[DOWNLOAD] Super Spy Doom (Alpha 12)

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.
HolyHeadcrab
Posts: 28
Joined: Fri Jan 20, 2017 6:22 am

Re: [MOD/DOWNLOAD] Super Spy Doom (UPDATE!)

Post by HolyHeadcrab »

It works great so far! I'm not familiar with Super Spy but I like how the weapons sound and feel.

The only problem I have with this mod is one you're probably one you're working on already. The weapons implemented already are working great for early-game hordes, but later on it's getting difficult to manage with only the ones we're given. I look forward to see what you add to address this! Good luck.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [MOD/DOWNLOAD] Super Spy Doom (UPDATE!)

Post by willkuer »

HolyHeadcrab wrote:It works great so far! I'm not familiar with Super Spy but I like how the weapons sound and feel.

The only problem I have with this mod is one you're probably one you're working on already. The weapons implemented already are working great for early-game hordes, but later on it's getting difficult to manage with only the ones we're given. I look forward to see what you add to address this! Good luck.
Yeah, I will have to think about balancing it better. The newest version I just uploaded will probably still feel off (are you talking about this version [0.7]?). But I'll be getting right eventually ... I hope :D
If you have any sugesstions, feedback, please, don't hesitate! :)
HolyHeadcrab
Posts: 28
Joined: Fri Jan 20, 2017 6:22 am

Re: [MOD/DOWNLOAD] Super Spy Doom (UPDATE!)

Post by HolyHeadcrab »

willkuer wrote:
Yeah, I will have to think about balancing it better. The newest version I just uploaded will probably still feel off (are you talking about this version [0.7]?). But I'll be getting right eventually ... I hope :D
If you have any sugesstions, feedback, please, don't hesitate! :)
Oops, I didn't see the newest version. I'll take a look and see if I have the same issues!
User avatar
dawnbreez
Posts: 214
Joined: Wed Jul 08, 2015 12:29 pm

Re: [MOD/DOWNLOAD] Super Spy Doom (0.7 UPDATE!)

Post by dawnbreez »

This is the most satisfyingly fun machinegun in any mod that I've ever played. Props for that--making a rapid-fire weapon have the same kind of punch that a super shotgun would have is tricky, and there are few examples of really, really good machine guns. This one feels kind of like the Doom 4 machine gun--it's got a nice, bassy sound to it, and fires slowly enough to give emphasis to each shot without making it less useful as a machine gun. And the time-warp mechanic is just unbelievably fun to use.

That having been said, couple of things:
  • The shotgun ammo pickup doesn't add to shell ammo past 36 (without backpack), but shotguns themselves do. Implementing a custom ammo type may help here, and I think you can define maximum ammunition in the player class?
  • Will all the altfires be time-related, or will we get some other stuff?
  • As much as I love the Max10 SMGs, not having the sideways/backwards dash that the McClane or the Payne do threw me off a bit. They're also unbelievably powerful, even though I found myself drifting backwards a bit each time I used them due to holding down the back+left/right keys and expecting to go only right, like with the other two guns. Maybe slow the player down while they're using the Max10 bullet time power?
  • Will we be getting projectile-only replacements for all the enemies? I'd recommend it, although there's already at least one mod that does just that...
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [MOD/DOWNLOAD] Super Spy Doom (0.7 UPDATE!)

Post by willkuer »

