[Public Beta! Page 1 or 2] Results May Vary (Updated 4/11)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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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[Public Beta! Page 1 or 2] Results May Vary (Updated 4/11)
Results May Vary
Public Beta release 0.8
http://onslaughtsix.googlepages.com/ResultsMayVary.zip
Last updated 4/11.
So I've been slacking lately on Bloodshot, and decided a fun, short diversion was just what I needed to get back into the groove. So I decided to make a simple, fun little weapons mod.
The idea here is basically to replicate/emulate some Quake and Quake II weapons that I dig, but use traditional-looking sprites to do it with. I also wanna introduce some changes to the way the weapons themselves tend to behave, to add some more interesting dynamics. The idea is that I want this WAD to work with the basic Episode 1 replacement, but change how the player goes through it--sometimes drastically.
The Blaster. Uses sprites from Eriance that I may or may not recolour later. It's based off the Quake II Blaster. It has infinite ammo and fires blue projectiles (the graphics come from, apparently, the shareware version of Doom) and I miiight add a bullet-using attack later, but I'm halfway planning on the Nails replacing the Bullets in general, so we'll see.
The idea behind the Blaster is that it has infinite ammo and can fire many projectile shots that, while pretty weak, travel very quickly and can really knock off enemies quickly. The idea is that I want to make it really damn useful so the player doesn't discard it as soon as they get the Shotgun, as you tend to do in Doom. Speaking of...
This is the new Shotgun. Right now, you start with it, but I'll (probably) remove that. It's based off the Doom64 shotgun, without the blue tint and with the DoomGuy's hand on it. The reloading frames are the same at this point, but I miiiiight edit them slightly.
The big thing about the Shotgun is that it takes significantly longer than the standard Doom Shotgun to fire and reload, but is slightly more powerful than the Shotgun tends to be. It's less useful for general run-around-and-shoot-things use than the Blaster is, too, so you might want to run around with the Blaster a fair bit more than you would the Pistol...
The Super Shotgun. Takes forever to reload, but it's tons more powerful than the default SSG. Really useful if you know a horde of enemies is around the corner, but otherwise, it can be dangerous to use due to the time it takes to reload.
This is the Nailgun as it currently stands. Yes, that's a horribly overused sprite and stuff--I'm just as unhappy as you are. The hand is "new," I guess, but yeah. Maybe I'll recolour part of it or edit it in some decent-looking way...
Currently, the DECORATE for it works great--shoots the way I want it to at a good speed, and everything. The Nails are currently implemented fully right now, too--I just need to work on making the Zombiemen not drop them. Currently replaces the Chaingun.
This is the Super Nailgun. Yes, I did it before the normal Nailgun, because I knew what sprites I wanted to use. They're Eriance's new Chaingun, and heavily inspired by the Doom64 chaingun. The default state is actually "flipped" from how the Chaingun normally is, with one barrel at the top, and it's done up like a 2x2 grid. Y'know.
Currently the DECORATE for it works great. It takes a while to start rotating at full speed, but works awesomely when it does. Currently, the Super Nails it shoots (basically just faster & stronger than the regular Nails) are set up to be RIpper projectiles, but I'm not entirely sure what that entails. May or may not make the regular Nails have this property as well.
The Grenade Launcher. As I said--subject to change depending on my mood. This is Eriance's Autoloading Shotgun with the barrel part of the regular Shotgun pasted on, and then tinted brown. It looks good, and really packs the "weight" of the Grenade Launcher graphic that I was trying to capture.
The DECORATE's perfect, exactly what I wanted. The grenades mostly act like I want them to (Occasionally they fly through the air too much for my liking, but I might be able to fix that) and have Quake's awesome bounce sounds. It also starts shooting them out faster if you Hold it instead of shooting individually. Currently replaces the Rocket Launcher.
The Electro Disruptor. I changed this one a bit from the initial concept--now it fires off a huge burst of electric energy that causes enemies to convulse with electricity for a bit, and then probably die. There's not any rapid fire, though--it takes a little bit to fire each time. What's everybody think of this, actually?
I have yet to implement any kind of "overheating" because, like I said, it's not a rapid-fire weapon. We'll see.
The BFG 3105. I'm not gonna spoil what, exactly, it does--but it's pretty spiffy if I say so myself. I decided that this'll just replace the BFG9K and I'll leave out the 10K. Oh well.
Showing off the "new" powerups.
Other planned weapons:
-Rocket Launcher...Maybe.
-Something that replaces the chainsaw, or berserk pack, or I dunno.
Other edits:
-"New" powerup anims. Basically, just some of the rotated powerup sprites from KDIZD, animated to spin around ala Quake.
-Zombiemen drop backpacks with either shells, armour shards or a stimpak. Currently, the Nails replace the Clips entirely, but there's no logical reason for them to drop Nails.
-Possibly a Chaingunner sprite edit with different colours and the Grenade Launcher. Might also drop armour.
