Super Doom64 - Doom 64-Style Partial Conversion (New Release)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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StrikerMan780
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#41

Post by StrikerMan780 » Sat Nov 03, 2012 8:06 pm

New release, major overhaul. A bit late at posting, but the OP is updated with the changelog and download.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#42

Post by Kunai Kitsune » Sun Nov 04, 2012 3:13 am

This is an exceptional overhaul to an already massively fun wad, the only thing it lacks is people playing it. Don't get me wrong though, many people have played it and love this project but there needs to be more. Like, a good 16 or perhaps 24 people in a server playing it. That has happened before and it was total insanity! Problem is, it needs to happen more often. Also, I may contribute more maps to this over time. Possibly smaller maps compared to the huge map20 I made.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#43

Post by StrikerMan780 » Sun Nov 04, 2012 4:50 am

Looking for people who can help sprite for this project. http://zandronum.com/forum/showthread.php?tid=1476

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#44

Post by Medicris » Sun Nov 04, 2012 7:53 am

I love the D64 weapons, and overall the wad manages to look and feel fantastic without logging it down with excessive effects affecting the gameplay (an all-too-common mistake with wads like these).

Though I'm not particularly aware of how the BFG's changed overall, I've tried to use it normally and it seems to have wide blast radius and no tracers from what I've managed to see. I'd like the info about its behaviour to be explained publicly for those who don't know. EDIT: I'm retarded, please punch my face
Last edited by Medicris on Sun Nov 04, 2012 5:19 pm, edited 1 time in total.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#45

Post by StrikerMan780 » Sun Nov 04, 2012 8:03 am

Medicris wrote: I love the D64 weapons, and overall the wad manages to look and feel fantastic without logging it down with excessive effects affecting the gameplay (an all-too-common mistake with wads like these).

Though I'm not particularly aware of how the BFG's changed overall, I've tried to use it normally and it seems to have wide blast radius and no tracers from what I've managed to see. I'd like the info about its behaviour to be explained publicly for those who don't know.
First post wrote:New BFG Mechanics - The BFG's spray originates from the center of the blast outward, rather than a cone from the player who fired it. Also, to curb spam, you can end up killing yourself if you're too close.
In other words, use it like you would a rocket. Good for clearing rooms filled with camping teams now.
Last edited by StrikerMan780 on Sun Nov 04, 2012 8:05 am, edited 1 time in total.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#46

Post by StrikerMan780 » Sun Nov 04, 2012 8:45 pm

I'll be changing the name of the project for the next release, based on complaints I've received. I'm debating as to what I should call it though.

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem

#47

Post by StrikerMan780 » Wed Nov 07, 2012 7:36 am

Here's a few screenshots demonstrating the direction I'm going with this:
(Obviously a Work in Progress)
ImageImageImage

(I'm replacing all Doom 1/2 Textures with Doom 64 ones, using the TEXTURES lump, and making extensive use of TEXTURES' color blending parameters to give them a better look and variety.)
Last edited by StrikerMan780 on Wed Nov 07, 2012 7:38 am, edited 1 time in total.

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem

#48

Post by Ænima » Wed Nov 07, 2012 12:11 pm

Wicked sick!
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem

#49

Post by Hellstorm Archon » Fri Nov 09, 2012 3:05 am

Hey, that actually looks really good for a Doom 64 project. Expecting a release soon! :)
Image

A short poem

I dig, you dig, we dig, he digs, she digs, they dig.

It's not a beautiful poem, but it sure is deep.

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem

#50

Post by StrikerMan780 » Fri Nov 09, 2012 11:14 am

Some progress:
ImageImage

Also: I've been needing some spriters willing to help out with this project. Details here: http://forum.zdoom.org/viewtopic.php?f=37&t=34492
Last edited by StrikerMan780 on Fri Nov 09, 2012 4:29 pm, edited 1 time in total.

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#51

Post by Kunai Kitsune » Wed Nov 14, 2012 1:32 am

A bit of amateur sprite editing and we have a temporary solution to the alternate death and split death problem.

Image

Voila, still a work in progress...but decent none the least.


Some credit to "Dr. Doctor" (Not sure if its correct, just know its the name) for a few inspirational sprites that helped make this.
Last edited by Kunai Kitsune on Wed Nov 14, 2012 1:46 am, edited 1 time in total.

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#52

Post by Ænima » Wed Nov 14, 2012 2:09 am

Wow, nice. How do those look ingame?
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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#53

Post by Mechromancer » Wed Nov 14, 2012 4:13 am

Doom64++

Do it.

But other than the name suggestion, this mod freakin' rocks. No lie, this not only makes the game more enjoyable, but in my opinion, simplifies the BFG so that the layman can use it with ease rather than needing to know Doom's native mechanics for the weapon. Sweet mod, dude.
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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#54

Post by Kunai Kitsune » Wed Nov 14, 2012 1:44 pm

Split death in action -

http://i49.tinypic.com/2l1ctw.png


Alt death in action -

http://i45.tinypic.com/2h72xax.png



Still a W.I.P

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#55

Post by thebestmlTBM » Wed Nov 14, 2012 11:12 pm

That was a Splendid wad you guys are making. Image
Image
Image
==============================================
I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#56

Post by StrikerMan780 » Sat Nov 17, 2012 10:19 am

Some progress with the Doom 2 to Doom 64 Replacement Texturing.

ImageImageImage
Last edited by StrikerMan780 on Sat Nov 17, 2012 12:36 pm, edited 1 time in total.

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#57

Post by StrikerMan780 » Sun Nov 18, 2012 6:57 pm

Image

Screenshot of a new map, with the Bloom Shader that was posted here: http://zandronum.com/forum/showthread.p ... 5#pid18994

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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#58

Post by Ænima » Mon Nov 19, 2012 12:31 am

Ooh. Pretty. Reminds me of the lighting in Absolution.

BTW I like the project title. Kinda reminds me of my own. ;p
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RE: Super Doom64(tenative title) - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#59

Post by Mechromancer » Tue Nov 20, 2012 4:26 am

Doom64++.

Do it. Srsly.
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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#60

Post by StrikerMan780 » Tue Nov 20, 2012 1:09 pm

I think I'm going to stick with the current name (Super Doom 64), because I've already had abbreviated a bunch of things in the decorate code as "sd64".

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