Still working on mine as well. I actually lost my work somewhere down the line and had to restart almost completely. It's coming along quite nicely this time around, but there's still work to be done. I was also forced to cut a lot of stuff out to keep the file size below 64kb, so depending on the space left after I'm finished, I'll probably re-add some of the stuff that I was forced to remove.
Re: "(File)Size Matters" 64K Competition
Posted: Sat Mar 19, 2016 12:24 pm
by Marisa the Magician
Well, I haven't really touched the 64K version of my mod. It's pretty much complete at this point, enhancements can wait for the "ultimate" edition.
Re: "(File)Size Matters" 64K Competition
Posted: Sat Mar 19, 2016 1:04 pm
by AFADoomer
Posting this as a WIP... Probably final at this point, though.
This turns the player into a flying vehicle that can fly through maps in a style similar to Descent. Just load any ZDoom-compatible map.
Doom armor items are replaced by shields that take 100% of the damage until they run out (and they regenerate at a rate of 1% per second).
Controls are pseudo-aircraft style.
- Jump and Crouch increase/decrease the throttle speed
- Forward/Back pitch the nose forward or back (pitch angle)
- Left/Right turn the ship left/right (yaw angle)
- Strafe Left/Strafe Right roll the ship left/right (roll angle)
- Attack fires the laser weapon
*Note: You pretty much have to control both yaw and roll to have controlled flight. I'm using both WASD and arrow key bindings, using the left/right arrows for turn and A/D for roll
GZDoom recommended - this will work in ZDoom, but you lose full pitch range and the models, and the effects look like crap.
^ things like this is why I added camera roll into the engine... simply beautiful :')
Re: "(File)Size Matters" 64K Competition
Posted: Sat Mar 19, 2016 1:39 pm
by lizardcommando
I think I am done for the most part. I was trying to fix the Archvile so that it can't kill itself with its new fire attack, but I sorta lost interest.
Re: "(File)Size Matters" 64K Competition
Posted: Fri Mar 25, 2016 4:53 am
by VGAce
BIGDOOR1 texture fix for (ultimate) doom and doom2
I do, however, have a question for you, Weasel. By the end of the month I might update the mod a few more times, so does the version at the time of making this post count or the version when the competition ends? If the former, I'll remove this post and sign up again in a few weeks.
EDIT: Forgot to mention which ports this game runs on. It runs on both GZDoom and ZDoom. It Might run on Zandronum too; I haven't really tested. (G)ZDoom is recommended, though. It runs with (almost) any map or mod. Ultimate compatibility, hooray.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 03, 2016 9:24 am
by wildweasel
Lud wrote:I do, however, have a question for you, Weasel. By the end of the month I might update the mod a few more times, so does the version at the time of making this post count or the version when the competition ends? If the former, I'll remove this post and sign up again in a few weeks.
I'd be counting whatever the latest version is by the end of April.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 03, 2016 10:28 am
by DoomRater
Combine_Kegan wrote:Seeing as DUMP 2 is over and I kinda missed my shot to make a map for it. I've come back to my 64kb project.