DoomGuy II - Difficulty Test Ready
- Cutmanmike
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- TheDarkArchon
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- Tormentor667
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- Cutmanmike
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I just tried some testing around with it and unfortunately it seems that skybox visually appears a lot better from the player perspective where you can move and look around, as opposed to this more cinematic perspective. However, there are elements of it I can use like the flat and cloudy sky textures, and so I'll get those worked in.Cutmanmike wrote:HAHAHA I saw the building screenshot and thought "Hmm megaman..." and then.. Yeah..
Looking good.
Edit: Btw you might want to consider using Sphagne's skybox for the titlemap.
http://www.doomworld.com/idgames/index.php?id=12502
It's going to be first person. The idea is sort of like it's Doom II, only incorperating elements of Megaman II. 2D side scroller is something I can try another time, though I imagine somebody must have tried that by now. Thinking about it, I could always include a part in one of the levels that goes to side scrolling view. Though that could wind up being more of a mess than it's worth in dealing with controls at least.BetaSword wrote:Now, the question is, will it be sidescrolling, or just the normal view? Cause it'd be pretty cool if you were able to make it side scrolling and all... But yeah, looks good, nonetheless.
Of course... It'd be even better if you actually threw in some Megaman cameos as secrets... Wink
Also, I was thinking that when I get to creating the Baphomet fight at the end (since this is Doom II), I could replace the John Romero head with Dr. Wily, just for kicks.
- masterofpsi
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- Cutmanmike
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Hmmmm.... I don't know... I kind of like the simplistic look it has now.  However, it is worth some consideration.  Not now though, it can be pushed off until later.  Would involve too much work looking through Doom textures to get an idea of which to use to make it.  That is, too much work for something I'm not even sure I want to do, at least.
			
			
									
						
										
						Ok.  Sample's up.  Link added on the first post as well.
I finished the prototype of the last weapon, and then finalized everything by merging what I had done in GZDoom and what I had done in the community build (because this had all started as testing stuff anyway, so I had a little here and a little there). GZDoom is required for it, but it works in software mode (actually, I designed it for that. I suppose it should work in OpenGL also.)
I removed all the 2 or 3 sector level stubs except one, and expanded that one into a piece of the level. I detailed it as best I could, to try and give an example of what I hope the finished project will be made of. Also, I included one of the bosses at the end of that stub, also as a sample. I dropped several monsters in, so you can test the weapons on those. The weapons aren't anything fancy, but are really more designed to give you a wide range of attacks.
Quick notes:
EDIT: Removed the old sample, since there is a new one up. Check the first or third page.
			
			
													I finished the prototype of the last weapon, and then finalized everything by merging what I had done in GZDoom and what I had done in the community build (because this had all started as testing stuff anyway, so I had a little here and a little there). GZDoom is required for it, but it works in software mode (actually, I designed it for that. I suppose it should work in OpenGL also.)
I removed all the 2 or 3 sector level stubs except one, and expanded that one into a piece of the level. I detailed it as best I could, to try and give an example of what I hope the finished project will be made of. Also, I included one of the bosses at the end of that stub, also as a sample. I dropped several monsters in, so you can test the weapons on those. The weapons aren't anything fancy, but are really more designed to give you a wide range of attacks.
Quick notes:
- - 3 maps: TITLEMAP (loops indefinitely), MAP01 is level select, and MAP02 is the small sample map.
 - 9 weapon prototypes: default limitless ammo one (shotgun), and then one representing a power from each boss. You can just cheat to get them, or use puke 667 if you don't like the hud clutter on full screen.
 - There's only one kind of ammo recoverary item (that comes in large and small.) It restores ammo to whatever weapon you're holding, OR if you are holding the shotgun it gives it to the weapon most in need. Also, the ammo gets picked up when you walk over it, regardless of whether you need it or not.
 - The controls for the boss select screen are forward, backwards, strafe left, strafe right (WASD usual standard.) If you don't play like that, key bindings have also been included. Defaults are the numpad arrows.
 - The small sample map is Poison Cacolich. He's the one in the lower left box. If you pick anyone else, you'll still see their boss dance, but it will take you to one of the Doom II levels.
 - The water weapon is what works on the boss.
EDIT: Removed the old sample, since there is a new one up. Check the first or third page.
					Last edited by Zippy on Tue Jun 13, 2006 8:06 pm, edited 1 time in total.
									
			
						
										
						- Cutmanmike
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Heh looking good so far. I loved the boss battle, very megamanish. Although a few things...
I found the "two way yellow shot thingy" stupidly hard to attack enemies with. Prehaps this intended but I avoided using it (although I know I wasn't supposed to have it at this stage)
Sometimes when I went on the Cacolith's teleporter the boss battle would start without me teleporting. Maybe you'd want to look into that. Also, what's with the randomly placed crusher at the left?
Keep up the good work!
			
			
									
						
										
						I found the "two way yellow shot thingy" stupidly hard to attack enemies with. Prehaps this intended but I avoided using it (although I know I wasn't supposed to have it at this stage)
Sometimes when I went on the Cacolith's teleporter the boss battle would start without me teleporting. Maybe you'd want to look into that. Also, what's with the randomly placed crusher at the left?
Keep up the good work!

- Shadelight
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It's hard to hit the particular enemies you want to hit with it. When I did some testing in some of the default Doom II levels I've found it pretty useful for crowd control. There's really two ways to use it. Either try to run between monsters and fire, or aim downwards and fire (the missiles are fired sideways still, but they'll hit the ground immediately). They have a rather large explosive radius (and do not damage the shooter), so that's why the second method works; you just lose out on the direct damage that could be dealt from the projectile if you manage to hit guys dead on.Cutmanmike wrote:I found the "two way yellow shot thingy" stupidly hard to attack enemies with. Prehaps this intended but I avoided using it (although I know I wasn't supposed to have it at this stage)
I may change the weapon later to fire a slight angle, and I also think I should beef up to the explosive animation to more represent what is being done.
When I was originally just drawing out the basic rectangle sectors for the area, the "room" inside the door was just arbitrarily layed out in the same shape it's in now. When I detailed everything, I stopped at the door thinking, "That's enough for now." So I threw down a teleporter to right in order to start working on the boss fight. A bit afterwards when running through the level, the area to the left just felt vacant, so I had to put something there. As for the teleporter not working, there's nothing to really worry about. In the real scenario it's not just going to be a teleporter sitting square out in the open. That'll get redone.Cutmanmike wrote:Sometimes when I went on the Cacolith's teleporter the boss battle would start without me teleporting. Maybe you'd want to look into that. Also, what's with the randomly placed crusher at the left?
He might get a bit more added later. Although he does have six attacks right now. Four DECORATE based attacks and two scripted based attacks. At missile range he either 1) Breathes poison at you if he's close enough 2) fires 3 fast fireballs from his eyes (with slight random angle) or 3) Fires a slower but seeking fireball. At melee range he'll just open up and spit out flaming hot poisonous death VERY quickly (this is to discourage the use of the chainsaw.)KingOfFlames wrote:I like the idea for the monster weapons
the boss battle is fun, yes, but I really think he should have more than 2 attacks.....
The two scripted attacks are just the dodging the poison gas which occurs twice in the battle (once you drop his HP low enough) and if you knock him a bit off the main platform he'll teleport out and then try to teleport in next to you (he does this after the first round of the poison gas bit also.)
Thanks for the feedback.









