[WIP]Triple M - Alpha 0.3 (5/16/2022)

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Captain J
 
 
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by Captain J »

What kind of minecraft texture pack did you use? Looks exactly like doom!

Anyhoo very funny mod there. Feels like mobs are directly from Minecraft.
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Major Cooke
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by Major Cooke »

This actually is just a map from Dark Tartarus. Just to show it's compatible with regular doom maps of any kind.

I'll be working on Minecraft maps at a later time once I get mobs working.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by BradmanX »

Can't quite say I expected this, but I'll certainly be interested to try it when it's released. Btw, how much of Minecraft's bestiary is going to be in it?
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by Major Cooke »

As much of it as I can make. Most of the pre-nether update mobs are in. Hopefully the source where I extracted the models from will update sometime so I can include Piglins and Hoglins, etc.

There won't be any passive mobs like cows/sheep stuff, at least not for a long time.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by BradmanX »

Major Cooke wrote:As much of it as I can make. Most of the pre-nether update mobs are in. Hopefully the source where I extracted the models from will update sometime so I can include Piglins and Hoglins, etc.

There won't be any passive mobs like cows/sheep stuff, at least not for a long time.
Nice. And yeah, I figured the passive mobs would come after everything else if they were added at all.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by Major Cooke »

I would only add them if I were to invest in a total conversion or add maps to it.
Captain J wrote:Feels like mobs are directly from Minecraft.
Good, that's the intention. There are a few tweaks though, aside from them having the same gib styles as Mob Dismemberment mod by iChun.

For example, skeletons will focus directly on the target they hit. It makes sense if they're so smart enough to run out from the daylight, they know they've pissed off another monster and should do what they can to try and finish it off or they die. Simple stuff like that. The idea behind it, though, is to ultimately feel like they're worthy enemies of the doom marine, whose a lot faster than Steve is.

All bosses will appear too. I'm debating on whether I want to add the aquatic bosses though considering there's not too many maps that use underwater sectors. But I most likely will. It's just... they'll never spawn unless its in water of course.

I even have plans for a custom boss. The myth that is always claimed to be removed with each update.
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by Major Cooke »

I think I'll release an early alpha for players to try out soon, in addition to opening a discord server. Stay tuned for more info, as soon as I finish completing the jockey system that allows mobs to ride other entities. :mrgreen:
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by Starman the Blaziken »

I wonder if that means it can be suited to have a baby zombie riding a pig. :3:
But it does remind me of an oddly specific but funny 1.16 snapshot bug where the game would crash if a wither skeleton was riding a guardian riding any mob. :P
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Re: [WIP]Major's Minecraft Mania (Triple M)

Post by Major Cooke »

When it's done, any mob can ride any other. Before you know it, you could see a walking totem of creepers for example. ;)
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Re: [WIP]Major's Minecraft Mania (Triple M) (Discord!)

Post by Major Cooke »

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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Post by Major Cooke »

I'm please to announce an alpha release. Here's the download and instructions.

Bear in mind, this is an alpha, so for the time being it will require MC_Utility.pk3. Once the mod is out of alpha, it won't be needed, but won't hinder anything to have it.

EDIT: One small note, disable KEYCONF buster under MC Utility's options if you find you're unable to switch weapons.
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Post by RastaManGames »

It is possible to disable default Doom monsters? :C
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Post by Major Cooke »

In GZDoom's Options -> Gameplay Options menu. Just be careful though. Without monsters, they won't trigger MAP07/E*M8 specials. You may have to noclip through some areas.
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Post by Linz »

Ya know,I look at this mod and wonder "I wonder what a weaponset mod build with this in mind would be like"


....And no,Brutal Minecraft doesn't count
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Re: [WIP]Triple M - Alpha 0.1 (9/26/2020)

Post by Major Cooke »

Linz wrote:Ya know,I look at this mod and wonder "I wonder what a weaponset mod build with this in mind would be like"
Probably what you'd expect when playing Minecraft itself. Just dropping from monsters instead. No crafting involved unless I did something like that, but don't get your hopes up. That alone is a whole 'extra set of complicated systems that, for now, I don't even want to think about.
Linz wrote:....And no,Brutal Minecraft doesn't count
XD

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