Now this is a feature I'd crawl across baking-hot lava floors in the bowels of Hell for! Told my son (age 12) too, and he lit up like a Christmas tree. He's recently beaten Evilution and Plutonia on Hurt Me Plenty BTW and is now working his way through DOOM 3 Resurrection Of Evil. I'm a proud Daddy.chronoteeth wrote:To make it easier, here's the confirmed weapons:
"Mancubus Gland"( Prolly like just a torn off mancubus arm like a flamethrower)
[WIP]Doom 24 V2 - Cybie's revenge
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.
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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idfreak
- Posts: 44
- Joined: Wed Mar 18, 2015 11:29 am
- Location: Deimos
Re: [WIP](Something like alpha) Doom 24
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Dr_Cosmobyte
- Posts: 2860
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a
Man.... i played this mod with many mapsets, and I'm jealous (in a good way). Those tracers and smoke effects are really good! I want to study them. Would you mind asking your permission to use something via pm in a near future?
Thanks!
Thanks!
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a
Sure, no problems with this. Just if you use something that I made - give some credits to me.GAA1992 wrote:Man.... i played this mod with many mapsets, and I'm jealous (in a good way). Those tracers and smoke effects are really good! I want to study them. Would you mind asking your permission to use something via pm in a near future?
Thanks!
Anyway, there are a small update! Since I'm not going to work at this about 2 weeks (I'm very busy now), I'm publishing what I got there:
-Added the vortex rifle! It randomly spawns instead of plasmagun;
-A little reworked smoke, it should be less laggy now;
-Added the "Screen color blinding" effect for weapons;
-Replaced some sprites with the better ones;
-Some another small things.
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a
A very small update: I just decreased the number of BFG particles, it should'nt be so laggy anymore.
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a
I'm currently woking on the new monsters.
At this moment there are 3 completed monsters:
At this moment there are 3 completed monsters:
Spoiler:I'll release a new version when the first episode of The Ultimate Doom will be fully playable (So I need to replace other 3 monsters).
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP]Doom 24 V1 - 6 new monsters!
Here comes the new update!
Changelog:
-Added first reworked monsters: Zombieman, Sergeant, Imp, Pinky, Spectre, Baron (So the first episode of The Ultimate Doom is now fully playable);
-Removed the vortex rifle and chaingun, because they were useless;
-Added more various effects;
-Added much blood and gore for custom monsters;
-Replaced barrels at new with effects and a little different "Style" of exploding;
-New title screen and title music;
-Some balance tweaks;
-Fixed some bugs.
Warning: mod is now much harder that a classical Doom! Not redicilously hard, but anyway.
P.S.: I know that nobody cares about my mod, and I'm not even sure if I must working at it, since there are enought mods about new Doom + the new Doom itself will come in nearest time, but I'll still working at it for some time.
Changelog:
-Added first reworked monsters: Zombieman, Sergeant, Imp, Pinky, Spectre, Baron (So the first episode of The Ultimate Doom is now fully playable);
-Removed the vortex rifle and chaingun, because they were useless;
-Added more various effects;
-Added much blood and gore for custom monsters;
-Replaced barrels at new with effects and a little different "Style" of exploding;
-New title screen and title music;
-Some balance tweaks;
-Fixed some bugs.
Warning: mod is now much harder that a classical Doom! Not redicilously hard, but anyway.
P.S.: I know that nobody cares about my mod, and I'm not even sure if I must working at it, since there are enought mods about new Doom + the new Doom itself will come in nearest time, but I'll still working at it for some time.
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP]Doom 24 V1 - 6 new monsters!
Hotfix: there was a fatal bug with keys, now it fixed. You should redownload it now.
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Gabbuz85
- Posts: 117
- Joined: Sun Oct 11, 2015 7:35 am
Re: [WIP]Doom 24 V1 - 6 new monsters!
good mod, i like it. keep it up.
