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.
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Captain J
 
 
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Captain J »

That would be too much cartoony, though. Sweating after sprinkled by holy water is enough to impress the cartoon or anime vibe IMO.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Hellstorm Archon »

Gorec wrote:why dont you make big eyes for demons when there under holy water like in doom rpg?
Captain J wrote:That would be too much cartoony, though. Sweating after sprinkled by holy water is enough to impress the cartoon or anime vibe IMO.
Yeah, that was in Doom II RPG. Although they weren't anime eyes, the effect in that game gave the monsters googly eyes.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Captain J »

Just googled it. And it's... Pretty much silly, yet would take a lot of hands to make googly-eyed version of all of the monster sprites. Regardless it was actually from the original game.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Viscra Maelstrom »

i think Kinsie mentioned he wanted that effect to be in here, but that they use comedy sweat particles for the time being because it was easier to do.
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Re: [WIP] MetaDoom - Thank You For The Demon (Coming Soon!)

Post by Captain J »

Kinsie wrote:
Viscra Maelstrom wrote:if the holy water pistol does not give enemies giant googly eyes, i'm going to be infinitely disappointed.
It's on the list, but a bit low-priority. Until then, you get comedy sweat particles.
Oh yes, just looked up this post.

But googly eyes features when, tho? Is it going to be sprite based or particle based?
Last edited by Captain J on Wed Sep 07, 2016 11:07 am, edited 1 time in total.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Viscra Maelstrom »

i'd guess working on new content, like new monsters, guns and bugfixes are higher priority than making a silly feature be even sillier.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

Yes, googly eyes are low-priority.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Gez »

Not for me
Image
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Captain J »

That's holy 'n trippy, dude.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

On the topic of weird mobile RPG stuff, I've been putting this one off for a while and a lot of the art still needs tweaking but I've finally added it...

Image
Dog Collar: Image
A means of leading your domesticated fur-babies around by the neck without being within biting distance. Who knew that it also worked on flesh eating canines from the firey pits?

Fire to launch the collar out. It won't do any damage, but if it hits a Hellhound class enemy, you will claim that dog as a melee weapon! Press fire to bite the hell out of enemies, leeching away part of their health as armor. Press Altfire or switch away to hurl it at enemies, where it'll explode with violent force upon impact.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (Woof...

Post by Captain J »

Is it actually existed in mobile doom as well? Really awesome concept, i say. Also make sure you know my hellhound's right ear is got cut off. Other than that, you're really following it!
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (Woof...

Post by Tapwave »

Captain J wrote:Is it actually existed in mobile doom as well? Really awesome concept, i say. Also make sure you know my hellhound's right ear is got cut off. Other than that, you're really following it!
Yep, it was in Doom RPG 1 (in which it wasn't really that amazing, to be honest), so I'm happy to see Kinsie decided to make it a hell of a lot more useful.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (Woof...

Post by SiFi270 »

I always thought DRPG's collar could have been incorporated into Samsara as a better chainsaw replacement for Blazkowicz. He wouldn't use it the same way, but collecting it would give him a low-res sprite of the guard dog where the weapon would normally be, like in that preview gif above. The pickup message could be "find some bratwurst!"

Not really sure why I've taken a new feature in your current project as an invitation to suggest one in the project you've got on hold right now but here we are.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (Woof...

Post by Jeimuzu73 »

Can't help but crack a gag idea for a 'pet simulator' mod for Doom. Teaching that hellhound to sit or fetch and stuff.

Will the grabber from RoE make an appearance too? It'd be a great help to catch demonic projectiles and send them right back at them.
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (Woof...

Post by Viscra Maelstrom »

haha, i totally forgot about that feature from the first Doom RPG. does the collar run on ammunition? i forgot if it did that in the RPG. does the dog have a health bar and act as a meat shield, and can you put the dog away into your inventory?
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