ShadesMaster wrote:Even 3D floors can be DooM 1-ish, it proves.
I actually want that levels don't use any 3D geometry. I even disabled z-clipping, freelooking, crouching and jumping in ZMAPINFO, to make it the most Doom 1-like possible. I even disabled translucency for actors, but for some reason, left LineMirror linedefs that Sodaholic put in.
Minigunner wrote:Also, I think that the weapons (if Doom I/II weapons are included) should be separated via episode
I'm actually following Tom's design, meaning that you will have:
Episode I:
-Bayonet
-Assault Rifle
-Shotgun
-Machinegun
-Rocket Launcher
Episode II (hell):
-Dark Claw
Episode III (back on Tei Tenga):
-Probiectile
Episode IV:
-Spray Rifle
-BFG 2704 (recovered by killing the boss in Epi 4, before finishing the episode)
I don't think it's good to only include Unmaker in Doom 2, so I will actually include it in Epi 4 or 5.
And BTW, by finishing an episode, the following one starts immediately, much like PSX Doom.
InsanityBringer wrote:In AlphaMod I made the Dark Claw cast forth a dark cloud that slowly moves forward, goes +RIPPER through everything with slight seeking
Actually, my "tortured aura" is how I call the cloud that spawns from the Dark Claw, is not a +RIPPER because when testing, even 1 damage would kill even a Baron of Hell in few seconds, so I defined it like a very aggressive seeking projectile which bounces on actors, does 0 damage, but has a little damaging splash damage, which is consecutive. It means it can kill you when you get too close. And of course, it fades