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.
JohnnyTheWolf
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by JohnnyTheWolf »

Is that really surprising? I heard Russian dubs where a single male voice actor would voice both men and women.
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Captain J
 
 
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by Captain J »

Gorec wrote:ooooohhhhh yeeeeeeeeee
english voice for soul cube was female????????????????!!!!cuz russian is male
Sorry, kinsie's following original version, american version of doom 3.
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Gorec
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by Gorec »

Captain J wrote:
Gorec wrote:ooooohhhhh yeeeeeeeeee
english voice for soul cube was female????????????????!!!!cuz russian is male
Sorry, kinsie's following original version, american version of doom 3.
i thought original was male too :D
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Captain J
 
 
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by Captain J »

Yeah, i thought that too. It's quite amazing.
General_101
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by General_101 »

Is the pain animation of the Doom 64 Cacodemon supposed to be what appears to be the first frame of his death animation? Looks kinda awkward if it is.
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TonicBH
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by TonicBH »

I love the Soulcube, but it needs a few tweaks. The amount of drops should scale depending on the enemy used, because using it on an imp or a low-tier enemy practically fills all your ammo up to maximum. Convenient, but a bit overkill.

Also, I don't know if this is a bug with Metadoom or just a quirk with how (G)ZDoom handles weapon preference, but it was annoying to use the Soulcube and have it switch to the Plasma Gun rather than the (at least what I had) more powerful Unmaker. Maybe it should switch to the last weapon you had equipped instead. It would also be nice to have just a "quick use" Soulcube button even though that's not how it was handled in Doom 3, just to keep the action flowing and to avoid fumbling through all your weapons to activate it.

Everything else is pretty solid, from my experience of going through vanilla Doom II with this. Like the new enemy variants, don't mind the new Cybie (though my obsessiveness would've made this new one a variant rather than an outright replacement), and I only saw a few quirks that could be fixed easily (such as making a separate gibbed sprite for the Malwrath, using certain weapons made gibs appear but the corpse absolutely disappear).
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SiFi270
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by SiFi270 »

I've just noticed that attacking a monster next to a wall with the fire extinguisher makes blood decals appear, even though it's otherwise having no effect like it's supposed to. I was testing this with an imp if I need to be that specific.
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Exeor
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by Exeor »

The Unmaker sprites remind me the Reaper from the second Doom 2016 dlc A LOT. Nice touch :wink:
JohnnyTheWolf
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by JohnnyTheWolf »

Have you considered adding the Maggot and the Wraith as possible Demon variants?

Also, according to the changelog, you have "replaced stealth monsters with normal MetaDoom spawners", yet I still encounter Spectres. What gives?

Finally, I suggest you add flares as an additional piece of equipement.
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Somagu
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by Somagu »

JohnnyTheWolf wrote:Also, according to the changelog, you have "replaced stealth monsters with normal MetaDoom spawners", yet I still encounter Spectres. What gives?
Spectres aren't "Stealth monsters" insofar as what Zdoom considers them. Stealth monsters are a seperate and horrible thing in Zdoom which are normally completely invisible but fade in when they attack or take damage.
JohnnyTheWolf
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by JohnnyTheWolf »

Oh, so they work like the Nightmare Imp and the Spectre in Brutal Doom 64?

I did not know there were other mapsets out there featuring stealth monsters.
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DoomKrakken
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by DoomKrakken »

Not exactly. You can still see the Nightmare Imps/Demons while they're moving... albeit occasionally.
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Viscra Maelstrom
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by Viscra Maelstrom »

stealth monsters are pretty much not used in ZDoom mapsets nowadays. it was used a lot in the older 2000s stuff when it was more of a new thing, and quickly became reviled after it was overused, and simply because they're not very well-designed enemies anyway.
JohnnyTheWolf
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by JohnnyTheWolf »

Another suggestion, this time for the Axe: should it not be effective against other small humanoid enemies such as the Imps and the Hell Razer?

Also, I propose the following: instead of being the Pistol's Alt Fire, the Flashlight could be an item that would use one equipement ammo per x amount of time. This would allow the player to navigate dark enemy-infested areas without having to constantly switch between the Pistol and a better weapon.

Finally, have you considered increasing the Holy Water Pistol's ammo cap? 15 does not seem much.
Last edited by JohnnyTheWolf on Sun Nov 20, 2016 6:15 pm, edited 1 time in total.
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skyrish10
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Re: MetaDoom v2.0 "Olivia": USE US. (p50)

Post by skyrish10 »

JohnnyTheWolf wrote:Have you considered adding the Maggot and the Wraith as possible Demon variants?

I did not know there were other mapsets out there featuring stealth monsters.
And also the Vulgar, a possible imp variant, Realm667 already had sprites for the Vulgar and Wraith, so yeah.

Bella 2 has stealth monsters anyway
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