Modern Deathmatch (looking for mappers)
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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.
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.
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
IT'S OUT!!!!!!!!
DOWNLOAD IT!!!!!!!!
DOWNLOAD IT!!!!!!!!
Re: Modern Deathmatch
Game developers aren't going to get over something that sells. It's a business, period. Try something new, even if you, the developer, feels it's time to do so, the fanbase might not agree, and you risk losing them.
There's no shame in copying an idea from someone else, it's how you do it. But beyond that, I think the COD series keeps doing what it's doing without anything new because it "excels" at not doing anything....relativley new. It doesn't have any complicated systems like body armor, nanosuits, a shield bar that's seperate from your health bar, etc. I've always seen the COD series as a, for lack of better words, "hit now" shooter. You bring up your sights, aim where your target is, shoot, and fire. Lag aside, you either miss, or don't. End of story.
Now think about other games, like Unreal Tournament. Yes, it's more a twitch shooter, but the actual shooting requires more timing, timing that not everyone likes. Practically half the guns in the Unreal series (bio rifle, flak cannon, even the minigun at distances) all fire projectiles that actually take time to hit there target. You often have to aim ahead of where your opponent is going to be, even in close quarters (since they move so fast) and with everyone being able to take such a beaten you often even have to keep your aim on them far longer than any other game. Look at Halo; (any of them) some of the guns there also have projectiles, all which take time to hit your target, especially at long distances. (If you don't have a ranged weapon that is.) I could even say the same thing with Doom with the plasma gun and rocket launcher. I tried shooting my friend 1 on 1 with the plasma gun, the player moves so fast they can literally dodge all of that. Before you know it, you're not trying to "shoot" your target with the gun, you're trying to "trap" him. (COD has rocket launchers too, but then again you typically only have a single round, not 100.)
COD treats how guns are in real life, all weapons hit their target near instantaneously. When you don't have to think about "how to aim", it leaves room for other things, like how to capture the flag without dying. COD doesn't try to invent any funky gun mechanics to make the act of shooting a gun more complicated. This is not to say that any of the above games are bad, they exist because of their own originality, but I feel COD is popular because it keeps it simple, for those who perfer it that way.
There's no shame in copying an idea from someone else, it's how you do it. But beyond that, I think the COD series keeps doing what it's doing without anything new because it "excels" at not doing anything....relativley new. It doesn't have any complicated systems like body armor, nanosuits, a shield bar that's seperate from your health bar, etc. I've always seen the COD series as a, for lack of better words, "hit now" shooter. You bring up your sights, aim where your target is, shoot, and fire. Lag aside, you either miss, or don't. End of story.
Now think about other games, like Unreal Tournament. Yes, it's more a twitch shooter, but the actual shooting requires more timing, timing that not everyone likes. Practically half the guns in the Unreal series (bio rifle, flak cannon, even the minigun at distances) all fire projectiles that actually take time to hit there target. You often have to aim ahead of where your opponent is going to be, even in close quarters (since they move so fast) and with everyone being able to take such a beaten you often even have to keep your aim on them far longer than any other game. Look at Halo; (any of them) some of the guns there also have projectiles, all which take time to hit your target, especially at long distances. (If you don't have a ranged weapon that is.) I could even say the same thing with Doom with the plasma gun and rocket launcher. I tried shooting my friend 1 on 1 with the plasma gun, the player moves so fast they can literally dodge all of that. Before you know it, you're not trying to "shoot" your target with the gun, you're trying to "trap" him. (COD has rocket launchers too, but then again you typically only have a single round, not 100.)
COD treats how guns are in real life, all weapons hit their target near instantaneously. When you don't have to think about "how to aim", it leaves room for other things, like how to capture the flag without dying. COD doesn't try to invent any funky gun mechanics to make the act of shooting a gun more complicated. This is not to say that any of the above games are bad, they exist because of their own originality, but I feel COD is popular because it keeps it simple, for those who perfer it that way.
