Pirate Doom! - House of Mojo 06/05/14

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Amuscaria
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Amuscaria »

Arch wrote:the first version featured a berserk pack exactly like this, but I think it´s funnier the way it is now.

Also, I made a video for the 9th map, the one that was missing. It has some features of the next release (explosion, ricochets) because it was recorded these days. The pygmys also have a slightly differet behaviour than previous version.

Looks like the natives are getting restless.
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Captain J
 
 
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Captain J »

because intruder has came(also victim.).
and another reason is... they are... natives.
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Arch
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Arch »

hehe yes but he´s is right, I slowed them down a bit and they actually move better now. Feels more like Doom and less like Need For Speed 3 :P
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Arch
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Arch »

Well mateys, double posting to release a new version of Pirate Doom!

Download: http://files.drdteam.org/index.php/file ... mv0.11.pk3

features:
Spoiler:
gameplay video of MAP 11 "Dead Men Tell no Tales"
Spoiler:
Youtube already warned me for this video, but I had to use this music. If it desapears, you know the reason why.. PIRACY!!!
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Ed the Bat
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Re: [WIP GZDoom] Pirate Doom! - new map "Dead Men Tell no Ta

Post by Ed the Bat »

Wow! Right out of the gate, I'm impressed with the new upgrades. And I haven't even tried out the newest level yet!

Great work! Keep it up!
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Captain J
 
 
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Re: [WIP GZDoom] Pirate Doom! - new map "Dead Men Tell no Ta

Post by Captain J »

oh groovy rats!
glad to see your next update.
move foward! and let's see how spider mastermind and her son looks like! :D
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Enjay
 
 
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Re: [WIP GZDoom] Pirate Doom! - new map "Dead Men Tell no Ta

Post by Enjay »

When I first heard of Pirate Doom when the thread started I expected a quick sprite edit to put something pirate-like on each sprite. You know, not much quality and a bit of a laugh for the one or two times you loaded it before putting it in the bin. However, this is becoming an increasingly polished, complete, entertaining, high quality and stand-on-its-own-merits mod with some excellent graphics work and some cracking levels. I'd class it as a "must play" mod.

tl:dr I like it.
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Slax
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Re: [WIP GZDoom] Pirate Doom! - new map "Dead Men Tell no Ta

Post by Slax »

Dead men come back from hell, yet tell no tales since they don't speak, ever.
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Arch
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Arch »

Yeah, they just mumble random pirate sentences.

And thanks for the feedback, guys! Enjay, your splashes and flying hat suggestion added a lot to this mod, many thanks.
0bsidian wrote:I had a brilliant idea for the Revenant: instead of shoulder cannons, have parrots on it's shoulders. XD It'd make total sense to have homing parrots, right?
Hehe right, I couldn´t put the parrots on shoulders, but Revenants will shoot bomb parrots from their cannons, good idea!!
Image

Welcome to the crew!! (reads "welcome to the credits txt") :lol:
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Captain J
 
 
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Re: [WIP GZDoom] Pirate Doom! - new map "Dead Men Tell no Ta

Post by Captain J »

now i'm wating for mancubi with shooting strong rum.
that rum is strong so much, even human beings can't drink that rum but strongest pirates.
more like grog...pirates always loves grog.
Last edited by Captain J on Tue Sep 10, 2019 4:13 am, edited 1 time in total.
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Slax
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Re: [WIP GZDoom] Pirate Doom! - new map "Dead Men Tell no Ta

Post by Slax »

Mancubi? Cannon arms! Cannon balls, booze bottles, barrels/kegs. So many possibilities.
I haven't played this at all but it looks amazing in my mind.
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Captain J
 
 
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Re: [WIP GZDoom] Pirate Doom! - new map "Dead Men Tell no Ta

Post by Captain J »

Captain J wrote:great idea for smart-pant'ed pirates myte!
so what's next? mancubi with chinese mustache with bandanna and wooden barrel that shoots strong rums(grogs will be the worst.)? :lol:
yup. that's what i wanted for.
maybe he got a strong rum, cannonball. those things will never floating.
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Arch
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Re: [WIP GZDoom] Pirate Doom! - map 12 "Baron Castle"

Post by Arch »

New version is out!

download:
http://files.drdteam.org/index.php/file ... mv0.12.pk3

features:
Spoiler:
Now there are two options, play Pirate Doom maps or play other wads with its weapon, monster and item replacements. To make this possible, Pirate Doom maps are now numbered 41 to 52, in case someone wants to skip levels.

Here´s a gameplay video!
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Enjay
 
 
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Re: [WIP GZDoom] Pirate Doom! - map 12 "Baron Castle"

Post by Enjay »

Arch wrote:To make this possible, Pirate Doom maps are now numbered 41 to 52, in case someone wants to skip levels.
You could make clashes even less likely if you use map names such as pir01, pir02, pir03...
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Re: [WIP GZDoom] Pirate Doom! - map 12 "Baron Castle"

Post by Arch »

but would IDCLEV cheat work with these names?
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