Doom The Mercenaries [released]

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twinkieman93
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Re: Hunk for doom 3.0 [released]

Post by twinkieman93 »

DOOMERO-21 wrote:
uobito wrote:Can't wait grab the 2 new merch and kick some demonic butt xD
yeah, specialy wesker is the most badass, is very powerfull.
Pft, everyone knows HUNK is the most badass RE character. At least he doesn't start talking about grand evil schemes and then doesn't shut up until you toss him into a volcano four games later.
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QuickShotGunman
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Re: Hunk for doom 3.0 [released]

Post by QuickShotGunman »

No bolt-action rifle,Matilda,Red9,Rocket Launcher and Special Rocket Launcher then?
Mokey wrote:OH NO,OOOHHH NOOOO-
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DOOMERO-21
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Re: Hunk for doom 3.0 [released]

Post by DOOMERO-21 »

QuickShotGunman wrote:No bolt-action rifle,Matilda,Red9,Rocket Launcher and Special Rocket Launcher then?
Mokey wrote:OH NO,OOOHHH NOOOO-

nahh...i guess with this set is ok, the problem dude, for example rocket launcher, when i take screenshots , the fire animation of the rocket launcher spawn lot of smoke around the screen and that is a BIG problem.
twinkieman93 wrote:
DOOMERO-21 wrote:
uobito wrote:Can't wait grab the 2 new merch and kick some demonic butt xD
yeah, specialy wesker is the most badass, is very powerfull.
Pft, everyone knows HUNK is the most badass RE character. At least he doesn't start talking about grand evil schemes and then doesn't shut up until you toss him into a volcano four games later.
agree, actualy hunk is my favorite.




this trailer i release some days ago, the final part show a little gameplay of wesker.
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uobito
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Re: Hunk for doom 3.0 [released]

Post by uobito »

It will the SP version or Coop Version?
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DOOMERO-21
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by DOOMERO-21 »

I reuploaded again the mod and include: zandronum, skulltag, zdoom and gzdoom version, the diference between zandronum and zdoom are : removed and added new flags and scripts, but i need to said the zdoom version is not the final version, becuase i need to enhance this mod with the new flags of zdoom and add new sprites and that will take time, that for better, but for the moment enjoy this, go to the first post and download the file if you want to play =)
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NachtIntellect
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by NachtIntellect »

For the Zandronum version: While running using doom 2s running key and combining that with the intended run for this mod allows the player to run/move twice as fast.
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twinkieman93
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by twinkieman93 »

Whiteace wrote:For the Zandronum version: While running using doom 2s running key and combining that with the intended run for this mod allows the player to run/move twice as fast.
I can confirm it does this in ZDoom as well. I'd just alter the move speeds so whether you're running or walking you move the same speed, as I assume the "running" you get by holding fire while not aiming is done outside of those parameters.

Also, I feel like Ada having an infinite amount of exploding crossbow bolts to be rather over-powered, along with Wesker's rifle having an infinite supply of ammo to reload from. Yes, I realize they're counter-balanced what with Ada being rather flimsy so you have to be really cautious with it and Wesker having to look through the scope making it less easy to aim at something close-up(unless you're like a superpro FaZe quickshotter :roll: ). I was thinking that you could replace the rocket and plasma ammo types with bolt and rifle ammo, respectively, because the aforementioned flimsiness and close-ranged difficulties are still small prices to pay for having a gun with good power behind it and infinite ammo. I don't think that Krauser's bow is in the same boat, though, mainly because its DPS is about on par with a handgun as far as I can tell and him basically having an infinite ammo handgun that is silent is one of his advantages, along with the crazy zombie arm thing he got from that spine he took to the shoulder in RE:DC(which despite what people say is really good if you want a game to mindlessly shoot things with a buddy, especially if you have a handgun-shaped zapper. Good times). That can continue to have infinite ammo.
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DOOMERO-21
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by DOOMERO-21 »

Whiteace wrote:For the Zandronum version: While running using doom 2s running key and combining that with the intended run for this mod allows the player to run/move twice as fast.
exist 2 ways for run:

-press forward+reload button, also you can use turn 180 if you press back + reload
-press forward+fire button, but you cant use turn 180.

and yes if you put always run, the char will be very faster, but if you disable that the char is very slow, so turn down the always run.


for the rifle semiauto infinite, is becuase wesker not use a knife, so what happen if wesker have 0 ammo? need something for attack, for Ada i decide the bow gun infinite, but at the same time is very dangerous for her if you shoot to a close range.
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twinkieman93
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by twinkieman93 »

DOOMERO-21 wrote:
Whiteace wrote:For the Zandronum version: While running using doom 2s running key and combining that with the intended run for this mod allows the player to run/move twice as fast.
exist 2 ways for run:

-press forward+reload button, also you can use turn 180 if you press back + reload
-press forward+fire button, but you cant use turn 180.

and yes if you put always run, the char will be very faster, but if you disable that the char is very slow, so turn down the always run.


for the rifle semiauto infinite, is becuase wesker not use a knife, so what happen if wesker have 0 ammo? need something for attack, for Ada i decide the bow gun infinite, but at the same time is very dangerous for her if you shoot to a close range.
For Wesker I suppose this is reasonable(even though handgun ammo is friggin' everywhere and you are really bad at this if you run out with any sort of regularity) but for Ada if anything is at a distance where I can hit it with the bowgun without hurting myself, I can never think of a reason to not use the bowgun. Having a limited supply of explosive bolts would be a good reason.

Speaking of limited ammo, is there ammo pickups for the Handcannon and the Killer7? I've never seen any.
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DOOMERO-21
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by DOOMERO-21 »

the hand cannon ammo replaces the bagpack and the killer 7 ammo replaces the rocket and rocket box but the probability is 30%
niculinux
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by niculinux »

very very nice!!

But personally I have always dislike 3d person view in doom: it's not doom anymore :oops:
kb1
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by kb1 »

Can someone move it to a decent host? MEGA hates me!
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DOOMERO-21
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by DOOMERO-21 »

kb1 wrote:Can someone move it to a decent host? MEGA hates me!
http://www.mediafire.com/?7ilwfnoxcx96eiz
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uobito
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by uobito »

Still doing sometinhg on the mod hm...?
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DOOMERO-21
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Re: Doom The Mercenaries zdoom/gzdoom version

Post by DOOMERO-21 »

some weeks ago....

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