Re: Modern Deathmatch
Yes, cod is good in that respect. I always liked the shoot at people and they die, and they die quickly. I hated in halo you empty entire clips into people then beat them to death with your gun
Re: Modern Deathmatch
I always felt Halo was a better campaign game than multiplayer, myself. Better balanced, anyway.
Anyway, I feel we are straying off-topic here. Maybe someone should start a thread about the differences between old and new FPSes in the off-topic forum.
Anyway, I feel we are straying off-topic here. Maybe someone should start a thread about the differences between old and new FPSes in the off-topic forum.
Re: Modern Deathmatch
What did i say about goldeneye style reloads! lol
Here, i have a proof of concept flash video, This was all animated in adobe flash cs3 and was done in about 10 minutes. It's real easy to make a decent looking reload.
I only used 1 frame, and 1 other hand sprite, This was just a quick proof of concept test, had i spent more time on it i would have put in different hands and cut out the gun on the hand properly, you can still see some skin kinda.
http://www.swfcabin.com/open/1302770648
Here, i have a proof of concept flash video, This was all animated in adobe flash cs3 and was done in about 10 minutes. It's real easy to make a decent looking reload.
I only used 1 frame, and 1 other hand sprite, This was just a quick proof of concept test, had i spent more time on it i would have put in different hands and cut out the gun on the hand properly, you can still see some skin kinda.
http://www.swfcabin.com/open/1302770648
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
HOLY HELL!!!! That looks badass. I'll try doing something like that if I can.hitmanx wrote:What did i say about goldeneye style reloads! lol
Here, i have a proof of concept flash video, This was all animated in adobe flash cs3 and was done in about 10 minutes. It's real easy to make a decent looking reload.
I only used 1 frame, and 1 other hand sprite, This was just a quick proof of concept test, had i spent more time on it i would have put in different hands and cut out the gun on the hand properly, you can still see some skin kinda.
http://www.swfcabin.com/open/1302770648
EDIT: Could you send me those reload sounds?
Re: Modern Deathmatch
Nice, i'll download it later, i'm quite busy now, but where did you get those knife sprites? They look pretty cool, i suggest that you do as hitmanx did, that is, if you are able to, you will need a good program for that.
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
I'm using paint.net. It's a really good program, and I'm doing pretty well so far.bleant wrote:Nice, i'll download it later, i'm quite busy now, but where did you get those knife sprites? They look pretty cool, i suggest that you do as hitmanx did, that is, if you are able to, you will need a good program for that.
I got the knife sprites from realm 667 (they were made by ScubaSteve.)
EDIT: how does this look?





- wildweasel
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Re: Modern Deathmatch
...Where are his fingers?
Re: Modern Deathmatch
Looks good, but it would be better if you also added some movement to the gun. I want to see it in movement.
Re: Modern Deathmatch
Considering the steady influx of zombie mods, I'm going to say they fell off.wildweasel wrote:...Where are his fingers?
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
Would anybody be able to help me with the reload sprites?
Re: Modern Deathmatch
I can't make them because i suck, but i think i could animate them, in a hitmanx way.
- wildweasel
- Posts: 21706
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Re: Modern Deathmatch
Had to split off bleant's incredible quadruple post - a note to the wise: if your internet connection is having issues, please only click Submit ONCE! if it fails, refresh the thread to make sure the post didn't go through anyway.
Re: Modern Deathmatch
I swear to you: I clicked once.
@Topic: MasterOfMorag, can you upload the sprites to somewhere like megaupload? It's better for me, and then, for you. I will use flash to animate the sprites and will pass them to you via PM, just tell me what you want me to do.
@Topic: MasterOfMorag, can you upload the sprites to somewhere like megaupload? It's better for me, and then, for you. I will use flash to animate the sprites and will pass them to you via PM, just tell me what you want me to do.