RELEASEThe UAC, sick of the few demons that doomguy missed raising the dead *cougharchvilescough* The UAC gave the demons a brand new orifice or two using blueprints from project biophage(there had to be a nod to zen somewhere!)... all went well... however the uac had another, ahem,"issue" on mars and had to divert it's resources there, by resources, they meant "we're
running away" however, not as cruel and heartless as it seems, the UAC left a few technicians behind, who immediately hired a small army of mercenaries, those who survivedthe original "doom" incident by combating the demons and undead. The scientists give the mercs one order; kill every unliving thing In sight. As if it were that easy, the mercs did a fine job. Then, out of nowhere, They started dropping like flies, till only 57 mercs remained alive. UAC scientists, before fleeing the planet, informed the merc's commander that the Demons had captured viral technology on mars and were using it to infect, rather than possess, the living. the virus either kills and reanimates, or simply kills.
The mercs only had the masks on their heads keeping them safe.
And so, you, and up to 7 other mecenaries(as many as command can spare) have been ordered to hunt down and shut sown the demon
responsible and destroy the virus, In any way possible. You are no longer working for mere money...
DeathDealer will use a full reloading system(I'll get round to an acs library based version soon) and will have roughly three times as many monsters per level as doom
You are Fire-Team Zero.
You are the first and last offence.
You are not expected to survive.
http://www.sendspace.com/file/5s8hko
[WIP] Deathdealer (New alpha, new maps/monsters/quality!)
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Mortarion
- Posts: 120
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- Location: www.freewebs.com/forsakendoom
[WIP] Deathdealer (New alpha, new maps/monsters/quality!)
Last edited by Mortarion on Fri Jun 13, 2008 10:35 pm, edited 2 times in total.
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Phucket
- Posts: 401
- Joined: Sat Dec 01, 2007 5:54 pm
Re: [WIP] Deathdealer
It's not bad, but it still needs quite a bit of work. Most of the levels are kinda bland and don't flow very well. It didn't exactly help either that a lot of the stuff in the levels were copy and paste jobs (i.e. the tombs and graves in map03 and the desks in map01) The weapons also need a bit of work too. My first suggestion would be to replace the sprites for the knife and sniper rifle with something with the doom hands. It looks kinda cheesey when your character's gloves suddenly change color whenever you switch weapons. It'd also be nice if you added a secondary fire for the shotgun that would allow you to unload one barrel instead of both. This would be a useful thing to have when you're running short on ammo, which happens pretty often in the early levels.
Despite these few flaws, I still found it somewhat enjoyable. Just work on it some more, and it'll be ready for the /idgames archive!
Despite these few flaws, I still found it somewhat enjoyable. Just work on it some more, and it'll be ready for the /idgames archive!
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Mortarion
- Posts: 120
- Joined: Wed Jan 23, 2008 5:36 pm
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Re: [WIP] Deathdealer
Ok, lets begin!
The shotgun for a start, is meant to run out of ammo constantly, as it is horrifyingly powerful and should only be used when confronted by the opposite end of the weapon yourself(either type of shotgunner),And Im going to throw more ammo in there, and the words alpha refer tp the levels being just that, so the copy and paste work is temorary/a base for individualisation and the gloves, well, I've been toying with sprite remap in XWE recently, so the weapons might be staying after all(I was searching around for a replacment recently) and a katana might get in there(I got one to take photo-sprites of, like the assassin's claws) so the flesh coloured gloves are no problem(i found a pair, god they're uglier in reality) /idgames database? the wad is nowhere near completion.
so, cheers,
Im off to waste some cultists in blood. 
The shotgun for a start, is meant to run out of ammo constantly, as it is horrifyingly powerful and should only be used when confronted by the opposite end of the weapon yourself(either type of shotgunner),And Im going to throw more ammo in there, and the words alpha refer tp the levels being just that, so the copy and paste work is temorary/a base for individualisation and the gloves, well, I've been toying with sprite remap in XWE recently, so the weapons might be staying after all(I was searching around for a replacment recently) and a katana might get in there(I got one to take photo-sprites of, like the assassin's claws) so the flesh coloured gloves are no problem(i found a pair, god they're uglier in reality) /idgames database? the wad is nowhere near completion.
so, cheers,
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corysykes
- Posts: 329
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Re: [WIP] Deathdealer
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chronoteeth
- Posts: 2665
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Re: [WIP] Deathdealer
The CS weapons feel way too outta place. Fingerless black gloved 35FPS seen-before muzzle flashless weapons tend to suck along with the others.
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Mortarion
- Posts: 120
- Joined: Wed Jan 23, 2008 5:36 pm
- Location: www.freewebs.com/forsakendoom
Re: [WIP] Deathdealer
New beta here -> http://www.sendspace.com/file/ha3gxf
Ok it hasnt had a multiplayer test yet (see the bug entry) but its fun all the same
video here -> http://www.youtube.com/watch?v=rYlt4QkZWF8
Ok it hasnt had a multiplayer test yet (see the bug entry) but its fun all the same
video here -> http://www.youtube.com/watch?v=rYlt4QkZWF8
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Mortarion
- Posts: 120
- Joined: Wed Jan 23, 2008 5:36 pm
- Location: www.freewebs.com/forsakendoom
Re: [WIP] Deathdealer (more maps, guns and monsters!)
Ok, everone seems to be ignoring me(Im not a leper for christ's sake!)
so, new upload with all that new stuff ----> http://www.sendspace.com/file/x6upld
thoughts and ideas anyone?
anyone?
so, new upload with all that new stuff ----> http://www.sendspace.com/file/x6upld
thoughts and ideas anyone?
anyone?
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CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)
Screenshots or no download, it's a kind of unwritten rule round here 
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Lord_Jirad
- Posts: 15
- Joined: Sat Dec 01, 2007 10:47 pm
Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)
Ah, about time. I was wondering when you were going to release another alpha
I must say, that executive office bit is most possibly your best work yet. WAY better than any of your work in Forsaken. Keep it up!
I must say, that executive office bit is most possibly your best work yet. WAY better than any of your work in Forsaken. Keep it up!
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Matt
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- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)
Good, but friggin' hard! D: Is there any health on map01 at all?
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Mortarion
- Posts: 120
- Joined: Wed Jan 23, 2008 5:36 pm
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Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)
There will be health in map01, but what do you think? Stimpack, medkit? Where and how much? Playtesting helps me make this more fun for everyone. (Btw, i posted this from my cellphone, my laptop's acting up, i 'll have it fixed up in a few days 