Metroid: Dreadnought v1 - The Galaxy is Doomed
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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.
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.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Just, one last thing...
Term, Would it be okay if someone else were to continue/edit/modify this? as in make some maps and enemies for it really.
Just asking to make sure, because I'd love to play this mod with some good alien/sci-fi themed maps.
Term, Would it be okay if someone else were to continue/edit/modify this? as in make some maps and enemies for it really.
Just asking to make sure, because I'd love to play this mod with some good alien/sci-fi themed maps.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
why should it be locked? people can still discuss the mod here, can't they? a thread should only be locked if something really bad is happening in it, or if it's a really old necro. admittedly, i'm the one that necroed the thread, but Term didn't seem to mind it, and neither did the mods, and besides, i was just asking a few questions about the mod i wanted answers for, which doesn't break any of the rules.Robomorons wrote:So, the thread's just gonna get locked, then? Fair enough.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Yeah, I don't think thread should be locked. Even with my "definitively cancelled" project, Cyberrunner, the topic's still open and the OP's still intact for people to peruse as they please. Locking and junking threads does nothing but hurt archiving.
If you do, please make it a separate add-on. You can use this thread or make a new thread to post your progress, but I'd rather not have a modified base .pk3 going around and then people come to me thinking I'm in charge of whatever other changes someone else made.Clownman wrote:Term, Would it be okay if someone else were to continue/edit/modify this? as in make some maps and enemies for it really.
Just asking to make sure, because I'd love to play this mod with some good alien/sci-fi themed maps.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
This has got to be my favourite Doom gameplay mod at the moment. I'm also a Metroid nut, and this mod is spot-on. Well done. I'm working on a large Doom map with definite Metroid influences and I'm tempted to go all out and design it around this mod.
I'm just a bit reluctant, since gameplay with other mods would probably suffer.
I'm just a bit reluctant, since gameplay with other mods would probably suffer.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Through the combination of thoughtful level design, HUBS and a little ACS magic, a fully fledged Metroid mod is more than possible.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Sorry for the late reply, but woah, what? What happened there? And are you able to replicate that coding at all?TerminusEst13 wrote:That was coded by ijon, who is unfortunately no longer a part of the Doom scene.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
can i play this game in galaxy ALpha phone???
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
That depends, actually. D-Touch by Beloko can run some GZDoom stuff, but I have no idea what version of GZDoom it uses, so your mileage may vary.saeedmumtaz1126 wrote:can i play this game in galaxy ALpha phone???
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
I have D-Touch myself and I can confirm that the mod itself works just fine on my LG Motion. I'm not sure what version of GZDoom it uses normally but it has the option to "Use development build (2.1pre)" and, while it warns that the option may be unstable, it runs just fine for me. If my understanding is correct, it uses the scripting structure of this newer version of GZDoom but the actual rendering engine is an older version to keep it compatible. I should note that the mod also runs even when that option is unchecked so, either way, you should be good.wildweasel wrote: That depends, actually. D-Touch by Beloko can run some GZDoom stuff, but I have no idea what version of GZDoom it uses, so your mileage may vary.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
forgive me for bumping this again, but i noticed the custom level shown in the video a page or so behind. where is it from? is it publicly available for download?
were there any more revisions of this mod that was never publicly released? or are they too unfinished or buggy that it wasn't worth it to release that?
were there any more revisions of this mod that was never publicly released? or are they too unfinished or buggy that it wasn't worth it to release that?
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Hello. I am RUNSABER. I created the Combat Hall map available in the demo last year in the spring. After submitting it, I continued to make more levels to increase my map crafting skills to create more Prime-inspired maps. I map in my spare time now with 3DGE, and would do develop Zandronum levels, as GZDoom's power is too much for my Acer Nonetheless, if I do decide to begin a Dreadnought pack, it should be playable across all Zdoom-family ports.
I wanted to make Weavel a playable character, or at least have a stand-alone expansion pack. Here is the Battlehammer:
Will only be up for 10 minutes, says my file-host!
I wanted to make Weavel a playable character, or at least have a stand-alone expansion pack. Here is the Battlehammer:
Will only be up for 10 minutes, says my file-host!
Last edited by wildweasel on Thu Apr 02, 2015 11:57 pm, edited 1 time in total.
Reason: I've rehosted your image so it will not disappear. Imgur is a great place to host images, btw.
Reason: I've rehosted your image so it will not disappear. Imgur is a great place to host images, btw.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Oh, sweetness, MP: Hunters was really underrated and Weavel was one of my favorite bounty hunters from that game. Nice spritework!
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
would be neat if it's widescreen-friendly, and i'll waiting for other addon with new characters as well, then!RUNSABER wrote:I wanted to make Weavel a playable character, or at least have a stand-alone expansion pack. Here is the Battlehammer:
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Any more content for this MOD is definitely welcome by me!
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
@wildweasel thank you for the update. I've been lurking your mod skills for years now. I know about Imgur, but wanted to upload that quickly without having to log into my current account and mess up my design portofolio with such a minor upload.
I suck at Decorate. Ten times. Which is why I went straight to Boom mapping, though the possibilities are rather endless with it, as with the DDF format in 3DGE. I'll modify the Battlehammer for Widescreen support (as soon as I figure this out). I can create weapon sprites for them by scratch, though coding will be out of the question. A Dec guru can be more than happy with working on this aspect.
Metroid Prime Hunters was my first online multiplayer experience as a kid. Before Doom & Halo, it's how I learned a little about competitive play and map control. I later noticed how versatile Zdoom is, and wanted to try recreating MPH levels fro Zandronum. I planned to create many of them, but a proper texture pack was lacking (full one).
Would you like to see variants of the Judicator, Mauler, Volt Driver, etc? Or just re-hashed code from Samus' base Arsenal? I'm not the best mapper, currently learning balance between detail, gameplay and map flow but I shoot to make something my way and if someone likes it, then my heart is made.
I suck at Decorate. Ten times. Which is why I went straight to Boom mapping, though the possibilities are rather endless with it, as with the DDF format in 3DGE. I'll modify the Battlehammer for Widescreen support (as soon as I figure this out). I can create weapon sprites for them by scratch, though coding will be out of the question. A Dec guru can be more than happy with working on this aspect.
Metroid Prime Hunters was my first online multiplayer experience as a kid. Before Doom & Halo, it's how I learned a little about competitive play and map control. I later noticed how versatile Zdoom is, and wanted to try recreating MPH levels fro Zandronum. I planned to create many of them, but a proper texture pack was lacking (full one).
Would you like to see variants of the Judicator, Mauler, Volt Driver, etc? Or just re-hashed code from Samus' base Arsenal? I'm not the best mapper, currently learning balance between detail, gameplay and map flow but I shoot to make something my way and if someone likes it, then my heart is made.