After Doom v0.1c

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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fr blood
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After Doom v0.1c

#1

Post by fr blood » Sat Jun 13, 2015 1:21 pm

Hellow dear Zandronum Community, after working on a lot of project I raised my knowledge at decorate and acs, that why I wanted to make an entire new project and share it with you.

Image

What does it contain ?
- 4 classes with 4 competences for each one.
- New weapons with an improved balancement.
- New ennemies with an advanced AI.
- New hotkeys for more actions.
- Armor power whihc gives extra-abilities like double jump, super fist, thermal vision and more.
- Armor regeneration after a certain delay without taking damage.
- 6 kinds of grenades and new inventory items.
- New maps.
- Assault vehicles & armored suits.
Spoiler: History (Open)
After the defeat of the Icon Of Sin all demons under his control have been vanished, the peace was suppose to come back on earth, and mankind could rebuild their cities. But a demon managed to escape from the Icon Of Sin's influence and used his power to take control of all remaining posseded.

DoomGuy disappeared so the UAC will have to deal with this new conflict without him.

You are now fighting against hordes of armed zombies trying to expand the infestation and defend their new master.
Spoiler: Classes (Open)
- Assault: You wan't to kill your foes and nothing else, well this class is made for you.
* Missiles: The best way to kill an ennmy without wasting your ammo.
* Bomb: No more grenades ? Don't worry your armor will generate that one for you.
* Over Shield: The best defense system, make yourself invincible for short time.
* Protection: Another defense option which raise resistance by 50% stay for a longer period.

- Medic: If you want to play with caution this class is the solution, you can heal yourself and your allies.
* Medic Gun: Simple to use, aim at your ally and it will heal him and you by the same time.
* Portable Armor: Like if healing wasn't enought, you can drop an armor for anyone, even you.
* Regenerator: Very useful, it will heal any ally in the radius's effect where you put it.
* Syringe: Who said medic was a weak class? With that you can deal a lot of damage very quickly.

- Support: Best way to protect yourself and to have some allies.
* Ammo Pack: It gives back the ammo of the main weapons, so you can fire anywhere, it's a bit like infinite ammo.
* Sentry Gun: Why shall you do the dirty job alone, when a sentry can do it for you.
* Support Drone: Don't want to be alone? Fine, that drone will follow you everywhere!
* Sand Bags: Need a protection? Put this in front of you and let them waste their ammo on it.

- Spy: The way to infiltrate ennemies lines and kill them one per one like a ninja.
* Shuriken: With this you can quickly kill a single target without being spotted.
* Smoke: The enemies know you are here? Use this in front of them and they will lose your position.
* Invisibility: Yes, and that one works with every monster they can't see you!
* Clone: You want something to distract them? Then summon that clone, he will attract the all of them.

You could say that this mode will be easy with all that stuff ?
But don't worry the zombies that you gonna fight aren't like the vanilla ones, they have a lot of trick that you can't predict.
Spoiler: Armory (Open)
  • Description coming soon !
Spoiler: Ennemies (Open)
  • Description coming soon !
Spoiler: ScreenShot (Open)
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I'll make a video in the future, it's better than simple pictures.
Spoiler: Download Link (Open)
afterdoom_v0.1c
WORKS ONLY WITH ZANDRONUM 3.0 ORG ZDOOM

- May not run without DOOM2.wad.
- You can try it with doom.wad but it will cause some issues.

RUNNING IT ONLINE COULD CAUSE DESYNCS, WE'LL HAVE TO WAIT FOR A STABLE VERSION WITH ZANDRONUM 3.0!
Hoping you will enjoy this mode, I will keep working on it in the next days and tell important news.
And sorry for my english, frenchies aren't the best.

Code: Select all

N/A 
Last edited by fr blood on Sat Jun 25, 2016 9:30 am, edited 3 times in total.

Lord Smash
 
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RE: After Doom

#2

Post by Lord Smash » Sat Jun 13, 2015 4:23 pm

It's pretty good :smile: .
Some suggestions:
-Grenades explode shortly after being thrown,thing that results in these exploding right into your face,make them bounce a little more.
-Some weapon animations are pretty plain,these could use a smoother animation.
-Hotkeys for the skills,since it's kinda annoying and to have to use the inventory to select and use the skills (Especially when fighting a medium-high amount of monsters,taking your hands out of the mouse to change and use the inventory skills leaves you on low-guard).

