Metroid: Dreadnought v1 - The Galaxy is Doomed

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Untitled
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Untitled »

TerminusEst13 wrote:
Spoiler:
ARE
THOSE
Beam Combos?!

(omgwtfhowisthispossibledammittermhowdoyoumakeimpossiblethingshappen)

(Readable version)
Spoiler:
EDIT: you know it occurs to me that just about anything+plasma is gonna broken as all hell
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Ijon Tichy
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Ijon Tichy »

if it helps explain anything, red is the beam that got selected

I'm bad at color codes
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Tango
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Tango »

custom enemies would really be great. obviously a huge undertaking sprite-wise, but I feel that monsters would need a huge upgrade to really take advantage of the kind of gameplay the mod is capable of. more interesting/frequent projectile patterns, more enemy movement, more variety, etc etc. I suppose someone could at least for the time being take some other custom monsters (from the realm and the like) and give em an upgrade
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Valherran
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Valherran »

It would be cool to see Armstrong Houston as a playable character. :-P
http://img4.wikia.nocookie.net/__cb2010 ... ouston.png
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Xyplex
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Xyplex »

Very cool Mod
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TerminusEst13
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TerminusEst13 »

Untitled wrote:ARE THOSE Beam Combos?!
(omgwtfhowisthispossibledammittermhowdoyoumakeimpossiblethingshappen)
Well, to be fair, I can't entirely take credit for the sweet HUD, that's more ijon's doing.
Tango wrote:custom enemies would really be great. obviously a huge undertaking sprite-wise, but I feel that monsters would need a huge upgrade to really take advantage of the kind of gameplay the mod is capable of. more interesting/frequent projectile patterns, more enemy movement, more variety, etc etc. I suppose someone could at least for the time being take some other custom monsters (from the realm and the like) and give em an upgrade
I would really rather not use Realm667 monsters, as those have really been done to death in enemy replacements.
I already have a write-up of enemy replacements, ordering, and behavior, but the question now is just doing sprites for them.
Spoiler:
18 enemies total--I can figure out the Wolfenstein SS enemy later, so that leaves 17.
Out of those 17 enemies, I have sprites for the Zebesian troopers/Zoomers, so that would take care of the Demon/Zombiemen/Sergeant/Commando, and with a little editing the Hell Knight as well.
I also have placeholder/temporary sprites for the Desgeega/Metroid/Kihunter, though they could use polishing in the future, so that sort of takes care of the Lost Soul/Pain Elemental/Spectre for now.
That leaves only nine enemies remaining--the Imp, Cacodemon, Baron of Hell, Arachnotron, Revenant, Mancubus, Archvile, Spider Mastermind, and Cyberdemon.
Valherran wrote:It would be cool to see Armstrong Houston as a playable character. :-P
http://img4.wikia.nocookie.net/__cb2010 ... ouston.png
Ahahaha, yeah, it'd be nice to see the American Metroid comics get some love. Either with Houston or Brannigan, either of them would be cool to play around with.
silverdethx wrote:Very cool Mod
Thank you!
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TheBeardedJedi
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TheBeardedJedi »

Terminus, I wanted to ask if there is a way to eliminate randomized damage in your mod. It's only for personal recreation (I despise random number generators). I can enclose numbers in parentheses like I did in other mods, but enemies such as barons still take randomized damage from things such as explosions in Metroid Dreadnought. Does your ACS have a randomized damage formula somewhere?

That said, this is one of my favorite mods, nice work! :D
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TehRealSalt
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TehRealSalt »

Since the SS is normally used as a joke monster, what about a Baby Metroid? It tries to attack you, but does pitiful damage. Or it follows you, causing no harm; it doesn't matter. :V
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twinkieman93
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by twinkieman93 »

Mr. Katarn, explosions in Doom don't do random damage. It's determined based on the distance of the actor from the center of the blast. Any variance you're seeing is not the explosion's fault, it's the projectile's impact damage.
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TheBeardedJedi
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TheBeardedJedi »

Thanks. Hmm, I wonder why this code isn't working, then:

ACTOR PowerMissile
{
Radius 12
Height 8
Speed 40
Damage (0)
Projectile
-FORCERADIUSDMG
DeathSound "missile/hit"
Obituary "%k blew %o up."
DamageType "Missile"
Decal Scorch
States
{
Spawn:
PMSL A 1 Bright A_SpawnItemEx("MissileTrail",0,0,1,0,0,0,0,160)
Loop
Death:
TNT1 A 0
TNT1 A 0 A_Scream
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MissileTrail",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,128)
TNT1 AA 0 A_SpawnItemEx("MissileExplosionSmall",0,0,0,0,0,0,0,160)
TNT1 A 0 A_SpawnItemEx("MissileExplosionLarge",0,0,0,0,0,0,0,160)
TNT1 A 8 Bright A_Explode (200,150,0,0,150)
TNT1 B 6
TNT1 C 4
TNT1 A 0
Stop
}
}

It's designed to make the explosion deal full damage from a direct hit, but the damage still varies every time. I wonder if there is some small detail I overlooked :?
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Cryomundus
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Cryomundus »

Well, there's the damage dealt by the rocket itself and the damage dealt by the resulting explosion. There's also the fact that explosions push actors, which can vary the damage that's dealt.
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XutaWoo
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by XutaWoo »

If you're doing that for Zand, it doesn't work because it doesn't have those parameters yet.
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Captain J
 
 
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Captain J »

TehRealSalt wrote:Since the SS is normally used as a joke monster, what about a Baby Metroid? It tries to attack you, but does pitiful damage. Or it follows you, causing no harm; it doesn't matter. :V
or, 8 bit-pixelized monsters. it would be reasonable if we wants to throwback to the past.
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tsukiyomaru0
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by tsukiyomaru0 »

Captain J wrote:
TehRealSalt wrote:Since the SS is normally used as a joke monster, what about a Baby Metroid? It tries to attack you, but does pitiful damage. Or it follows you, causing no harm; it doesn't matter. :V
or, 8 bit-pixelized monsters. it would be reasonable if we wants to throwback to the past.
Correction: LETHAL joke monster. If I recall correctly, SS Soldiers have 100% accuracy no matter where you are.
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Yholl
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Yholl »

tsukiyomaru0 wrote:Correction: LETHAL joke monster. If I recall correctly, SS Soldiers have 100% accuracy no matter where you are.
If by 100% accurate, you mean as inaccurate as a slow firing chaingunner, then yes.
such lethal very not actually hitting you much wow

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