[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
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: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.
Scopes are too hard to pull off effectively in ZDoom. I know there's LWM's cam-tex trick, but I still haven't managed to wrap my head around that one.
User avatar
hitmanx
Posts: 429
Joined: Sat Dec 18, 2004 4:58 am

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

Post by hitmanx »

mmmm, or maybe the upgrade could replace the bolt mechanic with a clip. If thats even possible in real life.

This is if you even want powerups.

like maybe you could have a tome of power like item, but it can only used once, on one weapon, and it's modified forever, until you pick up another upgrade item, then you can upgrade another weapon.

Just a thought :)
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 »

hitmanx wrote:mmmm, or maybe the upgrade could replace the bolt mechanic with a clip. If thats even possible in real life.

This is if you even want powerups.

like maybe you could have a tome of power like item, but it can only used once, on one weapon, and it's modified forever, until you pick up another upgrade item, then you can upgrade another weapon.

Just a thought :)
You know, this idea is plausible. I believe I did something like weapon upgrades back in my first mod, Gauntlet of Fun. It's funny because I'm starting to understand concepts in DECORATE that I would've never actually gotten a month ago. Things like Jumps make sense now!

So, this upgrade idea might just get in. However, the bolt mechanic isn't existent on this rifle. It's a semi-automatic rifle. It being bolt-action was an idea I had but sense this is the starting weapon I didn't want to make it too slow. It'll reload after 10 shots automatically, so be warned about that aspect.

Upgrades though...hmm. I'm thinking like the stuff Zero Prophet let you do to the flare gun in Zero Tolerance...speed, power, and other upgrades. Perhaps it'll become completely automatic or something. Who knows? :P I'm open for suggestions!

Extreme Measures
  • Now we're kicking this into gear!
  • Rifle reload animations are almost complete!
  • The Assault Rifle, graphics by Scuba Steve and edits by Snarboo, is being added in now!
  • New enemies! The Swat guy from Diaz might be added in :P Along with that, more zombies on the way!
User avatar
hitmanx
Posts: 429
Joined: Sat Dec 18, 2004 4:58 am

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

Post by hitmanx »

awesome. Sound good marty :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)

Post by Cardboard Marty »

XM is still being worked on, buuuutttttt...

Image

Hehe ;)
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

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

Post by Snarboo »

Nice. :) Are you just messing around, or will you eventually work on a Hexen mod?
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 »

Well, a while back, I started a Hexen weapons mod (this was before custom classes), but things got too complicated. Then, I had to restore my OS for whatever reason and I thought I lost the mod. I was thinking about it today, and I realized I sent it to TDA before my stuff was wiped. So I asked if he had it, and alas, he did. :D

So yes, I'll be working on a Hexen mod. I call this one, Doom Through Time. It replaces the three default Hexen classes with the three characters from Quake III- Doom, Crash, and Phobos. Each will have their own weapons, and specific attributes. I hope to add some more variety to Hexen with some new monsters and items. But right now, XM is more of a priority to me.

Speaking of...

Extreme Measures
  • The first "new" weapon of the mod (being that it wasn't in the original), the Nailgun is in the process of being added!
  • Assault Rifle has been completely added!
  • The MagSec rifle now reloads after 10 shots automatically (DN3D style, as mentioned earlier)
  • A newcomer arises...The Doom Armory Quartermaster himself, WildWeasel joins WWHC-XM as a selectable class!
User avatar
Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: [WIP] Marty's Mods (Currently: WWHC-XM and...?!)

Post by Orangewaggs »

A Hexen mod? nice..... now i can see why you started making a Crash sprite..... :mrgreen:
I noticed that the doom guy sprite on the screen looks like the one from Quake 3 nice good luck with this im lookin forward to seeing more of that more than all (_)3
User avatar
Dulle
Posts: 266
Joined: Thu Oct 02, 2008 10:11 am
Location: Deep in ass

Re: [WIP] Marty's Mods (Currently: WWHC-XM and...?!)

Post by Dulle »

Be happy,Marty,I saved your topic from death.
Anyway...can you add the Crash's speed somehow ; I don't think that so young girl would be as slow as mage is. :lol:
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...?!)

Post by Cardboard Marty »

lol, I was going to save it from death when I had an update.

Yeah, all the things in that alpha are bound to be changed and fixed. It's a very early version and so a lot of things aren't going to work/aren't completed.
User avatar
Dulle
Posts: 266
Joined: Thu Oct 02, 2008 10:11 am
Location: Deep in ass

Re: [WIP] Marty's Mods (Currently: WWHC-XM and...?!)

Post by Dulle »

Marty Kirra wrote:Yeah, all the things in that alpha are bound to be changed and fixed. It's a very early version and so a lot of things aren't going to work/aren't completed.
You can upload it?
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...?!)

Post by Cardboard Marty »

The version I uploaded was only uploaded because I had no other choice (or so I thought)

And nothing has changed between that version and the one I have now (besides that the player classes and difficulty settings have been changed).

Speaking of...

Image

:D
User avatar
Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: [WIP] Marty's Mods (Currently: WWHC-XM and...?!)

Post by Orangewaggs »

Crash Looks Amazing! :shock:
i cant wait
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [WIP] Marty's Mods (Currently: WWHC-XM and...?!)

Post by DoomRater »

Haha, they're all like "Screw magic!"
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...?!)

Post by Cardboard Marty »

I think I'll post this here for some more attention. Hehe.
http://www.sendspace.com/file/1v4rw2

There it is. You need to use "Give Ammo" to use Doom's weapon, and Crash's blaster doesn't actually fire anything yet. Also guys, note that while the mod is playable in ZDoom, it's fully intended for GZDoom because it uses true-color PNGs and what not.
Also...
Spoiler: ???
Thanks for the comments guys! :D
Post Reply

Return to “Gameplay Mods”