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fr blood
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RE: After Doom

#3

Post by fr blood » Sat Jun 13, 2015 4:44 pm

Lord Smash wrote: It's pretty good :smile: .
Some suggestions:
-Grenades explode shortly after being thrown,thing that results in these exploding right into your face,make them bounce a little more.
-Some weapon animations are pretty plain,these could use a smoother animation.
-Hotkeys for the skills,since it's kinda annoying and to have to use the inventory to select and use the skills (Especially when fighting a medium-high amount of monsters,taking your hands out of the mouse to change and use the inventory skills leaves you on low-guard).
Thanks for the reply, I'll make player able to use their abilities with both hotkey and inventory, their choice. For the grenade I'm gonna raise the delay before it explode like it used to be on RGA(for the one who know this), and for the weapon's animation, unfortunetly I'm not a spriter that why I only used the offset to make them a bit animated, I can't tell how I'm gonna improve.

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RE: After Doom

#4

Post by N30N » Sun Jun 14, 2015 11:28 am

It's an interesting concept i suppose.

Not sure why the mp5 uses a single bullet when reloading though.
Ką?

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RE: After Doom

#5

Post by Ænima » Sun Jun 14, 2015 1:29 pm

Glad to see you're improving! Now we can finally put FuturWar behind us. :p
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Monsoon
 
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RE: After Doom

#6

Post by Monsoon » Sun Jun 14, 2015 10:59 pm

i saw the shotgun from project MSX thinking "holy shit someone actually managed to doom hand it"

>opens the wad to see
>disappointment

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RE: After Doom

#7

Post by Pawlacz » Mon Jun 15, 2015 2:37 pm

I played this mod a little bit, it looks very good and I like the weapon balance, especially that the weapons have a 100% precision single shot.

keep it up.


Why does the sandbag explode upon destruction?
Last edited by Pawlacz on Mon Jun 15, 2015 3:09 pm, edited 1 time in total.
my image album link: http://imgur.com/a/thn3O#0

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fr blood
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RE: After Doom

#8

Post by fr blood » Mon Jun 15, 2015 4:06 pm

Pawlacz wrote: I played this mod a little bit, it looks very good and I like the weapon balance, especially that the weapons have a 100% precision single shot.
keep it up.
Why does the sandbag explode upon destruction?
Thanks for the repply, for the weapons that how it shall works for every FPS, and for the sandbag hmm for now I didn't find a death animation, so I guess that I'll have to do it by myself.
N30N wrote: It's an interesting concept i suppose.
Not sure why the mp5 uses a single bullet when reloading though.
Hmm I didn't see that issue, I'm gonna try to fix it.
Ænima wrote: Glad to see you're improving! Now we can finally put FuturWar behind us. :p
Yeah I hope, I'm still sorry about that dirty work.
Monsoon wrote: i saw the shotgun from project MSX thinking "holy shit someone actually managed to doom hand it"
>opens the wad to see
>disappointment
I'm sorry to disappoint you but this is still an alpha, so you can expect a lot of improvement, and that improvement will come from you repplies with a certain %, I'll try my best for this weapon.

A new update is coming soon, no maps done yet, but I promise a video with the 1st one on the next weeks(I'm still in my exam so it'll progress slowly).

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RE: After Doom

#9

Post by Combinebobnt » Mon Jun 15, 2015 10:21 pm

Unplayable online because all the enemies became invisible upon waking up and all the medic abilities didn't do anything (having to turn teamdamage on to make anything happen). Too many memes tiras

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fr blood
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RE: After Doom

#10

Post by fr blood » Tue Jun 16, 2015 3:49 pm

Combinebobnt wrote: Unplayable online because all the enemies became invisible upon waking up and all the medic abilities didn't do anything (having to turn teamdamage on to make anything happen). Too many memes tiras
That why I put the WARNING, anyway thanks for the information. The ennemies become invisible online because they are all based on the same actor and we know that this connection create some problems online.

EDIT: Fixed in the next update.
Last edited by fr blood on Tue Jun 16, 2015 5:13 pm, edited 1 time in total.