-Maybe an edit or some other monster as a Shambler, but that'll lengthen the time it takes to make it, so we'll see.
This'll probably be finished somewhere within the next week or so, or something. Progress as it happens. Feedback is appreciated (what little feedback there is to give...)
Public Beta release 0.8
http://onslaughtsix.googlepages.com/ResultsMayVary.zip
Last updated 4/11.
So I've been slacking lately on Bloodshot, and decided a fun, short diversion was just what I needed to get back into the groove. So I decided to make a simple, fun little weapons mod.
The idea here is basically to replicate/emulate some Quake and Quake II weapons that I dig, but use traditional-looking sprites to do it with. I also wanna introduce some changes to the way the weapons themselves tend to behave, to add some more interesting dynamics. The idea is that I want this WAD to work with the basic Episode 1 replacement, but change how the player goes through it--sometimes drastically.
The Blaster. Uses sprites from Eriance that I may or may not recolour later. It's based off the Quake II Blaster. It has infinite ammo and fires blue projectiles (the graphics come from, apparently, the shareware version of Doom) and I miiight add a bullet-using attack later, but I'm halfway planning on the Nails replacing the Bullets in general, so we'll see.
The idea behind the Blaster is that it has infinite ammo and can fire many projectile shots that, while pretty weak, travel very quickly and can really knock off enemies quickly. The idea is that I want to make it really damn useful so the player doesn't discard it as soon as they get the Shotgun, as you tend to do in Doom. Speaking of...
This is the new Shotgun. Right now, you start with it, but I'll (probably) remove that. It's based off the Doom64 shotgun, without the blue tint and with the DoomGuy's hand on it. The reloading frames are the same at this point, but I miiiiight edit them slightly.
The big thing about the Shotgun is that it takes significantly longer than the standard Doom Shotgun to fire and reload, but is slightly more powerful than the Shotgun tends to be. It's less useful for general run-around-and-shoot-things use than the Blaster is, too, so you might want to run around with the Blaster a fair bit more than you would the Pistol...
The Super Shotgun. Takes forever to reload, but it's tons more powerful than the default SSG. Really useful if you know a horde of enemies is around the corner, but otherwise, it can be dangerous to use due to the time it takes to reload.
This is the Nailgun as it currently stands. Yes, that's a horribly overused sprite and stuff--I'm just as unhappy as you are. The hand is "new," I guess, but yeah. Maybe I'll recolour part of it or edit it in some decent-looking way...
Currently, the DECORATE for it works great--shoots the way I want it to at a good speed, and everything. The Nails are currently implemented fully right now, too--I just need to work on making the Zombiemen not drop them. Currently replaces the Chaingun.
This is the Super Nailgun. Yes, I did it before the normal Nailgun, because I knew what sprites I wanted to use. They're Eriance's new Chaingun, and heavily inspired by the Doom64 chaingun. The default state is actually "flipped" from how the Chaingun normally is, with one barrel at the top, and it's done up like a 2x2 grid. Y'know.
Currently the DECORATE for it works great. It takes a while to start rotating at full speed, but works awesomely when it does. Currently, the Super Nails it shoots (basically just faster & stronger than the regular Nails) are set up to be RIpper projectiles, but I'm not entirely sure what that entails. May or may not make the regular Nails have this property as well.
The Grenade Launcher. As I said--subject to change depending on my mood. This is Eriance's Autoloading Shotgun with the barrel part of the regular Shotgun pasted on, and then tinted brown. It looks good, and really packs the "weight" of the Grenade Launcher graphic that I was trying to capture.
The DECORATE's perfect, exactly what I wanted. The grenades mostly act like I want them to (Occasionally they fly through the air too much for my liking, but I might be able to fix that) and have Quake's awesome bounce sounds. It also starts shooting them out faster if you Hold it instead of shooting individually. Currently replaces the Rocket Launcher.
The Electro Disruptor. I changed this one a bit from the initial concept--now it fires off a huge burst of electric energy that causes enemies to convulse with electricity for a bit, and then probably die. There's not any rapid fire, though--it takes a little bit to fire each time. What's everybody think of this, actually?
I have yet to implement any kind of "overheating" because, like I said, it's not a rapid-fire weapon. We'll see.
The BFG 3105. I'm not gonna spoil what, exactly, it does--but it's pretty spiffy if I say so myself. I decided that this'll just replace the BFG9K and I'll leave out the 10K. Oh well.
Showing off the "new" powerups.
Other planned weapons:
-Rocket Launcher...Maybe.
-Something that replaces the chainsaw, or berserk pack, or I dunno.
Other edits:
-"New" powerup anims. Basically, just some of the rotated powerup sprites from KDIZD, animated to spin around ala Quake.
-Zombiemen drop backpacks with either shells, armour shards or a stimpak. Currently, the Nails replace the Clips entirely, but there's no logical reason for them to drop Nails.
