Doom The Mercenaries [released]

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Hunk for doom 3.0 [WIP]

Post by Zombieguy »

First time I've heard something like that.
User avatar
XanderK9
Posts: 411
Joined: Mon Feb 13, 2012 2:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Hunk for doom 3.0 [WIP]

Post by XanderK9 »

DOOMERO-21 wrote:is first person view, but decreased the normal zoom ( for increase the area of view ) and actualy hunk is a weapon.
Yeah, Hunk always have being a weapon. :D
It is a nice concept to be able to get a new perspective for doom. I can now imagine Isaac from Deadspace in 3rd person, combined with brutal doom.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



the goal kick, only is activated when a big monster ( demon, baron of hell, mancubus, etc) have almost 30% of his total health, for example baron of hell have 1000 of health, if you damage him with ammount of 700 or more, and you can close to him and execute the goal kick with a 100% of kill, the video only show the goal kic for any moment ( is only for show how looks ).
User avatar
BigProjectAlone
Posts: 780
Joined: Wed Mar 21, 2012 5:38 am
Location: canada

Re: Hunk for doom 3.0 [WIP]

Post by BigProjectAlone »

thats freaking nice !!!!
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



ok, added: shooting on the head for imp, zombieman and shotgun guy, activate the melee attack (neckbreaker), the video show the diference between shooting on the legs and the head, if you see the monster is very strong supporting the damage when i attack on his legs.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hunk for doom 3.0 [WIP]

Post by Matt »

DOOMERO-21 wrote:very strong supporting the damage when i attack on his legs.
:|

Have you recently banged a shin against a piece of furniture by accident, or try to lift someone who's paralyzed or drunk or worse? We put a lot of weight on our legs and even a little structural damage down there can slow a guy down fast.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »

Vaecrius wrote:
DOOMERO-21 wrote:very strong supporting the damage when i attack on his legs.
:|

Have you recently banged a shin against a piece of furniture by accident, or try to lift someone who's paralyzed or drunk or worse? We put a lot of weight on our legs and even a little structural damage down there can slow a guy down fast.
XD you right, the see state have lot of a_chase per frame, that is the reazon why the imp is a little fast.
ArchXeno
Posts: 192
Joined: Sat Jan 09, 2010 4:33 pm

Re: Hunk for doom 3.0 [WIP]

Post by ArchXeno »

Heh, try neck breaking a Pinkie. But seriously, this is awesome.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »

ArchXeno wrote:Heh, try neck breaking a Pinkie. But seriously, this is awesome.
WTF? pinkie? i tried dude, but the pinkie have a BIG HEAD!
User avatar
bleant
Posts: 224
Joined: Thu Jan 20, 2011 9:37 am

Re: Hunk for doom 3.0 [WIP]

Post by bleant »

Any idea of when we will be able to play it?
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »

bleant wrote:Any idea of when we will be able to play it?
i dont have idea and depending how many weapons i will add, because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: Hunk for doom 3.0 [WIP]

Post by Ethril »

DOOMERO-21 wrote:because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.
The "original" Hunk was an unlockable character in Resident Evil 2, actually.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: Hunk for doom 3.0 [WIP]

Post by amv2k9 »

DOOMERO-21 wrote:
bleant wrote:Any idea of when we will be able to play it?
i dont have idea and depending how many weapons i will add, because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.
I think it'd be pretty boring only having two weapons. And depending on how the grenades work, they may not be an adequate replacement for the rocket launcher. At least one or two more, like a shotty for crowd control, and something else.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



added melee indicator
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



the video show the new sprites and a new sistem of running: well exist 2, normal and the fast running. the fast running only works when hunk have almost >30% of health (also for this special running is necesary add later the run bar, becuase not always will be activated), this system use a diferent a_zoomfactor and player view height from the original using inventory powermorph(thanks to Enjay for the idea, also i will check how works with the other method of fsglobal).

Return to “Gameplay Mods”