please read the full rules for more details.
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SoulCircle
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by SoulCircle »

Yea I know! It's just the way the Hell Razer looks like it has a mechanical gun instead of an organic one here made me think about it. I still love it though!
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Carbine Dioxide
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Carbine Dioxide »

I honestly am not a huge fan of that sprite, I will make my own interpretation of it at some point, but it's a great start.

Every monster in this mod, just like in Doom 2016, has it's own sort of personality in terms of looks (except some of the original Doom monsters, they are pretty much the same until most of them are replaced/balanced out for tougher monsters later on in mod development). I especially liked the different look of the Chain Gunner that Kinsie posted in the Spriting Carnival.

The Hell Razer was probably one of the more serious looking monsters in the game, the only time when I could really take it seriously was when it got glory killed, like the puzzled look on it's face when it got beat into oblivion.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by JimpArgon »

I'm thinking about doing a video on this once the next update is released. Hope you don't mind me doing so Kinsie. I know this is far from completed, but I do enjoy what it has to offer so far. Feel free to add it to the first post for a video demonstration, or just ignore it here on whatever page it ends up on. As usual, its up to you. :wink:
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

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Carbine Dioxide
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Carbine Dioxide »

Is this a stronger variant that comes later, or does it replace the original? Cause if it replaces the original, maybe some toning down of the bullet Hell would help. You could also have the green fire balls explode, which is what I think they did in Doom 2016.

Also, what music replacement WAD are you using? That sounds tasty, even though I could barely hear it over Baron screams and fire ball impacts.
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SoulCircle
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by SoulCircle »

I... Uhm... Kinsie, I think it may be past scary and "I just shit bricks" point, so... Yeah. I could be scared towards barons again when I play this.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Zanieon »

Awesome how you managed to organize the sprites in a so short time, very impressive.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Captain J »

Strawberry flavored on the outside, Melon flavored on the inside. Gotta love that threatening colors of its projectile.

If everything deals big damage, GG to me.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Truvix »

This is a bit of a sudden curiosity and quite a shift from the talk about the Barons, but have you figured out what you plan to do in terms of that unused Doom 64 weapon that was talked about on page 17? The sudden curiosity is because TheBarge created a lightning gun addon for BD and PB that has been floating around for quite some time and knew that you'd thought this might have been the original intention on the sprinting carnival thread. I wasn't sure if you were aware of this or not, but I figured it was worth bringing up since you might want to talk to see about using some of his resources.

Like I said, it's a bit sudden, but it just finally clicked in my head all of a sudden and wanted to bring it up while I still remember.
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

Carbine Dioxide wrote:Is this a stronger variant that comes later, or does it replace the original? Cause if it replaces the original, maybe some toning down of the bullet Hell would help. You could also have the green fire balls explode, which is what I think they did in Doom 2016.
It replaces the original. I'm tweaking the damage so that a direct hit from the red ball is still roughly the same damage as the Hell Knight's attack, with the individual split offs sitting between the Imp and Hell Knight attacks.
Carbine Dioxide wrote:Also, what music replacement WAD are you using? That sounds tasty, even though I could barely hear it over Baron screams and fire ball impacts.
IDKFA by Andrew Hulshult
Zanieon wrote:Awesome how you managed to organize the sprites in a so short time, very impressive.
I haven't done any of the edits yet, beyond adding in recoloured versions of my blood layers from the Hell Knight. I still need to add the attack glow and more consistently glowing eyes.
Truvix wrote:This is a bit of a sudden curiosity and quite a shift from the talk about the Barons, but have you figured out what you plan to do in terms of that unused Doom 64 weapon that was talked about on page 17? The sudden curiosity is because TheBarge created a lightning gun addon for BD and PB that has been floating around for quite some time and knew that you'd thought this might have been the original intention on the sprinting carnival thread. I wasn't sure if you were aware of this or not, but I figured it was worth bringing up since you might want to talk to see about using some of his resources.

Like I said, it's a bit sudden, but it just finally clicked in my head all of a sudden and wanted to bring it up while I still remember.
I'm still interested in the idea (I want to add a Lightning Gun because Doom 4 multiplayer, and this'd be a nice deep cut) but I can't say I'm a big fan of those sprites. More obviously "drawn" stylistically than every other sprite in the mod, if that makes sense. Thanks for the heads-up, though!
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Viscra Maelstrom »

interesting barons, there! they definitely feel more intimidating due to their hulking size, split projectiles and loud stomping around, but not particularly faster than their original counter-parts. i can dig them. :)
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by TonicBH »

I was initially bummed that the original Baron was replaced by newDoom Baron, but then I realized the original Baron was just a tankier Hell Knight. While having the original Doom/Doom II enemies alongside newer ones was ideally what I was hoping for, this works just fine.

Does it only apply to the Baron, or will Hell Knights only get this new variant as well?
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

So, the new floor blood stuff is pretty cool, but one of the issues people were having with it (myself included) was framerate. Simply put, throwing a bunch of 'em in one spot would tank the FPS. This was extremely noticable when playing MAP06 of Doom 2 on UV - the Spider Demon bled a LOT when being crushed.

I disabled various features of the bloodsplat actor - renderstyle, a_warping to prevent z-fighting, etc. to try and find an easy culprit, but it was simply a whole lotta stuff in one spot. As such, I devised a cool little solution: When a bloodsplat is formed, it it now checks (via a_radiusgive) if the centers of any other bloodsplats are within a 2 mapunit radius (so basically in the same spot), and if so, forces them to fade out. This keeps the blood amount down without actively changing the look of the scene (ie. making the carnage look less severe), and keeps the crusher on MAP06 framerate-steady even after a giant cyborg arachnid has been pulped by it.

I may add a cvar to control the radius for the 486es out there later, but I'm pretty happy for now.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Gez »

You could have something where the bloodsplats that disappear send back (via the same radiusgive mechanism) a message telling the last splat to grow. This way several tiny splats would merge into one large splat.
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Gorec
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Gorec »

why dont you make big eyes for demons when there under holy water like in doom rpg?
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