-Possibly a Chaingunner sprite edit with different colours and the Grenade Launcher. Might also drop armour.
-Maybe an edit or some other monster as a Shambler, but that'll lengthen the time it takes to make it, so we'll see.
This'll probably be finished somewhere within the next week or so, or something. Progress as it happens. Feedback is appreciated (what little feedback there is to give...)
Last edited by Onslaught Six on Fri Apr 11, 2008 5:12 pm, edited 14 times in total.
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Re: [WIP] Currently Untitled Weapons Mod
Nice screenshots and weapons. I like that pistol...
Keep it up!
Keep it up!
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
Updated with the Super Nailgun and the Grenade Launcher. The latter's sprite is subject to change depending on my mood.
EDIT: Like I said--depending on my mood. I'm satisfied with this one now, though, so it probably won't change after this.
EDIT #2: Aaaand more. Added the Nailgun.
EDIT: Like I said--depending on my mood. I'm satisfied with this one now, though, so it probably won't change after this.
EDIT #2: Aaaand more. Added the Nailgun.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
Those pistol sprites seem pretty bad compared to his new ones. You try those sprites out?
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
Yes, I have--in fact, I'm using them for my other mod, Bloodshot. This one's more of a laser/blaster weapon, though, which is clearly what I'm going for since this doesn't act like a pistol in the least. They're not really 'bad,' but they don't work as a pistol--which isn't what I'm using them for anyway, so.chronoteeth wrote:Those pistol sprites seem pretty bad compared to his new ones. You try those sprites out?
I still don't like the Nailgun's sprite. We'll see if I can find a replacement tomorrow.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
How's the shotty gonna work? IIRC, doom 64 didn't exactly have much shotty frames at all.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
Well, it's using the regular Doom Shotgun's reload sprites, but with some tiny alteration to the barrel. And another frame that I personally think looks shitty. But I needed it to pan out the time to make the longer reload look decent.chronoteeth wrote:How's the shotty gonna work? IIRC, doom 64 didn't exactly have much shotty frames at all.
So all that's left for this is the SSG, Electro Disruptor and the two BFGs--one of which is mostly done anyway. I should probably finish this this week.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
The BFG 3105 is basically complete. I just need to put different sprites on it and maybe play with it a bit more to see if I like the effects.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
I'm looking forward to this. Any news?
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
Not 'quite.' I've started trying to work out just how these weapons will actively come into play in the game world--currently, Shotgunners drop the actual Shotgun while all the regular Shotgun pickups in the game are now the Nailgun. This basically works well, but now I'm starting to wonder if the Nailgun is somehow overpowered--it really shreds through just about everything. On the other hand, Zombiemen now drop the backpacks. Actually, they have a chance of dropping two entirely seperate items that look the same but do different things--one gives you 10 health, the other gives you shells, and sometimes, they don't drop anything at all.Kinsie wrote:I'm looking forward to this. Any news?
I really wanna start on the Electro Disruptor this week or something. I have the sprites, and a vague idea, it's just sitting down to do it that's the pain.
Part of me really wants to make one kickass new monster for this, and the Shambler from Q1 keeps screaming out at me. Not, like, a crappy model rip or anything--an actual good sprite edit. If I can just find some good base sprites...
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
Im just wondering, is there a planned date of release for this? I would like to play it! sounds great so far.
And about the shambler, you could take as base the rips from QDoom and draw over them to give the Doomish feeling.
DBT
And about the shambler, you could take as base the rips from QDoom and draw over them to give the Doomish feeling.
DBT
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
When it's done--but it's generally simplistic and it's not like I'm really drawing entirely new sprites for it or anything, so it'll probably be done in a week or two.DBThanatos wrote:Im just wondering, is there a planned date of release for this? I would like to play it! sounds great so far.
Ehh. That might look crappy, though, see. I'd probably want to draw over a Doom/Hexen monster instead.And about the shambler, you could take as base the rips from QDoom and draw over them to give the Doomish feeling.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
The Weredragon from Heretic might be a good base for a Shambler given how similar they are in appearance.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
I really hate that answer.Onslaught Six wrote:When it's done
betterOnslaught Six wrote:so it'll probably be done in a week or two.
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Re: [WIP] Currently Untitled Weapons Mod (Updated 3/26)
Maybe. We'll see. Part of me really just wants to draw over the Baron of Hell--has anyone ever made a "furry" Baron before?Snarboo wrote:The Weredragon from Heretic might be a good base for a Shambler given how similar they are in appearance.
The only real problem, for me, is coming up with sprites that I feel aren't *that* overused to give the mod a decently unique feel. But it's so hard to do that. >.>DBThanatos wrote:I really hate that answer.Onslaught Six wrote:When it's done
betterOnslaught Six wrote:so it'll probably be done in a week or two.
Anyway, I'm starting on the Electro Disruptor today, so here goes.