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.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: Doom The Mercenaries [released]

Post by Viscra Maelstrom »

or you can force 4:3 aspect ratio from the video mode menu.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Doom The Mercenaries [released]

Post by DOOMERO-21 »

Viscra Maelstrom wrote:or you can force 4:3 aspect ratio from the video mode menu.
that is a good solution.
User avatar
Valherran
Posts: 1406
Joined: Tue Oct 27, 2009 12:58 pm

Re: Doom The Mercenaries [released]

Post by Valherran »

the problem of that are the enemies, i cant take screenshots of they as playables chars, the only way is found a mod for re4 were the playable char is replaced by a enemy
No no no, I didn't mean add the monsters from RE4. I meant just the items, weapons, and the wandering merchant. And also having the doom enemies drop money to buy stuff from that merchant to get more powerful.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Doom The Mercenaries [released]

Post by DOOMERO-21 »

Valherran wrote:
the problem of that are the enemies, i cant take screenshots of they as playables chars, the only way is found a mod for re4 were the playable char is replaced by a enemy
No no no, I didn't mean add the monsters from RE4. I meant just the items, weapons, and the wandering merchant. And also having the doom enemies drop money to buy stuff from that merchant to get more powerful.
but how buy a weapons during a hordes of demons around the player? also the merchant need to replace an actor, your point could be good for a custom map.
User avatar
Valherran
Posts: 1406
Joined: Tue Oct 27, 2009 12:58 pm

Re: Doom The Mercenaries [released]

Post by Valherran »

DOOMERO-21 wrote:
Valherran wrote:
the problem of that are the enemies, i cant take screenshots of they as playables chars, the only way is found a mod for re4 were the playable char is replaced by a enemy
No no no, I didn't mean add the monsters from RE4. I meant just the items, weapons, and the wandering merchant. And also having the doom enemies drop money to buy stuff from that merchant to get more powerful.
but how buy a weapons during a hordes of demons around the player? also the merchant need to replace an actor, your point could be good for a custom map.
Well, in RE4, the enemies ignored that merchant for whatever reason, might be due to him having the virus on a different level (he obviously did not look normal at all). So he can just sit out there and be something to interact with at your own risk. As for replacing an actor... You probably could use a custom sprite instead, he could spawn in place of a weapon at a random chance (while weapons never spawn to begin with, gotta buy them from that merchant). Might not have any animation, but a visual of him just standing there would be enough. Could also work like Counter Strike where if you are within a certain radius of a buy zone, you can press the shop key and access the menu.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Doom The Mercenaries [released]

Post by DOOMERO-21 »

Yes, but could be a chaos on plutonia for example, were you start exist a chaotic wellcome....
User avatar
SyntherAugustus
Posts: 970
Joined: Tue Jul 15, 2003 5:43 pm

Re: Doom The Mercenaries [released]

Post by SyntherAugustus »

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

Re: Doom The Mercenaries [released]

Post by DOOMERO-21 »

Yes, appear on Kotaku and other sites XD
User avatar
Hetdegon
Posts: 320
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: Doom The Mercenaries [released]

Post by Hetdegon »

Hey there, sorry for the thread necromancy, it's on-topic though.

Since the mod was perfect at implementing the Mercenaries mode mechanics, the only thing I missed was a map with the same setup.
So, as a quick and dirty proof-of-concept, I put together this map, made a few assets and code, and it kind of resembles the original mode a little.
Hopefully it inspires someone with actual mapping talent to give this concept a shot.
Spoiler: Screens
Download it here (load after Mercenaries mod): https://dl.dropboxusercontent.com/u/95471203/DMercs.pk3

This map features enemy spawners that will spew enemies constantly, although it's adjusted to be moderately easy (there are difficulty settings if you prefer more or less enemies at once). The monsters are palette-swaps of regular Doom monsters, more oriented to melee the player. Hitscanners are out of the picture as part of the proof-of-concept. As a major tweak, in this map you can shoot down Revenant tracers (in exchange, all of them are homing), like you could shoot down hatchets and such in the easy maps of RE4 Mercs.
The spawners themselves are pretty hardcoded, but you can modify their delays when placing them on the map editor (see decorate file), or assume defaults if no other settings are present. If anyone likes the idea I can expand them a bit with a few more args.
This minimod/map should be compatible with Zandronum, I avoided using newer things like NODELAY flags or such, so, hopefully, it should be coop-able.


Other than that, the map is small and crappy (was put together in a few hours), but should be moderately fun, consider it the Doomy equivalent of the Village map in RE4.
Ammo isn't scarce, and there are a number of clocks around the map, as well as some health pickups. Once you know how to reach everything the map should be really easy, but still playable for higher scores, as the original few were.

As far as credits go, all new assets were made from scratch by myself (adorable Umbrella flavoring), but a bit of Doomero's code is replicated in the modified enemies to make them melee-only.
Screen textures and the weird lamp thingies include GLDEFS and brightmaps. Feel free to use any of the assets.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Doom The Mercenaries [released]

Post by DOOMERO-21 »

Nice, also exist a zandronum version of doom the mercenaries:

https://mega.co.nz/#!ZIhBnIjb!E0UURywiH ... 2Mdsk41dYc

Was tested on coop and works good.
User avatar
Hetdegon
Posts: 320
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: Doom The Mercenaries [released]

Post by Hetdegon »

Yeah, I am aware of the Zandro version, although I didn't have it around at the time of developing, so didn't try it with it yet. I am hoping it should work.
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: Doom The Mercenaries [released]

Post by Average »

@Hetdegon: I only just came across your map for Mercenaries (Thank you random PC Gamer link!). Thanks for this. I haven't tried it out yet but I'm looking forward to playing a map designed for this mod. I wish there were more maps for it! :)
User avatar
Hetdegon
Posts: 320
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: Doom The Mercenaries [released]

Post by Hetdegon »

Hey thanks, I thought nobody would have tried it :D
It's just a proof-of-concept, but with some of those mechanisms in play it could be expanded into something way more interesting. I'd call for a community project but I don't have what it takes to start one of these, but if there's demand I'd gladly make something more elaborate!
User avatar
RastaManGames
Posts: 378
Joined: Wed Mar 12, 2014 11:13 pm
Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk

Re: Doom The Mercenaries [released]

Post by RastaManGames »

How ADD TIME in Zandronum MultiPlayer Game?
I join to server and i want know console command for this. I hate time limit.
User avatar
brunocar
Posts: 28
Joined: Sat Aug 31, 2013 7:19 am
Location: city 17

Re: Doom The Mercenaries [released]

Post by brunocar »

hey, im using the newest gzdoom svn and i cant see the hud correcly, if i shrink the hud or enlarge it it still doesnt show my character's name nor the health meter

Return to “Gameplay Mods”