dawnbreez wrote:This is the most satisfyingly fun machinegun in any mod that I've ever played. Props for that--making a rapid-fire weapon have the same kind of punch that a super shotgun would have is tricky, and there are few examples of really, really good machine guns. This one feels kind of like the Doom 4 machine gun--it's got a nice, bassy sound to it, and fires slowly enough to give emphasis to each shot without making it less useful as a machine gun. And the time-warp mechanic is just unbelievably fun to use.
Thank you very much! This honors me :) - I'm glad you enjoy it! It was also a hell of a lot of fun figuring out how to do it :D Props too to the community at this point for helping a coding-idiot like me learning all of this ^^
dawnbreez wrote: That having been said, couple of things:
  • The shotgun ammo pickup doesn't add to shell ammo past 36 (without backpack), but shotguns themselves do. Implementing a custom ammo type may help here, and I think you can define maximum ammunition in the player class?
  • Will all the altfires be time-related, or will we get some other stuff?
  • As much as I love the Max10 SMGs, not having the sideways/backwards dash that the McClane or the Payne do threw me off a bit. They're also unbelievably powerful, even though I found myself drifting backwards a bit each time I used them due to holding down the back+left/right keys and expecting to go only right, like with the other two guns. Maybe slow the player down while they're using the Max10 bullet time power?
  • Will we be getting projectile-only replacements for all the enemies? I'd recommend it, although there's already at least one mod that does just that...
  • Ops, sorry! That shouldn't be - oversight on my part! Will be fixed in a quick update tonight or tomorrow (having the weekend off, yay! :D )
  • Not sure yet. I kind of like the simplicity of building special attack mechanics around a single ressource (quickly depleted, but recharging in this case). If done right, it gets the player into a rythm/flow. But I'm still experimenting with some stuff. We'll see, maybe I manage to surprise :D
  • Yea, I hear you. Thought about adding the dash to the SMGs. It's simply a matter of adding a few states - so, I will try to implement it for the hot fix/update. Please, let me know how it feels then.
  • I have a few replacements in the pipeline. But I hesitate to implement them, because I don't know their sources/authors anymore. Even the Imp fireball is sketchy in terms of fair use - even though I heavily edited it. I collected resources and inspirational material in a frenzy and unfortunatly forgot to note the sources for some of them :( I'll see to that when the core mod is ready.
Last edited by willkuer on Sun Jul 30, 2017 3:06 am, edited 1 time in total.
User avatar
Facínora
Posts: 137
Joined: Fri Sep 18, 2015 5:46 pm

Re: [MOD/DOWNLOAD/VIDEO] Super Spy Doom (working title)

Post by Facínora »

willkuer wrote:Funny thing you reply now... I was just uploading the new version/build :mrgreen:
I just saw it. New weapons and HUD I see? Looking good, man. I like the way you are adapting the super spy's sprites with the new weapons and the way they are working too.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [MOD/DOWNLOAD] Super Spy Doom (0.7 UPDATE!)

Post by willkuer »

Quick fix update!
http://www.mediafire.com/file/99yskd2m8 ... _Spy08.pk3

Change log:
  • Katana secondary is hold button now and stops as soon as you release the alt-fire button.
  • Same dash mechanic added to single SMG ontop of the existing bullet time mechanic. For testing/comparison akimbo SMGs remain as they were in 0.7. Using the dash-combo it simply flows into the bullet time mode as long as you hold alt-fire/have enough bullet time left
  • Shotgun ammo bug fixed
EDIT: Box of shells doesn't work as a pickup right now, will be fixed next update!

Updated OP too.
Last edited by willkuer on Sun Jul 30, 2017 10:01 am, edited 1 time in total.
User avatar
dawnbreez
Posts: 214
Joined: Wed Jul 08, 2015 12:29 pm

Re: [MOD/DOWNLOAD] Super Spy Doom (0.8 HOTFIX UPDATE!)

Post by dawnbreez »

New issue I noticed: Something screwy's going on with the ACS when I load this up with DUMP 3. DUMP 3 being a really scripting-intensive map pack, I totally understand. Looks like something's getting overwritten with something else; after doing one of the specials, a message consisting of "ACS: I don't know what [random string from DUMP3's messages] is." appears.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [MOD/DOWNLOAD] Super Spy Doom (0.8 HOTFIX UPDATE!)

Post by willkuer »

Facínora wrote:I just saw it. New weapons and HUD I see? Looking good, man. I like the way you are adapting the super spy's sprites with the new weapons and the way they are working too.
Thanks man! :)
I hope the cheesy 90ies action movie trope thing works out :D well, that's the challenge anyways ^^

dawnbreez wrote:New issue I noticed: Something screwy's going on with the ACS when I load this up with DUMP 3. DUMP 3 being a really scripting-intensive map pack, I totally understand. Looks like something's getting overwritten with something else; after doing one of the specials, a message consisting of "ACS: I don't know what [random string from DUMP3's messages] is." appears.
Hm, I gotta look into that. I only use a single ACS in the mod, which is a named script ("BulletTime") containing a simple while-loop refilling the bullet time custom ammo.
_
EDIT: I loaded up Dump³ with the mod and I get the same message but without a random string right on the hub map, whenever I activate a special. I crosschecked ACS in Dump³s .pk3 and the hubmap.wad but couldn't find any clues or references which would cause this. Honestly, no idea what it is :D


