[released 1.0] Batman - Rogue City

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doomjedi
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Re: [Testers needed] Batman TC

Post by doomjedi »

Rex705 wrote: Wed Oct 26, 2022 4:54 pm This looks awesome I can't wait to play it.
Thanks pal :)
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doomjedi
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Re: [Testers needed] Batman TC

Post by doomjedi »

Yet to get any feedback from the testers, guys. We really need it.
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Captain J
 
 
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Re: [Testers needed] Batman TC

Post by Captain J »

It's been a few days but i would like to playtest your project if i'm not too late!
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doomjedi
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Re: [Testers needed] Batman TC

Post by doomjedi »

Thanks pal, what an honor :)
I'm PM you the link to latest beta (advise you to take the tutorial). Use latest gzdooms.

Mod is quite hard at this moment (especially as it's mostly hitscan against projectiles), and a bit raw to my opinion - so we need alot of testing and feedback to try polishing it up.
Most of work for this particular mod (coding, mapping) is done by derricktheawesome, using the plot and alot of art/sounds from my previous Wolf3D batmods, art from batman console games and also some new art made for this particular mod, mixed with voxel models for vehicles.
I'm supporting (testing, artwise, idea-wise) derrick on this mod but most of the actual work is his, as the whole idea to translate "my" Wolf3D batman mods to GZDoom engine.

Pal, you can also join our discord channels for this mod on TR discord, to make it easier for feedback and such and maybe you'll be teased to contribute dev help and suggestions.

We now have new moddb page for the mod btw :)
https://www.moddb.com/mods/batman-rogue-city
DoomwithaView
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Re: [Testers needed] Batman TC

Post by DoomwithaView »

I'd happily give some feedback on this of you're still after testers.

Who doesn't love batman!
Casualfan
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Re: [Testers needed] Batman TC

Post by Casualfan »

Ok, I did a quick playthrough of the first and second levels, and here are my thoughts.

It was MUCH more enjoyable after I started messing around with the bundled ZMove mod. I turned on double-jump, dash, and grappling hook, and I was absolutely flying through the map! The level layout is a great, with lots of verticality. You constantly have to be on the move to survive, and it made for some thrilling gameplay. The weapons I found (bolos, batarangs, triple-batarangs, taser, fists) all feel like they fit well in this world. Fists and kicks do a good amount of damage and are extremely satisfying. The *pow* after landing a hit makes for excellent damage feedback.

The sprite work is pretty good! Obviously this is an alpha so I can't be too critical, but all the thugs had unique sprites that made it easy to tell which was which. I would recommend maybe giving them more distinct silhouettes, though, since the use of fog and shadows can make them hard to discern at a distance. Firefly looks good!

I had one crash, but I don't know how to copy logs from the console so I can't post it. I remember it did have something to do with ZMove.

Now for a few critiques:
The ZMove menu is very extensive to the point of being a bit overwhelming. I'd recommend picking a few relevant options and then cutting out the rest or somehow simplifying the menu. It's just a lot to take in, and my setup felt very loose at times but I wasn't totally sure how best to tweak it.

Rescuing hostages to regain health is a very creative idea, and I do like it. However, I felt like there weren't nearly enough ways to regain health in the first level. And since all the enemies have guns, it's very easy to lose health quickly with no way to regain it. That being said, I'm not great at Doom in general, so take this with a grain of salt haha.

For the life of me I couldn't figure out how to progress in the second level. I went through all the rooms and didn't see a key or switch or anything.

Overall, this has excellent potential!
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doomjedi
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Re: [Testers needed] Batman TC

Post by doomjedi »

Casualfan wrote: Thu Nov 10, 2022 9:52 pm Ok, I did a quick playthrough of the first and second levels, and here are my thoughts.
Thank you very much for those (though would be better if they were made more privately through PM).
We also got detailed feedback from CaptainJ, all those together will help us to improve the mod. You'll be credited.
It was MUCH more enjoyable after I started messing around with the bundled ZMove mod. I turned on double-jump, dash, and grappling hook, and I was absolutely flying through the map!
The level layout is a great, with lots of verticality. You constantly have to be on the move to survive, and it made for some thrilling gameplay.
Yes, indeed, first map especially was so much fun for me as well. One could only wish it to be bigger...though can become repeatative.
Fists and kicks do a good amount of damage and are extremely satisfying
Yes, especially the kicks I found to be very useful, especially due to the "push-back" effect. Can look cool and fun around platforms edges as well.
The sprite work is pretty good! Obviously this is an alpha so I can't be too critical
Yes, despite I call it a beta, for me at times it indeed feels more like an alpha, but don't want to discourage the main developer.
Firefly looks good!
Thanks, a cool villain and we tried to make his attack to look cool, realistic and challenging.
Rescuing hostages to regain health is a very creative idea, and I do like it. However, I felt like there weren't nearly enough ways to regain health in the first level.

