[3.4!] FINAL DOOMER +
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.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [V1.1] FINAL DOOMER
I feel like The Darkening 2 really could use a themed weapon and/or monster set.
-
- Posts: 2815
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: [V1.1] FINAL DOOMER
Great idea too. This would demand the weapons to be as Quake-ish as possible
-
- Posts: 1662
- Joined: Sun Jul 03, 2011 8:44 pm
- Location: Dropping today in Station Square.
Re: [V1.1] FINAL DOOMER
I'd love to see what you guys could come up with for Ancient Aliens and the Japanese Community Project.Sgt. Shivers wrote:Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?
-
- Posts: 1777
- Joined: Wed Sep 08, 2010 4:58 pm
Re: [V1.1] FINAL DOOMER
Yeah, I agree. As GAA1992 said, a Quake feeling weapon set would go perfect with it.wildweasel wrote:I feel like The Darkening 2 really could use a themed weapon and/or monster set.
-
- Posts: 19
- Joined: Tue Oct 25, 2016 11:39 pm
- Location: Walking the Earth (There was no more room in hell...)
Re: [V1] FINAL DOOMER
Back To Saturn X Episode 1 & 2Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?
Ancient Aliens
Sunlust
Going Down
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [V1] FINAL DOOMER
Hmm...is that not what Weapons of Saturn was designed for?MasoGuy wrote:Back To Saturn X Episode 1 & 2Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?
-
- Posts: 2432
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [V1.1] FINAL DOOMER
Perdition's Gate would be pretty cool. (that's what I've been playing this with)
-
- Posts: 19
- Joined: Tue Oct 25, 2016 11:39 pm
- Location: Walking the Earth (There was no more room in hell...)
Re: [V1] FINAL DOOMER
Wait there's a weapon set for it?wildweasel wrote:Hmm...is that not what Weapons of Saturn was designed for?MasoGuy wrote:Back To Saturn X Episode 1 & 2Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?
-
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
Re: [V1.1] FINAL DOOMER
Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?
This would be a fun "canon" choice, since Perdition's Gate was nearly part of Final Doom, so it'd be keeping with the theme.zrrion the insect wrote:Perdition's Gate would be pretty cool. (that's what I've been playing this with)
Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)
-
- Posts: 19
- Joined: Tue Oct 25, 2016 11:39 pm
- Location: Walking the Earth (There was no more room in hell...)
Re: [V1.1] FINAL DOOMER
Now that I think about it, would Ancient Aliens benefit from a separate weapons set for each of its episode to match their slight changes in theme?Kinsie wrote: Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)
-
-
- Posts: 4725
- Joined: Mon Apr 10, 2006 1:49 pm
- Preferred Pronouns: He/Him
Re: [V1.1] FINAL DOOMER
Icarus I feel would be the logical followup if we're going by TeamTNT's ensuing releases.
-
- Posts: 1662
- Joined: Sun Jul 03, 2011 8:44 pm
- Location: Dropping today in Station Square.
Re: [V1.1] FINAL DOOMER
Then Eternal Doom since they took it up from Team Eternal.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [V1.1] FINAL DOOMER
I dunno, I feel like a Prey-esque mishmash of weapons from various origins would actually fit the episode really well. A basic man-made weapon and an ancestral spirit weapon, various alien analogues to the usual FPS archetypes.MasoGuy wrote:Now that I think about it, would Ancient Aliens benefit from a separate weapons set for each of its episode to match their slight changes in theme?Kinsie wrote: Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)
-
- Posts: 368
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: [V1.1] FINAL DOOMER
You mean Prey as in the game where you play as the native american, or prey as in the upcoming game?
If the former, I agree, though maybe the alien weapons could be a fusion of alien and human technology.
If the former, I agree, though maybe the alien weapons could be a fusion of alien and human technology.
-
- Posts: 2839
- Joined: Tue Oct 19, 2010 3:24 pm
Re: [V1.1] FINAL DOOMER
Noisy Cricket for slot 7. It'd fit on multiple levels.wildweasel wrote:I dunno, I feel like a Prey-esque mishmash of weapons from various origins would actually fit the episode really well. A basic man-made weapon and an ancestral spirit weapon, various alien analogues to the usual FPS archetypes.MasoGuy wrote:Now that I think about it, would Ancient Aliens benefit from a separate weapons set for each of its episode to match their slight changes in theme?Kinsie wrote: Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)