By the way, has anyone tried the mod with GZDoom 3.x yet? If so, any hickups? I'm still on 2.4 for my main install/modding platform. Will try it myself later today...
User avatar
mekanchest
Posts: 38
Joined: Tue Mar 15, 2016 5:34 pm

Re: [MOD/DOWNLOAD] Super Spy Doom (0.8 HOTFIX UPDATE!)

Post by mekanchest »

hey nice work with your mod i played with the wad new world and its nice :3
Image a posible replacement for the zombie enemies, something similar to the original enemies of the super spy
Image Image and well or a posible enemie or a skin for the player
btw i played the mod with the last gzdoom 3.1.0. and i found a bug, i can´t grab the shell boxes. its the only problem that i have
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [MOD/DOWNLOAD] Super Spy Doom (0.8 HOTFIX UPDATE!)

Post by willkuer »

mekanchest wrote:hey nice work with your mod i played with the wad new world and its nice :3
Image a posible replacement for the zombie enemies, something similar to the original enemies of the super spy
Image Image and well or a posible enemie or a skin for the player
btw i played the mod with the last gzdoom 3.1.0. and i found a bug, i can´t grab the shell boxes. its the only problem that i have
Shotgun ammo bug should be finally fixed in this version:

DOWNLOAD: http://www.mediafire.com/file/ljyfq6lkj ... _Spy09.pk3

(Custom ammo didn't properly inherit)

Thanks for the sprite replacement suggestions! I too think I really need to do something with the enemies - will think about it during the week! :)

Also, tested it with GZDoom 3.1 myself and didn't find any hickups yet. Updated the OP too.
Cheers for now guys'n'gals! :)
User avatar
Facínora
Posts: 137
Joined: Fri Sep 18, 2015 5:46 pm

Re: [MOD/DOWNLOAD] Super Spy Doom (0.9 UPDATE!)

Post by Facínora »

New monsters to represent the original game's ones would be a cool feature, but could you make it in a way that we can still play it with monster packs or mapsets with custom monsters? the gameplay stuff you already built is too good to be used just against the same monsters.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: [MOD/DOWNLOAD] Super Spy Doom (0.9 UPDATE!)

Post by willkuer »

Facínora wrote:New monsters to represent the original game's ones would be a cool feature, but could you make it in a way that we can still play it with monster packs or mapsets with custom monsters? the gameplay stuff you already built is too good to be used just against the same monsters.
I'd rather have custom enemies/monsters as a seperate mod pack anyways.

I ripped some textures from screenshots of the original The Super Spy and played around with them a bit ;)

User avatar
Facínora
Posts: 137
Joined: Fri Sep 18, 2015 5:46 pm

Re: [MOD/DOWNLOAD] Super Spy Doom (0.9 UPDATE!)

Post by Facínora »

willkuer wrote:I'd rather have custom enemies/monsters as a seperate mod pack anyways.
great! some mods have built-in menu options to enable or disable this, but I don't know how easy that is to implement, specially with the arrival of Zscript and stuff.

man, this is looking good. I love these "ports" of old games to GZDoom and I talked about the project with a dude who is into retro gaming and he told that he doesn't like the idea of mixing bad games to consagrated ones like Doom. but he will be proven wrong in this one.
User avatar
Spaceman333
Posts: 636
Joined: Thu Oct 13, 2016 8:40 pm

Re: [MOD/DOWNLOAD] Super Spy Doom (0.9 UPDATE!)

Post by Spaceman333 »

willkuer wrote:
Man, that map and any maps in this similar style could be pretty cool as its own gamemode; specify a total number of enemies, set enemy filters, set difficulty, select a map and try to kill all demons that get spawned without dying.

Return to “Gameplay Mods”