[WIP] Extreme Measures (Doom Through Time Alpha on Pg. 13!)

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.
User avatar
Penguinator
Posts: 625
Joined: Mon May 22, 2006 6:55 pm
Location: Hell

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by Penguinator »

Marty Kirra wrote:
  • Power-Up Added: "Weapon of Ass Destruction" added! Trust me, you're going to feel kickass when you pick it up. ;)
Sounds more like a killer flatulence gun to me. :P

I like that shotgun graphic; can't wait to test it out.
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie
Contact:

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by Unknown_Assassin »

Looks awesome Marty. :D
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by TheDarkArchon »

Marty Kirra wrote:Extreme Measures
  • Power-Up Added: "Weapon of Ass Destruction" added! Trust me, you're going to feel kickass when you pick it up. ;)
Will anyone hate me much if I made a penis joke?
User avatar
Captain Ventris
Posts: 4609
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by Captain Ventris »

TheDarkArchon wrote:
Marty Kirra wrote:Extreme Measures
  • Power-Up Added: "Weapon of Ass Destruction" added! Trust me, you're going to feel kickass when you pick it up. ;)
Will anyone hate me much if I made a penis joke?
I lol'd.
User avatar
Cardboard Marty
Posts: 1151
Joined: Sat Oct 23, 2004 8:29 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by Cardboard Marty »

Honestly, I wouldn't blame you if you did. That name is just open for interpretation. ;P

The name though, is meant to signify that the player as become so awesome that he won't just kick your ass, he'll destroy it. Which, speaking of...

Extreme Measures
  • Grinder Shotgun as been completely reanimated, but I can't seem to select it. I'm working with TDA to solve the problem. :P
  • So far, with the new Power-Up, it acts as the Tome of Power. When you pick it up, your shovel will be turned into the mighty God Spade for a short period of time. I have tons of ideas for the weapon, and I hope they will work out.
User avatar
wildweasel
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
Contact:

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by wildweasel »

After a short amount of deliberation, Marty told me (well, and my brother) that he doesn't feel up to doing AH:DoT by himself, so it seems he's passed the mod over to me. Fear not, though, he's still going to be doing practically all the graphics =P
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by Snarboo »

I've been excited to see how Weasel would handle the rest of the Hits Collection after he started on Diaz, and I have to say that Extreme Measures couldn't be in better hands. What you have so far looks great, Marty.
User avatar
hitmanx
Posts: 429
Joined: Sat Dec 18, 2004 4:58 am

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by hitmanx »

Sweeeeeeeeeeeeeeeeeeet.

I've been waiting for Agent Hernandez for far too long :P

I love the graphics, because they are totally unique!

So many mods have the same recycled weapons, they become boring.

And now that weasel is working on it to, these will truly be awesome :D

Good luck guys, we all wait with baited breath.
User avatar
Cardboard Marty
Posts: 1151
Joined: Sat Oct 23, 2004 8:29 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] Marty's Mods (Currently: WWHC-XM)

Post by Cardboard Marty »

To sum it all up, I don't think I'm capable of a mod like Diaz at the moment. I believe there will be a point where I can do something like that, but for right now, it's just way out of my league. I'll still be the main "creative" force behind the wad so to speak, but Weasel's going to be doing all the coding and stuff. It's a similar situation with Diaz; he did the coding while I handled graphics, but this time around I'm going to have even more of a part in things. I'm not sure how progress will be reported at the moment, though.

Extreme Measures, however, is still being done by me :)

Image
The Grinder shotgun takes down an army of Imps! Capable of normal fire and a specialized "Double" fire mode where it fires at twice it's power, the Grinder shotgun is the update to the SPAS-12 shotgun from the original XM!
User avatar
Phucket
Posts: 401
Joined: Sat Dec 01, 2007 5:54 pm

Re: [WIP] Marty's Mods (Currently: WWHC-XM and AH-DoT)

Post by Phucket »

TheDarkArchon wrote:
Marty Kirra wrote:Extreme Measures
  • Power-Up Added: "Weapon of Ass Destruction" added! Trust me, you're going to feel kickass when you pick it up. ;)
Will anyone hate me much if I made a penis joke?
Here's a leaked firing frame. :P
Image
User avatar
hitmanx
Posts: 429
Joined: Sat Dec 18, 2004 4:58 am

Re: [WIP] Marty's Mods (Currently: WWHC-XM)

Post by hitmanx »

thats just what doom is missing, monster rape.
User avatar
wildweasel
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
Contact:

Re: [WIP] Marty's Mods (Currently: WWHC-XM)

Post by wildweasel »

hitmanx wrote:thats just what doom is missing, monster rape.
No. No it isn't.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: [WIP] Marty's Mods (Currently: WWHC-XM)

Post by TheDarkArchon »

wildweasel wrote:
hitmanx wrote:thats just what doom is missing, monster rape.
No. No it isn't.
Yeah, Imp Encounter has seen to that :P
User avatar
Cardboard Marty
Posts: 1151
Joined: Sat Oct 23, 2004 8:29 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] Marty's Mods (Currently: WWHC-XM)

Post by Cardboard Marty »

Alright guys, now for something new.

Image
Here we are, the mighty MagSec 2! A very accurate rifle, and more powerful than the Doom pistol. It's the only weapon that reloads! Oh, and see that Shotgun Dude over there?

Image
Well, now he's dead. Oh, and I'll be fixing those tiny barrels :P

Extreme Measures
  • New Menu Sounds Added!
  • New intro music :P I got bored, okay?
  • The MagSec 2 (sans reloading) as been added in!
  • Coolant Gun works 100% now!
User avatar
hitmanx
Posts: 429
Joined: Sat Dec 18, 2004 4:58 am

Re: [WIP] Marty's Mods (Currently: WWHC-XM)

Post by hitmanx »

Sweet, that gun looks awesome, is it like a bolt action?

Perhaps you could add a scope addon, one that actually is useful. It can be rarely dropped by zombiemen perhaps.

Just a thought.
Post Reply

Return to “Gameplay Mods”