Terminator - Realm 667 monster to player class conversion

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Kostov
 
 
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Joined: Thu Dec 26, 2013 3:26 pm

Terminator - Realm 667 monster to player class conversion

Post by Kostov »

Yeah... just a file containing some of my DECORATE "skills", and some by others. You can play as a big monster either alone or with your lesser marine friends, or other Terminators! Yay!

First, you would need to download the actual Terminator file, which contains all that this mod uses. Load TerminatorPlayer.wad afterwards. You can then select the Terminator as a player class in the menu or by adding +playerclass Terminator in your shortcut target.

Credit goes to Vader for (mostly) creating this big red hunk of sexiness.
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Last edited by Kostov on Sun May 04, 2014 11:01 am, edited 2 times in total.
Endless123
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Re: Terminator - Realm 667 monster to player class conversio

Post by Endless123 »

First the sprites are nowhere near a Terminator look, however they are really well done and look great - make me think about a Scion more than a Terminator but it's ok since both are robots.

Second, the POV is a bit too high and feels more like flying than walking - i'm sure it was intended because of the tallness of that Terminator.

Third, maybe it's a bug or maybe not but i can't grab powerups, armor and health bonus. If it was intended that Terminator don't grab anything you could consider to add something like "actor NullActor replaces HealthBonus {}" in the DECORATE file or in the Terminator script so the healthbonus won't appear on the map. Same for anything else you don't want to see on the map while playing the Terminator.

The minigun seams to have a really wide spread so maybe reducing that spread could help to not spend too much time trying to kill a monster because of many of the bullets are spreading widely around the crossair resulting in many missed shot. The Terminator is supposed to be a machine with high accuracy but that weapon makes it shot like a near-death drunken marine. I know that weapon is a minigun by the sounds of it and miniguns aren't the most accurate weapon but the spread isn't really representative of a minigun. The way it is now the spread looks more like a shotgun spread and the weapon is nearly useless at long distance. Not to mention in co-op it could kill nearby allies that are infront of the Terminator.

Maybe adding some kind of custom HUD could help the player feels like a Terminator.

One last thing, the footsteps sound doesn't stop when i stop walking/running - it's stopping a few seconds after i stopped walking. Not much of a bug though, i've seen a lot worse than that :lol:

Other than that i'd say it's a good work porting this Terminator and make it a playable character.
Kostov
 
 
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Re: Terminator - Realm 667 monster to player class conversio

Post by Kostov »

Endless123 wrote:First the sprites are nowhere near a Terminator look, however they are really well done and look great - make me think about a Scion more than a Terminator but it's ok since both are robots.
Keep in mind that anything related to the visual look of the Terminator is technically irrelevant here. I only made it a player class, Vader and the other people mentioned in the credits are responsible for everything else. "Terminator" could be a title for anything, even though we all love Arnold (hopefully).
Endless123 wrote:Second, the POV is a bit too high and feels more like flying than walking - i'm sure it was intended because of the tallness of that Terminator.
I've tested the Terminator's view height and I think that it is quite accurate in first person to where its head is.
Endless123 wrote:Third, maybe it's a bug or maybe not but i can't grab powerups, armor and health bonus. If it was intended that Terminator don't grab anything you could consider to add something like "actor NullActor replaces HealthBonus {}" in the DECORATE file or in the Terminator script so the healthbonus won't appear on the map. Same for anything else you don't want to see on the map while playing the Terminator.
If I removed all the pickups, anyone choosing to be a Marine in co-op would have no supplies. Pickup ability is removed to compensate for the huge health amount, and to prevent ammo/weapon theft in co-op, since you have infinite ammo.
Endless123 wrote:The minigun seams to have a really wide spread so maybe reducing that spread could help to not spend too much time trying to kill a monster because of many of the bullets are spreading widely around the crossair resulting in many missed shot. The Terminator is supposed to be a machine with high accuracy but that weapon makes it shot like a near-death drunken marine. I know that weapon is a minigun by the sounds of it and miniguns aren't the most accurate weapon but the spread isn't really representative of a minigun. The way it is now the spread looks more like a shotgun spread and the weapon is nearly useless at long distance. Not to mention in co-op it could kill nearby allies that are infront of the Terminator.
You have a point, I will reduce the minigun spread drastically. I copied the bullet data from the AI Terminator and had that ended up with, but other than nerfing, it isn't very appealing now that I rethink.
Endless123 wrote:Maybe adding some kind of custom HUD could help the player feels like a Terminator..
HUDs aren't my strong point, but I could give a shot at replacing the status bar face.
Endless123 wrote:One last thing, the footsteps sound doesn't stop when i stop walking/running - it's stopping a few seconds after i stopped walking. Not much of a bug though, i've seen a lot worse than that :lol:
Footstep delay is related to speed, I believe. I would turn down the volume of the the footstep sounds if I knew how to, but am confused as how to do so.
Endless123 wrote:Other than that i'd say it's a good work porting this Terminator and make it a playable character.
Thank you! :D
Endless123
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Re: Terminator - Realm 667 monster to player class conversio

Post by Endless123 »

undead003 wrote:If I removed all the pickups, anyone choosing to be a Marine in co-op would have no supplies. Pickup ability is removed to compensate for the huge health amount, and to prevent ammo/weapon theft.
Yeah i know it's tricky to do it without missing with other classes i don't really know because if i knew i'd released my Predator-Terminator-Marine mod a long time ago but i never been able to solve that problem that's why i'm not blaming you for that. In theory it's doable but in practice it's not that easy.
Kostov
 
 
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Re: Terminator - Realm 667 monster to player class conversio

Post by Kostov »

I would also say this is intended for co-op due to the lack of speed and abnormal height. The Terminator can provide most of the punches while the Marine focuses on the puzzles.
Endless123
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Re: Terminator - Realm 667 monster to player class conversio

Post by Endless123 »

undead003 wrote:I would also say this is intended for co-op due to the lack of speed and abnormal height. The Terminator can provide most of the punches while the Marine focuses on the puzzles.
Speaking of height, i just played Doom 2 and i have encounter a clipping bug at some places like in map 2, i can't go get the red key because Terminator is too big to fit into the place. The way to solve this would be to only keep the POV the way it is but to reduce the Terminator size at the default marine size. That way the Terminator would go everywhere the marine can go without sacrificing the POV you set.
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm

Re: Terminator - Realm 667 monster to player class conversio

Post by Kostov »

Endless123 wrote:
undead003 wrote:I would also say this is intended for co-op due to the lack of speed and abnormal height. The Terminator can provide most of the punches while the Marine focuses on the puzzles.
Speaking of height, i just played Doom 2 and i have encounter a clipping bug at some places like in map 2, i can't go get the red key because Terminator is too big to fit into the place. The way to solve this would be to only keep the POV the way it is but to reduce the Terminator size at the default marine size. That way the Terminator would go everywhere the marine can go without sacrificing the POV you set.
That's taken care of now, download the latest file again.
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TheMightyHeracross
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Re: Terminator - Realm 667 monster to player class conversio

Post by TheMightyHeracross »

Endless, he's not talking about that Terminator, with the sunglasses and longslide. The Terminator is a Realm667 monster totally unrelated.
Endless123
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Joined: Wed Aug 28, 2013 1:36 pm

Re: Terminator - Realm 667 monster to player class conversio

Post by Endless123 »

TheMightyHeracross wrote:Endless, he's not talking about that Terminator, with the sunglasses and longslide. The Terminator is a Realm667 monster totally unrelated.
Looks like you are a bit late in your comment, he already clarified that point :P

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