I wanted to have in the mod more variable health pickups (like our Wolf3d Batman mods had), but main developer insisted so far to have just or mostly hostages as a health "pickup".
So unless he changes his mind to be more flexible about it - he will just need to add more hostages I guess.
For the life of me I couldn't figure out how to progress in the second level.

You need to use the hook, there are hints there.
Overall, this has excellent potential!
Thanks :) And hope after release people will get inspired to make mods based off it and its resources :) Batman engine :)
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doomjedi
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Re: [released 1.0] Batman TC

Post by doomjedi »

The mod was released today (version 1.0)

Release Trailer (by Ddadd):


Download:
https://www.moddb.com/mods/batman-rogue-city/downloads

We do plan updates and improvements
Last edited by doomjedi on Sat Dec 24, 2022 3:31 pm, edited 2 times in total.
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Orka
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Re: [released 1.0] Batman - Rogue City

Post by Orka »

Nice. Didn't play too much yet, but immediately noticed something.
Idk who handles the credits in the team, but you guys missed Majik Monkee from it.
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doomjedi
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Re: [released 1.0] Batman - Rogue City

Post by doomjedi »

Well, we all handle and track credits, as a team. Have a whole discord channel dedicated just for that.

For my defense - this Boss was edited by me last in January 2012 (!), didn't touch it since, 10+ years is hard on credits tracking :)

In general - mods using Wolf3D art should probably always safe-credit WSJ, Majik Monkey and MrWolf, just to be on a safe side :)
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Ozymandias81
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Re: [released 1.0] Batman - Rogue City

Post by Ozymandias81 »

I am the one who mostly handled the credits list, though my commitment on this project is not the same seen as on Blade of Agony of BlooM. Updated credits list on the private repository, no worries.
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Scorpion00
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Re: [released 1.0] Batman - Rogue City

Post by Scorpion00 »

I was blown away by the mod's quality, even more so when I heard Gotham City Streets from the Megadrive version of Batman since I grew up around the Sega Genesis. That song is my JAM, is there a way I could get an extention of it so I can put it on my phone and head bang to it? XD
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axredneck
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Re: [released 1.0] Batman - Rogue City

Post by axredneck »

Scorpion00 wrote: Thu Dec 29, 2022 11:11 am I was blown away by the mod's quality, even more so when I heard Gotham City Streets from the Megadrive version of Batman since I grew up around the Sega Genesis. That song is my JAM, is there a way I could get an extention of it so I can put it on my phone and head bang to it? XD
This:
https://vgmrips.net/packs/pack/batman-m ... -streets-1
?
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Void Warrior
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Re: [released 1.0] Batman - Rogue City

Post by Void Warrior »

I really wanted to play this project, but I ran into management. Assigned all the buttons and enabled the necessary parameters. But when I wanted to jump away from the walls or use a Hook, nothing works! Even A Double Jump! The Manual says that you need to press the Jump Twice! So why doesn't it work?

Have you tested the work exactly? In my opinion, you should test it better. I checked for 30 minutes and nothing works!

Update: I've only seen the rest of the comments from other users and am aware of the situation. I will look forward to the Patch from you! :)
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doomjedi
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Re: [released 1.0] Batman - Rogue City

Post by doomjedi »

Scorpion00 wrote: Thu Dec 29, 2022 11:11 am I was blown away by the mod's quality
Thank you! This is so nice to hear.
even more so when I heard Gotham City Streets from the Megadrive version of Batman since I grew up around the Sega Genesis.

Well, I didn't had megadrive or even knew of existence of such at the time (only famicome clone from where I moved directly to PC gaming....now I have modern megadrive clone as I'm retro console fan) but I play alot of megadrive games on my retropie :) Also collecting some modern hacks and remasterings (Street Fighter 2 remastered, Streets of Rage, sport games)
My retropie - it's where I made screenshots from where later many of the art for the mod (textures and skies especially) were ripped from.
So not only music (that was Ddadd's picks mostly) - retro Batman console fans will recognize many of the art (from megadrive, snes versions especially),
song is my JAM, is there a way I could get an extention of it so I can put it on my phone and head bang to it? XD
That would be a question to Ddadd.
Void Warrior wrote: Sun Jan 01, 2023 3:16 am But when I wanted to jump away from the walls or use a Hook, nothing works! Even A Double Jump! The Manual says that you need to press the Jump Twice! So why doesn't it work?
I'm sorry you had issues getting it to work (some other players did as well), we'll try to address that (a patch was uploaded today with hopes of fixing this) but I want to note that we have so far at least 2 players on youtube playing the mod (without sending them any "special" version, just the one from moddb) using the hook at least (other features are harder to notice on use while watching the video).
(Can post the links if needed, but you can take my word for it).
So it could have something to do with your local gzdoom settings (which are saved under user folder and not on local gzdoom folder and so can affect even after a clean install).
Either way - we'll try to address that.
Last edited by doomjedi on Mon Jan 02, 2023 1:54 am, edited 1 time in total.

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