[WIP Release] Deathmatch Simulator (08/12/19 - Build 02 p3)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Torturephile » Fri Nov 08, 2019 7:19 pm

Sounds like a fun project. Will give it a go. I just noticed that the cover is based off from this:

Torturephile
 
Joined: 18 Apr 2019
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Tormentor667 » Sat Nov 09, 2019 5:16 am

Gave it a try and I really love it :) Is there a chance for more characters of more different classic games?
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Kinsie » Sat Nov 09, 2019 5:36 am

Tormentor667 wrote:Gave it a try and I really love it :) Is there a chance for more characters of more different classic games?
More monsters are definitely gonna happen. The next two on my platter will be a monster that keeps "lagging out" and an imitation of the awful bots from Duke3D Atomic Edition.
User avatar
Kinsie
A Concept Utterly Obsolete
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

[WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby GENTEK » Sat Nov 09, 2019 5:29 pm

Pretty fast and funny! :)
GENTEK
 
Joined: 05 Aug 2013

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Xim » Tue Nov 19, 2019 9:57 pm

That was a great play. Looking forward to more progress on this!

I like how you did the flamethrower, it seems more like how a flamethrower would have been like in classic Doom.
User avatar
Xim
 
Joined: 20 Feb 2009
Location: A wretched hive of scum and villainy

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Kinsie » Sun Nov 24, 2019 5:40 am

Hello friends.

I haven't touched this since I shipped Build 01 since I rapidly oscillate between "fatally lazy" and "having a life", but after notable ALF historian and fellow ZDoomer Zero X Diamond streamed the mod today I decided to act on a bunch of feedback I've received since launch. All this stuff's in the GitHub in the OP if you wanna mess with it.

First off, the pistol has been thrown in the trash, where it belongs, and replaced with the Machinegun. A more traditional Chaingun has been added to fill the void.

Secondly, you can now adjust the starting frag limit, and the amount it's increased each map, in the DM Sim Options menu. This is great if you're playing a WAD that only has one map and you want it to last more than thirty seconds.

Thirdly, I've added a "time extension" system where your starting amount of time is increased a little bit every few maps. Again, this is configurable in the DM Sim Options menu.

Finally, a bunch of stuff now has GLDefs definitions. Woo!

Again, a massive thanks to everyone who's provided feedback! Your comments, whether positive or negative, are why I make mods.
User avatar
Kinsie
A Concept Utterly Obsolete
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Tormentor667 » Sun Nov 24, 2019 12:12 pm

Awesome, thanks for progressing on this :)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby wildweasel » Sun Nov 24, 2019 1:29 pm

I finally gave this a go last week, and had enough fun with the included maps that I decided to go grab Espi's Narcosis.wad to test with it as well. It handled that pretty well, frag limit aside, so I'm glad to hear that you added an option to increase that.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 16 Jul 2003

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby NeonLights95 » Mon Nov 25, 2019 9:34 am

Based on what I've played, I'd say you're onto something. This is a really fun mod. Dare I say it's Hard?

But anywho, my score for the current build is a whopping 5/5!
NeonLights95
CrossJD95
 
Joined: 10 Feb 2017
Discord: CrossJD95#3652
Twitch ID: CrossJD95
Operating System: Windows 10/8.1/8 64-bit

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby VecterStroke » Wed Dec 04, 2019 5:50 pm

One Suggestion I have:

Replace the chaingun with a semi auto rifle.
Maybe add a blaster to slot 1
VecterStroke
 
Joined: 11 Dec 2017

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Kinsie » Wed Dec 04, 2019 6:38 pm

A new version is on the horizon, with a slight arsenal shakeup, two new monsters, one new map, some new customization options and some new tweaks and improvements. If anyone's willing to try the Github build and provide feedback, I'd be grateful!
User avatar
Kinsie
A Concept Utterly Obsolete
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Tormentor667 » Thu Dec 05, 2019 5:50 am

I can't wait for that - really looking forward. I don't know why but it somehow gave me that old Skulltag vibes back :)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Ozymandias81 » Thu Dec 05, 2019 7:22 am

Kinsie wrote:A new version is on the horizon, with a slight arsenal shakeup, two new monsters, one new map, some new customization options and some new tweaks and improvements. If anyone's willing to try the Github build and provide feedback, I'd be grateful!

This looks pretty interesting and since I always loved Skulltag, mainly because I didn't had any internet connection until 2014... So many battles with bots, I also had a huge file with custom skins coming from countless games (pity that Skulltag supported only 127 skins, guess we have still that limit on Zandronum too) with custom sounds and other stuff. If I get to have some free time between BoA and BlooM development, I'll surely give this a go. Meanwhile cloned on my local git folder 8-)
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby IvanDobrovski » Fri Dec 06, 2019 12:25 pm

Is this a jokewad because deathmatch isn't anything like this.
User avatar
IvanDobrovski
 
Joined: 08 Aug 2016

Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)

Postby Redead-ITA » Fri Dec 06, 2019 1:24 pm

Would be cool to see a difficulty option in the style of a server browser and for each it basically limits the spawns of certain bots or changes how the game is played:

Spoiler: "list of examples"
User avatar
Redead-ITA
From Happy to Madman in unknow Hours
 
Joined: 20 Dec 2015
Location: Italia

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Caleb26, Viscont23 and 7 guests