[WIP] Deathdealer (New alpha, new maps/monsters/quality!)

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Mortarion
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[WIP] Deathdealer (New alpha, new maps/monsters/quality!)

Post by Mortarion »

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
Last edited by Mortarion on Fri Jun 13, 2008 10:35 pm, edited 2 times in total.
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Phucket
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Re: [WIP] Deathdealer

Post by Phucket »

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!
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Mortarion
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Re: [WIP] Deathdealer

Post by Mortarion »

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, :cheers: Im off to waste some cultists in blood. :)
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corysykes
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Re: [WIP] Deathdealer

Post by corysykes »

:shock: thats all i can say
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chronoteeth
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Re: [WIP] Deathdealer

Post by chronoteeth »

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
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Re: [WIP] Deathdealer

Post by Mortarion »

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
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Mortarion
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Re: [WIP] Deathdealer (more maps, guns and monsters!)

Post by Mortarion »

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?
CaptainToenail
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Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)

Post by CaptainToenail »

Screenshots or no download, it's a kind of unwritten rule round here :lol:
Lord_Jirad
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Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)

Post by Lord_Jirad »

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!
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Matt
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Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)

Post by Matt »

Good, but friggin' hard! D: Is there any health on map01 at all?
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Mortarion
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Re: [WIP] Deathdealer (New alpha, new maps/monsters/quality!)

Post by Mortarion »

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 :p

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