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Mav3rick
- Posts: 966
- Joined: Sun Jan 13, 2013 6:48 pm
- Location: Hell
Re: [WIP]Doom 24 V1 - 6 new monsters!
Hey man, i give it a try and look good but is way unfair ¬¬
1.. start with the shotgun yet nobody drop ammo?
2.. dont have the pistol, no idea if is mean to be like this but yeah you get it
3.. the chainsaw create puff on the air when is been used
4.. pinky teleporn behaind me?
5.. why i cant use my puños(fist)? i see there is a quick meele but come on ¬¬
no able to go deep into the levels for obvious reasons yet i find it very good mod
1.. start with the shotgun yet nobody drop ammo?
2.. dont have the pistol, no idea if is mean to be like this but yeah you get it
3.. the chainsaw create puff on the air when is been used
4.. pinky teleporn behaind me?
5.. why i cant use my puños(fist)? i see there is a quick meele but come on ¬¬
no able to go deep into the levels for obvious reasons yet i find it very good mod
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP]Doom 24 V1 - 6 new monsters!
1. It's already fixed in the next version.Mav3rick wrote:Hey man, i give it a try and look good but is way unfair ¬¬
1.. start with the shotgun yet nobody drop ammo?
2.. dont have the pistol, no idea if is mean to be like this but yeah you get it
3.. the chainsaw create puff on the air when is been used
4.. pinky teleporn behaind me?
5.. why i cant use my puños(fist)? i see there is a quick meele but come on ¬¬
no able to go deep into the levels for obvious reasons yet i find it very good mod
2. I don't think that player needs a pistol in this mod, since it will become useless after finding a rifle.
3. Hm... Never seen nothing like that, could you do a screenshot of this anomaly, please?
4. Yep. I want all monsters to have some special abilities... At least most of them.
5. Everything works right for me, I don't know why you meet this problem.
Also, do you using the last GZDoom? This mod was tested only at the dev. builds of GZDoom, so I don't know if it will works with another versions of it (I guess i should write it in the OP).
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Mav3rick
- Posts: 966
- Joined: Sun Jan 13, 2013 6:48 pm
- Location: Hell
Re: [WIP]Doom 24 V1 - 6 new monsters!
2.. sound fair yet you may need to check balance for no end without ammoTheSkyBug wrote:1. It's already fixed in the next version.Mav3rick wrote:Hey man, i give it a try and look good but is way unfair ¬¬
1.. start with the shotgun yet nobody drop ammo?
2.. dont have the pistol, no idea if is mean to be like this but yeah you get it
3.. the chainsaw create puff on the air when is been used
4.. pinky teleporn behaind me?
5.. why i cant use my puños(fist)? i see there is a quick meele but come on ¬¬
no able to go deep into the levels for obvious reasons yet i find it very good mod
2. I don't think that player needs a pistol in this mod, since it will become useless after finding a rifle.
3. Hm... Never seen nothing like that, could you do a screenshot of this anomaly, please?
4. Yep. I want all monsters to have some special abilities... At least most of them.
5. Everything works right for me, I don't know why you meet this problem.
Also, do you using the last GZDoom? This mod was tested only at the dev. builds of GZDoom, so I don't know if it will works with another versions of it (I guess i should write it in the OP).
3..
Spoiler:3.1.. the paticles apear when the option "bullet puff type" is set to "particles"
4.. sound interesting
5.. i must clear that when i say "i cant use them" means i press 1 and there is no fist on screen and the only way to use them is with the melle action, which is kind of anoying when there is the 1 as default
oh and im using gzdoom g1.10pre-1359, cant use 2.x my video card no work well
hope all of this help
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JohnnyTheWolf
- Posts: 1210
- Joined: Mon Oct 05, 2015 8:37 am
Re: [WIP]Doom 24 V1 - 6 new monsters!
I spotted the following typo in the Customize Controls screen: "Greande". Also, the Invisibility power-up is now called "Invisability" for some reason.
I do not understand why the Shotgun and the Supershotgun no longer share the same weapon slot.
