{WIP} Castledoom(or doomvania)

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Hornetzero
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Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

The spear is just a minor thing and it can be replaced easily.

A better question is, how big of bosses can you add in this game. Given the size, here are the Dracula forms I'm working on.

Image
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Mav3rick
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Re: {WIP} Castledoom(or doomvania)

Post by Mav3rick »

Hornetzero wrote:Time for progress show:

Image


TOP LEFT: A basic outline of Count Dracula (the head is a place holder).

TOP RIGHT: Direction sprites for Behemoth (60% complete)

BOTTOM: Progress for Slogra (which is 70% complete).
will be better if slogra is more skinny and shinny with bone definition? and the peak longer and more thin :) for the moment seems like a big duck :P
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Hornetzero
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Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

will be better if slogra is more skinny and shinny with bone definition? and the peak longer and more thin :) for the moment seems like a big duck :P
I'm not sure what you mean by "skinny and shinny with bone definition". He is frankensprited from the death wyvern, a creature who is already pretty much a skeleton. That and a wyvern is a dragon, not a bird, so blame it on Raven to design the creature that way.

Anyhow, I don't know what kind of change people want with his beak and other features, so unless you can sprite it out, I won't change anything that wasn't part of my outline for his frankensprited design (except maybe for his spear).
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Mav3rick
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Re: {WIP} Castledoom(or doomvania)

Post by Mav3rick »

Hornetzero wrote:
will be better if slogra is more skinny and shinny with bone definition? and the peak longer and more thin :) for the moment seems like a big duck :P
I'm not sure what you mean by "skinny and shinny with bone definition". He is frankensprited from the death wyvern, a creature who is already pretty much a skeleton. That and a wyvern is a dragon, not a bird, so blame it on Raven to design the creature that way.

Anyhow, I don't know what kind of change people want with his beak and other features, so unless you can sprite it out, I won't change anything that wasn't part of my outline for his frankensprited design (except maybe for his spear).
it means that it may look more pale and no so fleshy and fat lol, and i know you are doing the best with what you have :) sorry but i dont know nothing about spriting :( so cant help really
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Hornetzero
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Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

it means that it may look more pale and no so fleshy and fat lol, and i know you are doing the best with what you have :) sorry but i dont know nothing about spriting :( so cant help really
Thanks and no problem. I will try improving him sometime, but for now, I'm more interested in getting the perfect Dracula designs. The two above are going to be still tweaked, but I was hoping to know if their size can still be accommodated in the Hexen, Heretic engine.



BTW Here is the wraith Dracula from Simon's quest. To me, he was and perhaps still is, the creepiest version of Dracula given after thought of the imagery of his slaying by Simon in the prequel and the fact that he was resurrected by putting together his severed body parts.

Image
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Those look great, although the 3rd form of dracula is too big for heretic. I don't know about hexen, because I've never actually beaten it.
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Sinael
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Re: {WIP} Castledoom(or doomvania)

Post by Sinael »

I think GMOTA mod had a very decent Ball-on-a-chain implementation as an aim-fire for an arm cannon with use of projectile effects. I think you should give it a look, it looks much better than what you have here.
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Hornetzero
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Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

I think GMOTA mod had a very decent Ball-on-a-chain implementation as an aim-fire for an arm cannon with use of projectile effects. I think you should give it a look, it looks much better than what you have here.
What are you talking about?

Those balls-on-a-chain projectiles replace the melee based chain whip? That's just absurd.

GMOTA admittedly has over this is superior programming for the throw able weapons, but this mod still has a lot more going for it, once progress picks up.


Xenoxol, if you do decide to work back on this, please do correct the issues I listed on this post.
http://forum.zdoom.org/viewtopic.php?f= ... 75#p771060

More so, I myself have been trying to figure out a way to add alpha blending for the flaming chain whip so that the graphics don't looks so ugly. Once this is done, work can start on improving the sub weapons and adding more monsters.
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TheUnbeholden
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Re: {WIP} Castledoom(or doomvania)

Post by TheUnbeholden »

So will there be new maps? Hexen was fine, but I think I'm with alot of people that this game could really use new maps. its fine if you don't :)
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

I'm sorry about no updates for a while, it has not been abandoned, just on hold. Real life has been hectic.
MasaruIsamu
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Re: {WIP} Castledoom(or doomvania)

Post by MasaruIsamu »

i know this wil probly never get a reply but was wounderin if there was anychance with some help on this..i tried the files on the first page but my doom wont let me load them o_O i dun get it
MasaruIsamu
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Re: {WIP} Castledoom(or doomvania)

Post by MasaruIsamu »

hay could do with alil help this keeps coming up when i try to load the files OS: Windows NT (NT 6.2) Build 9200

M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding C:/Program Files (x86)/Zandronum/zandronum.pk3, 696 lumps
adding ./hexen.wad, 4270 lumps
adding C:/Program Files (x86)/Zandronum/announcer/ZanACG.pk3, 104 lumps
adding C:/Program Files (x86)/Zandronum/announcer/ZanGeneric.pk3, 105 lumps
adding C:/Users/Mathew/Documents/Doom 1 & 2/castlehexen.pk3, 433 lumps
I_Init: Setting up machine state.
CPU Speed: 3093 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) CPU G2120 @ 3.10GHz
Family 6, Model 58, Stepping 9
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "castlehexen.pk3:actors/tear.txt" line 138:
Unknown identifier 'WRF_ALLOWRELOAD'
Script error, "castlehexen.pk3:actors/tear.txt" line 431:
Unknown identifier 'WRF_ALLOWRELOAD'
Script error, "castlehexen.pk3:actors/tear.txt" line 860:
Unknown identifier 'WRF_ALLOWRELOAD'
Script error, "castlehexen.pk3:actors/tear.txt" line 1136:
Unknown identifier 'WRF_ALLOWRELOAD'
Script error, "castlehexen.pk3:actors/tear.txt" line 1421:
Unknown identifier 'WRF_ALLOWRELOAD'
Script error, "castlehexen.pk3:actors/tear.txt" line 1713:
Unknown identifier 'WRF_ALLOWRELOAD'

Execution could not continue.

Script error, "castlehexen.pk3:actors/tear.txt" line 1946:
"projectilekickback" is an unknown actor property
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Cryomundus
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Re: {WIP} Castledoom(or doomvania)

Post by Cryomundus »

Easy, you're using ZANDRONUM, when you should be using GZDOOM, specifically, one of the devbuilds from here: http://devbuilds.drdteam.org/gzdoom/
MasaruIsamu
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Joined: Sun Aug 23, 2015 11:54 am

Re: {WIP} Castledoom(or doomvania)

Post by MasaruIsamu »

thank you :3
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