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.
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.
ThrashfanBert1994
Posts: 533
Joined: Fri Sep 11, 2015 5:26 am

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by ThrashfanBert1994 »

how about unmaker, soulcube, and some quake styled weapons?
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by Kinsie »

ThrashfanBert1994 wrote:how about unmaker, soulcube, and some quake styled weapons?
Unmaker is in the works as we speak. Sounds are done, sprites are started, but I'm waiting until the new Doom 4 DLC comes out so I can feasibly get a screenshot of the flesh gun from that to incorporate in.

Soulcube I want to do.

Quake-style weapons? The Lightning Gun from Doom 4 is on my list, and I might recreate the Quake 1 Rocket Launcher as a cheat-only easter egg. Outside of that, I don't intend on stepping out into the wider Id-verse, as Samsara and other mods like Quake 1 Stuff Ultra fulfil that role better than MetaDoom possibly can.
ThrashfanBert1994
Posts: 533
Joined: Fri Sep 11, 2015 5:26 am

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by ThrashfanBert1994 »

ah ok, how about the tri-rifle from wolfenstein 3d box art?
User avatar
Carbine Dioxide
Posts: 1936
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by Carbine Dioxide »

What about *weapon name not even related to the Doom series*? :P
User avatar
SiFi270
Posts: 458
Joined: Tue Feb 10, 2015 2:51 am
Location: Does anyone put a serious answer here?

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by SiFi270 »

On the subject of things that are in Wolfenstein but not Doom, I was wondering if anyone else thought it might be a good idea for the optional pack to replace any cyberdemons with WolfRPG's Harbinger if a map has enough nazis in it for a script of some kind to conclude "oh, this must be a wolfenstein level"

I mean if it's not actually meant to be a Wolfenstein level and they're just using the SS as a template for a custom monster, then there'd be no reason to be using the optional pack in the first place so it wouldn't interfere with anything so long as players knew in advance whether to expect nazis or nazi edits in the wad they're loading
User avatar
Zhs2
Posts: 1303
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by Zhs2 »

Protip: your keys are CustomInventory items. This makes them very multiplayer unfriendly. Please make them inherit from the base Key class and use the Species property so we don't have to co-op all sad. Or maybe just also "borrow" the key sharing script from the same place you got the keys. Thank you!
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by Kinsie »

Zhs2 wrote:Protip: your keys are CustomInventory items. This makes them very multiplayer unfriendly. Please make them inherit from the base Key class and use the Species property so we don't have to co-op all sad. Or maybe just also "borrow" the key sharing script from the same place you got the keys. Thank you!
Cheers. Consider it done.

Meanwhile...
Spoiler: What the !@#%* is this?!
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by Captain J »

Well-made unmaker awaits, hmm?
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

Post by Kinsie »

EDIT: REPLACED OLD POST WITH A NEWER, MORE RECENT ONE

Here's a brief look at our nameless friend in action. I have an altfire planned, but it's not implemented yet.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You Fo... WTF is this? (p4

Post by DoomKrakken »

That sounds almost like music... :D

No, really... I'm serious. :D
JohnnyTheWolf
Posts: 1210
Joined: Mon Oct 05, 2015 8:37 am

Re: MetaDoom v1.2 "Slayer": Thank You Fo... WTF is this? (p4

Post by JohnnyTheWolf »

What map is this? It looks like "Hectic" from Doom 64.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You Fo... WTF is this? (p4

Post by Kinsie »

JohnnyTheWolf wrote:What map is this? It looks like "Hectic" from Doom 64.
It's Hectic from the really bad ZDoom64, which I'm pretty sure was based on the Doomsday-based Absolution TC, except with monsters that weren't in Doom 64 shoved in for no real reason.

I have a half-written up proposal/plan for a "Doom 64, But For GZDoom, Except Not Shit" project, but it requires actual programmers to do programmer things like write a D64-to-UDMF converter, and if you haven't noticed lately I'm not exactly a people person so project management probably isn't my forte.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You Fo... WTF is this? (p4

Post by DoomKrakken »

Maybe find someone who actually is good at it and help contribute?

If you suggest it enough, I'm sure someone's bound to pick it up...
JohnnyTheWolf
Posts: 1210
Joined: Mon Oct 05, 2015 8:37 am

Re: MetaDoom v1.2 "Slayer": Thank You Fo... WTF is this? (p4

Post by JohnnyTheWolf »

Kinsie wrote:I have a half-written up proposal/plan for a "Doom 64, But For GZDoom, Except Not Shit" project, but it requires actual programmers to do programmer things like write a D64-to-UDMF converter, and if you haven't noticed lately I'm not exactly a people person so project management probably isn't my forte.
What about this: https://www.doomworld.com/vb/wads-mods/ ... r-doom-ii/
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: MetaDoom v1.2 "Slayer": Thank You Fo... WTF is this? (p4

Post by Kinsie »

DoomKrakken wrote:Maybe find someone who actually is good at it and help contribute?

If you suggest it enough, I'm sure someone's bound to pick it up...
It's not a bad suggestion - I know some folks around here who are super good at leading teams - and some of them are informally interested, but they're also all heading up large-scale projects at varying stages of completion and as such are generally too busy.
JohnnyTheWolf wrote:What about this: https://www.doomworld.com/vb/wads-mods/ ... r-doom-ii/
That's really cool, but a.) it's not finished and b.) it lacks that wonderfully unique Doom64 aesthetic. Hopefully it gets finished soon, it's not perfect but it'll help fill the hole in my heart for now.
Post Reply

Return to “Gameplay Mods”