MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

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.
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Deii »

Well apparently this (sorta) works with ZDoom sooo I managed to actually play this one! Gotta say, it's pretty good though I do kinda think the shotgun's altfire has a very curved arc which makes it kinda hard to get hits on things that are kinda far, then again you're not really expected to be trying to snipe with a shotgun so I guess it works. Just gotta say that even with a backpack, ammo seems to...kinda disappear pretty damn quicky for both the assault rifle and shotgun.

Also, just what is the super shotgun's altfire? Nothing different seems to happen when using it...
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Kinsie »

Deii wrote:Gotta say, it's pretty good though I do kinda think the shotgun's altfire has a very curved arc which makes it kinda hard to get hits on things that are kinda far, then again you're not really expected to be trying to snipe with a shotgun so I guess it works.
You can hit reasonably distant crowds with the Shotgun Grenade with a little bit of practice. I can consistantly gib all three of the dudes right after the first door in E1M1 from the door by aiming up a bit.
Deii wrote:Also, just what is the super shotgun's altfire? Nothing different seems to happen when using it...
Nothing, at least for now. It just does the exact same thing as the primary fire. This might change in the future, but for now I kinda like the idea of the SSG having no gimmicks whatsoever to balance out its immense power.

Meanwhile...
Shield Wall: Image
The next evolution in barrier technology, the Shield Wall is a portable plasma projector that temporarily generates a solid light barrier that blocks anything and everything for a brief period of time. This is useful for providing a respite from enemy attacks, but be warned - it blocks your own weapons - including explosives, just as well as anyone else's.

The Hologram activates on impact with the ground after being tossed out in front of you. The shield lasts a little over seven seconds before its batteries expire.
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Captain J
 
 
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Captain J »

Gotta love it's looks like some kind of fishing reel. :P Anyway would be nice if it's little bit more visible!
Kinsie wrote:Nothing, at least for now. It just does the exact same thing as the primary fire. This might change in the future, but for now I kinda like the idea of the SSG having no gimmicks whatsoever to balance out its immense power.
At least you can follow some SSG gun mods from Doom 4, right? SSGs from every game acts all the same, you know.
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SoulCircle
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by SoulCircle »

Spoiler:
I have to say Kinsie, I think this actually may be invariably useful in some situations through out the game. Maybe an instance being in the Icon of Sin in Doom 2. Blocking shots in levels like that can be a true game changer.
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Deii »

Fair enough, I kinda agree and disagree with the point you made about the super shotgun not having a secondary fire. I've been thinking of suggestions for an altfire but nothing cool is coming up, so what about basically upping the ante of the shotgun and making it fire two grenades, one for each barrel?

Kinda stupid but I don't think there's a whole lot you can do with a traditional double-barreled shotgun as far as attachments go.

Or you could just tighten the spread...I dunno.
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SoulCircle
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by SoulCircle »

Deii wrote:Or you could just tighten the spread...I dunno.
Or maybe make it shoot slugs instead of buckshot. But it's Kinsie's mod. He does what he wants, if he likes an idea, he just may very well use it.
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Gorec
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Gorec »

well there is no alt fire for double barrel in any doom :D
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SoulCircle
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by SoulCircle »

Gorec wrote:well there is no alt fire for double barrel in any doom :D
I cannot believe I keep forgetting this is taking stuff from other DooM games, nothing else. You're right!
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Captain J
 
 
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Captain J »

Of course, they haven't thought about the altfire during D3, after all. But kin still has an option; Make the altfire act like D4 SSG mods or else.
FurRose
Posts: 3
Joined: Sat Jul 23, 2016 2:20 am

Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by FurRose »

Welp,I'm just gonna be waiting till the old OpenGL shader is supported
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NightmareZer0
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by NightmareZer0 »

I registered to make this post...

I really love the concept of this mod. There seems to be a lot of great things this mod could offer. Here is my opinion on the mod so far.

LIKES
-Fireaxe: I love how the axe just sends Zombiemen flying. Love how it leaves a bunch of gore too. Also how it makes enemies drop health.
-Pistol: Great take on the Doom 4 pistol. Also nice touch with having a Flashlight as an Alternative Fire.
-Ultra-Nightmare: Love how it collects the stats and displays them at the end. Very awesome
-Rocket Launcher: Love how it is a mix between Classic Doom and Doom3.
-Water Gun: Love how enemies run when hit with the water. Plus it is a Ridiculous Weapon (I know it is from the Doom RPG). It's also Cool that you can drink the water for Health.
-Title Screen: It is Beautiful. Love it.
-Hud: I love the way the hud is put together. Secrets, Items, Kills so easy to reference as it is next to DoomGuy's Face.


DISLIKES
Shotgun: The default sprite of the Shotgun (The one you see when you are not firing it) seems like it could use some work. DoomGuy's hand is on the bottom of the pump. In my Opinion it needs to be moved more toward the middle of the pump.
Super Shotgun: I think the Sprite needs to be cut down some. I feel like it takes up too much of the screen.
MachineGun: Now this Weapon bothers me the most. I think it looks horrible centered. However it would probably look a lot better without the display you have on the screen. I think the display needs to be just a UAC Logo.
BFG: I just think the sprite is way to big.
Berserk: The sprites aren't bad but I think there are better sprites out there that could be used.
Hud: Only one thing annoys me about the hud. The yellow ammo bar depletes the wrong way.


I really hope you finish this mod I really love it. I am really interested in seeing what you add next.
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Kinsie »

FurRose wrote:Welp,I'm just gonna be waiting till the old OpenGL shader is supported
You're probably going to be waiting for a very long time.

In other news, if you've been having issues with the Berserk not giving you some or all of its bounty, that's hopefully been fixed for the next version.
FurRose
Posts: 3
Joined: Sat Jul 23, 2016 2:20 am

Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by FurRose »

Kinsie wrote:
FurRose wrote:Welp,I'm just gonna be waiting till the old OpenGL shader is supported
You're probably going to be waiting for a very long time.

In other news, if you've been having issues with the Berserk not giving you some or all of its bounty, that's hopefully been fixed for the next version.

Yeah it gives me an error and doesnt launch in GZDoom console.
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Carbine Dioxide
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Location: Anywhere.

Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Carbine Dioxide »

I imagine an alt fire for the SSG would be that of the fully upgraded SSG in Doom 4: Shoots two SSG sized blasts before reloading, only it consumes four shells instead of two like Doom 4 has it.
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Kinsie »

So! Here's what's going on with monsters so far in the next Tech Demo so far, which should be out pretty soon.

Image

OLD MONSTERS
The Nightmare Spectre has had it's health dramatically lowered (still meatier than a normal Pinky) and its movement speed is slightly faster.
The Z-Sec has a whole new spriteset, courtesy of Realm667, which I had somehow failed to check for Doom 3 sprites by now. Possibly because the Repository kept putting me into the terrible list view for some reason...
The Chaingun Guy has been reskinned to be holding a Machinegun, made a little less accurate and been redubbed the Former Lieutenant.

NEW MONSTERS
The Nightmare Imp is pretty close to its old Doom 64 presence - partially transparent, with double movement speed on both itself and its fireballs. A little bit of -fast in your HMP!
The Former Commando is an upgraded Chaingun Guy who traded in accuracy for an increased firing speed. I still need to recolour the uniform of either him or his precursor to blue to fit the Doom RPG theming, but the bloody beard complicates matters.
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