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Chivalry - Medieval DooMfare (A Medieval TC Overhall)

Posted: Sun May 10, 2015 1:08 am
by Mehnrues
ATTENTION: WE ARE LOOKING FOR ANY EXPERIENCED SPRITE ARTISTS OR ADVANCED CODERS FOR OUR PROJECT. PM ME WITH YOUR STEAM NAME, WHAT YOU CAN DO, AND ANY ALTERNATIVE PREFERRED METHODS OF CONTACT.

Hello Chivalrous Ladies and Gents!

I present to you from the makers of "Empire: The Peasants Revolt", a brand new action packed multiplayer supported Medieval Warfare mod!

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The project is titled: Chivalry - Medieval DooMfare which would be following the same formula from Chivalry Medieval Warfare for the PC/Xbox 360/and PS4 (with less glitches and bugs hopefully).

Our team consists of: Mehnrues ([ME] Backbone of the project/Coder), Strengthof10kBabies (Project designer/resources), Pebble the Piglet (Map Designer), Harbringer of Chaos (Playtester)


What we plan on adding for the future is the following:


- Shields for the Knight, Archer, and Man At Arms classes.
- A working functional block feature for all melee weapons.
- Custom player skins for ALL weapons in world view.
- Special class abilities for each class (Archer backstab bonus, Vangaurd charge ability, MAA dodge).
- Special taunts for each player class (done).
- Agatha and Mason Order factions/Weapon loadout selection screens
- A sophisticated combat system (if possible).
- Hopefully ALL of the weapons from Chivalry - Medieval Warfare or MOST of them.
- Different Team Objectives and player missions (Capture the Banner, Peasant Horde mode, Last Team Standing, etc.)
- Classic maps from Chivalry (Argons Wall, Moor, Throne Room, Arena, and more.)
- Anything else we can think of.


What we still need to do:


- Add a stun kick feature for all classes
- Add Throwing Knives for the Man At Arms/Vanguard Classes
- Add Throwing Axes for the Vanguard/Knight Classes
- Add a reset feature for the Archer Bows when he draws his string
- Custom Sprites/Animations for shield raising, blocking, Parrying, etc. for all classes
- Code in a responsive combat system in between players (if possible)
- Find an experienced coder/sprite artist for these roles
- Code in a select able faction screen for Agatha/Mason and Custom weapon loadouts
- Add various gamemodes

Here are some screenshots:[spoiler]Image
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And finally, the download:

For DooM2 : http://www.mediafire.com/download/up62s ... rebeta.pk3

For Heretic : http://www.mediafire.com/download/q34fw ... icbeta.pk3


Credits: Torn Banner Studios, Witchaven 1 and 2, Blizzard North, [SUN]Madcat, ThomsonI, SGtMarkIV, and anyone else that we might have missed from that list.

RE: Chivalry - Medieval DooMfare (A Medieval TC Overhall)

Posted: Sun May 10, 2015 6:43 pm
by Zalewa
These are some nice looking weapons, though some look familiar. I'm not sure if reimplementing Chivalry's combat system will be possible in Doom engine. Mod would need to use 3D models and a precise collision detection system.

Nevertheless, the wonkiness of Chivalry stems from the nature of the Internet and from the fact that collision calculations are done client-side. It's very sensitive to ping, where the fastest weapons are virtually unblockable when your ping is 80 or more. You need a very low ping to avoid getting screwed by the game.

RE: Chivalry - Medieval DooMfare (A Medieval TC Overhall)

Posted: Sun May 10, 2015 8:30 pm
by Arghantyl
From my experience of gaming ,there s no worst mods which copy exactly a modern game.
Also competitive games are running low nowadays,try to make a coop from this.

RE: Chivalry - Medieval DooMfare (A Medieval TC Overhall)

Posted: Wed May 13, 2015 5:10 pm
by madcat
Im working on something similar, using my own monsters as player classes...seems now I have to create some new ones, so I wont look like a copycat...XD kidding, really nice job with these weapons - they fit my monsters really good, except for the crossbow imp since his crossbow was meant to be a windlass crossbow (but who cares :) )