I do not understand why the Shotgun and the Supershotgun no longer share the same weapon slot.
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP]Doom 24 V1 - 6 new monsters!
Oh, I'l try to fix that bug with chainsaw, but for now I recommend you to set puff type to "Sprites".Mav3rick wrote:2.. sound fair yet you may need to check balance for no end without ammoTheSkyBug wrote:1. It's already fixed in the next version.Mav3rick wrote:Hey man, i give it a try and look good but is way unfair ¬¬
1.. start with the shotgun yet nobody drop ammo?
2.. dont have the pistol, no idea if is mean to be like this but yeah you get it
3.. the chainsaw create puff on the air when is been used
4.. pinky teleporn behaind me?
5.. why i cant use my puños(fist)? i see there is a quick meele but come on ¬¬
no able to go deep into the levels for obvious reasons yet i find it very good mod
2. I don't think that player needs a pistol in this mod, since it will become useless after finding a rifle.
3. Hm... Never seen nothing like that, could you do a screenshot of this anomaly, please?
4. Yep. I want all monsters to have some special abilities... At least most of them.
5. Everything works right for me, I don't know why you meet this problem.
Also, do you using the last GZDoom? This mod was tested only at the dev. builds of GZDoom, so I don't know if it will works with another versions of it (I guess i should write it in the OP).
3..Spoiler:3.1.. the paticles apear when the option "bullet puff type" is set to "particles"
4.. sound interesting
5.. i must clear that when i say "i cant use them" means i press 1 and there is no fist on screen and the only way to use them is with the melle action, which is kind of anoying when there is the 1 as default
oh and im using gzdoom g1.10pre-1359, cant use 2.x my video card no work well
hope all of this help
And there are no fists as the separate weapon, because I think that melee attack, binded at separate button, is much handy than separate weapon.
Oh, that's all my "great" English and habit to print text very fast, will be fixed in the next version.JohnnyTheWolf wrote:I spotted the following typo in the Customize Controls screen: "Greande". Also, the Invisibility power-up is now called "Invisability" for some reason.
I do not understand why the Shotgun and the Supershotgun no longer share the same weapon slot.
SG and SSG are at different slots, because if I'll move SG to slot 3, there will be empty slot 2.
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JohnnyTheWolf
- Posts: 1210
- Joined: Mon Oct 05, 2015 8:37 am
Re: [WIP]Doom 24 V1 - 6 new monsters!
Why not allocate the Rifle to Slot 2 then?
Or heck, have the player start with a laser pistol, like in Doom 2016.
Or heck, have the player start with a laser pistol, like in Doom 2016.
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TheSkyBug
- Posts: 125
- Joined: Mon Mar 09, 2015 4:58 am
Re: [WIP]Doom 24 V2 -Cybie's revenge
Update! (Yep, it's not dead, despite nobody is interested in it)
Changelog:
-Added 4 new monsters: Lostsoul, Cacodemon, Cyberdemon and Chaingunner, so now The Shores of Hell are fully playable!
-Added starting pistol with unlimited ammo.
-Removed revenant rune from berserk to blur sphere, and added an ability to unmorph at any time ("Weapon special" button).
-Weapon upgrades now dropping with backpacks, and not replace them.
-A LOT of balance tweaks.
-Even more bugfixes.
-Some optimization work.
-Some things that I forget.
Have fun!... Or ignore this message and play D4D, it's much better than this piece of mod.
Changelog:
-Added 4 new monsters: Lostsoul, Cacodemon, Cyberdemon and Chaingunner, so now The Shores of Hell are fully playable!
-Added starting pistol with unlimited ammo.
-Removed revenant rune from berserk to blur sphere, and added an ability to unmorph at any time ("Weapon special" button).
-Weapon upgrades now dropping with backpacks, and not replace them.
-A LOT of balance tweaks.
-Even more bugfixes.
-Some optimization work.
-Some things that I forget.
Have fun!... Or ignore this message and play D4D, it's much better than this piece of mod.





