Metroid: Dreadnought v1 - The Galaxy is Doomed

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
MetroidJunkie
Posts: 709
Joined: Fri Aug 19, 2011 7:27 am

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by MetroidJunkie »

Captain J wrote:would be neat if it's widescreen-friendly, and i'll waiting for other addon with new characters as well, then!


Image



How's this? Figure I'd edit it so it doesn't abruptly cut off.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Captain J »

now it looks better, thanks.
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by RUNSABER »

Next time you edit a sprite I created, please let me know in advance, thanks. It does look more awesome now, by the way. Now all there is to do is give it animation. I noticed that this mod only uses a static weapon frame for firing. Is there a way to tone down the effects a little beyond metroid_noeffects? The Power Beam does not operate like the Prime or Hunter's Power Beam. At any rate, I'll make changes when I release the code for Weavel's Mod. I'll also include a fist weapon for his Arm Sword.. if I remember to do that.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Silentdarkness12 »

I've got my eye on trying to slap together monsters for this mod. I know Term mentioned that someone was working on Metroid monster sprites, but I dunno where that's going, assuming it's not just flat-out on hold.

Could just be modifications of the default Doom foes.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Viscra Maelstrom »

Silentdarkness12 wrote:I've got my eye on trying to slap together monsters for this mod. I know Term mentioned that someone was working on Metroid monster sprites, but I dunno where that's going, assuming it's not just flat-out on hold.

Could just be modifications of the default Doom foes.
Term's stated in this thread that he feels more or less done with the mod. it's to be assumed that monster and level-replacements were planned features that ultimately fell through the cracks.
User avatar
Disc Primitive
Posts: 156
Joined: Thu Apr 30, 2015 10:52 am
Location: Home

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Disc Primitive »

Is it just me, or is Colorful Hell completely incompatible with this?
User avatar
Eric_
Posts: 255
Joined: Sat Apr 02, 2011 3:41 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Eric_ »

While it doesn't make any major changes to enemy behavior, they do need to be replaced for things like health/ammo drops and the Ice Beam to function as intended. As a result, Metroid won't work with any monster mods that aren't specifically made with it in mind.
User avatar
Disc Primitive
Posts: 156
Joined: Thu Apr 30, 2015 10:52 am
Location: Home

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Disc Primitive »

Understood
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Silentdarkness12 »

Viscra Maelstrom wrote:
Silentdarkness12 wrote:I've got my eye on trying to slap together monsters for this mod. I know Term mentioned that someone was working on Metroid monster sprites, but I dunno where that's going, assuming it's not just flat-out on hold.

Could just be modifications of the default Doom foes.
Term's stated in this thread that he feels more or less done with the mod. it's to be assumed that monster and level-replacements were planned features that ultimately fell through the cracks.
Yep. I know. He told me that too. But, he's not who i'm talking about, is he : P

I guess i'll just get cracking on this stuff, then.
User avatar
Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Cryomundus »

Eric_ wrote:While it doesn't make any major changes to enemy behavior, they do need to be replaced for things like health/ammo drops and the Ice Beam to function as intended. As a result, Metroid won't work with any monster mods that aren't specifically made with it in mind.
Actually, it's not so much an incompatibility as it is a lack there of. Certain monster's in are intended to drop health and armor bonus, which, in dreadnought, don't necessarily exist.

I'm actually working on a addon to rectify this, so I'll probably contact Term about dropping it here, it'll have about 4-6 variations to choose from, more of a "choose what you want to play with" sort've deal. Makes it a shitload more playable and fun. May do something about how many missiles you can get at one time from a missile pack since it is way too easy to hit 999 missiles.

The other problem is that all of the monster's from ColorfulHell lack [wiki]Frozen death[/wiki] states (aka frozen corpse), hence why the ice beam will not freeze them. Again, not an incompatibility, just a lack of a particular state in the monster pack's decorate. Mind you, it's just a bit of code and not another sprite, since ZDoom will handle coloring them in the frozen state, so there is that.

Oh yeah, I recall asking Term about making a monster pack, and he said, if you do make one, make it as an add-on, and not directly part of Dreadnought. Or something to that effect.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Viscra Maelstrom »

you could add an option that limits the amount of pick-ups you can get to an arbitrary limit, with the default being something like 250 missiles and 10 Power Bombs, which is more than enough to sustain yourself, and you could choose of having no pick-up limit or make it even lower so that levels don't get as hilariously easy once you get all the beams and power-ups.
User avatar
Infirnex
Posts: 185
Joined: Sat May 30, 2009 5:30 am
Location: US

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Infirnex »

Viscra Maelstrom wrote:you could add an option that limits the amount of pick-ups you can get to an arbitrary limit, with the default being something like 250 missiles and 10 Power Bombs, which is more than enough to sustain yourself
Really for 99% of mods out there, 1 Power Bomb is all you would really need for any possibly situation. I think even Go 2 It and Go 4 It would suffice with one power bomb.

In other news, I don't know if it's just me, but Zan 2.0 breaks this now. Which sucks. I liked having this with Deathmatch and co-op.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Big C »

TerminusEst13 wrote: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.
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.
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.
BUMP!

Hey Terminus, I know you said to make it a separate add-on, but would it be okay to modify the base .pk3 if someone wanted to re-tweak it with just ZDoom/GZDoom in mind? Because I'm brainstorming here and ZDoom is still far ahead of Zandro feature-wise and I figure cleaning it up for ZDoom use would allow for a more fine-tuned singleplayer experience.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Silentdarkness12 »

Big C, i'm fairly certain that a lot of the stuff in the main PK3 could be modified via an external addon loaded after the fact....
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TerminusEst13 »

Pretty much. There's not a whole lot of things that can't be replaced with an add-on and would mandate needing to modify the base .pk3.
That being said, my preference that you don't modify the .pk3 is only that, a preference. There's really nothing I can do to stop you, if you really want to or feel you have to.

Return to “Gameplay Mods”