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RE: After Doom v0.1a

#11

Post by Pawlacz » Thu Jun 18, 2015 7:59 pm

I have a suggestion,

how about a upgrade item for ammo supplies item that the support class has that will give out a few explosive ammo such as rocket and/or grenades?
my image album link: http://imgur.com/a/thn3O#0

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fr blood
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RE: After Doom v0.1a

#12

Post by fr blood » Fri Jun 19, 2015 10:34 am

Pawlacz wrote: I have a suggestion,

how about a upgrade item for ammo supplies item that the support class has that will give out a few explosive ammo such as rocket and/or grenades?
I've done something like that in the next update, you can't use competences anymore with the inventory, I've added some new items in inventory and one of them is the combat pack it gives ammo and when you wear it you will also get more ammo from the support class's ammo packs.

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RE: After Doom v0.1b

#13

Post by fr blood » Thu Jul 09, 2015 12:41 pm

After a long work here is the version 0.1b.
The project is still in the alpha stage, I'll turn into a beta after fixing the majors bugs and starting mapping for it.

Sorry if that update took a lot of time but this time was 75% due to bugs that happens online, like desync in clientside I've fixed a big part of them but they are still present, it's very annoying, I'll probably open a ticket because I tried all I can do without good result.

I'm waiting for a new computer to start making new maps and a video of the gameplay, if it takes too much time I'll probably start mapping before(but slowly because of my computer: 4GO + i3 doesn't seem to be enought for GZDoomBuilder now)

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RE: After Doom v0.1b

#14

Post by fr blood » Wed Dec 16, 2015 4:13 pm

Hi guys I just wanted to tell you that I'm still working on this project each week the problem is that my monsters aren't working fine online with Zandronum, there are a lot of desync that make them teleport and make the gameplay impossible.

Because of that I decided to wait for Zandronum 3.0 before starting mapping.
With this great amount of time I've improved the project on all domains, the only problem is that it's not compatible with Zandronum 2.1 anymore because I'm the coding of Zdoom 2.7.1

I've still decided to share with you an update to show you what is actually new, you can check the changelog if you want.

A video will come in the future to show you the gameplay.

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RE: After Doom v0.2

#15

Post by skyrish10 » Tue Dec 29, 2015 11:07 am

i have some big suggestions in the future update prior to Zandronum 3.0 or 4.0's release

-Have about some new weapons such as pistols for classes (Assault: Magnums, Supporter: Mk23, Medic: VP70, there is a hudsprite from the Aliens: The Ultimate Doom wad) and this bullpup assault rifle: http://i61.tinypic.com/2e6ddv9.png
-An female player class: Assassin
-XP system like in RGA2
-Since the monster desync, make it a singleplayer-only mod

BTW, the assault's voice is the space marine from WH40k: Dawn of War
Last edited by skyrish10 on Tue Dec 29, 2015 11:10 am, edited 1 time in total.

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RE: After Doom v0.2

#16

Post by fr blood » Thu Dec 31, 2015 10:31 pm

skyrish10 wrote: i have some big suggestions in the future update prior to Zandronum 3.0 or 4.0's release

-Have about some new weapons such as pistols for classes (Assault: Magnums, Supporter: Mk23, Medic: VP70, there is a hudsprite from the Aliens: The Ultimate Doom wad) and this bullpup assault rifle: http://i61.tinypic.com/2e6ddv9.png
-An female player class: Assassin
-XP system like in RGA2
-Since the monster desync, make it a singleplayer-only mod

BTW, the assault's voice is the space marine from WH40k: Dawn of War
I can't allow to make it a singe player mode only since the classes are supposed to help each other this would kill the main goal of this project.

I was also thinking about adding an Stealth/Assassin class of course this would be nice of course.

And for new weapons I'm not sure if it would be a good idea to add more since the armory already seems to be huge.

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Re: After Doom v0.1c

#17

Post by fr blood » Sat Jun 25, 2016 9:30 am

Here is a new alpha version, a lot of new stuff and changes have been done(maps,weapons,vehicles).
There are no changelogs for now since it's only an alpha version.

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Re: After Doom v0.1c

#18

Post by Jimp Argon » Sun Jul 10, 2016 5:05 pm

I just played the After Doom level and messed around with the assault class. I had a bunch of fun, but the only real issue I had while playing was when firing both the pistols and the assault rifle, I would slowly be pushed back. It is kind of annoying and I don't think either the pistols or the assault rifle are "strong" enough of a weapon to justify any type of pushback while firing. Now I haven't played extensively to see if this was only with the assult class. But I would hope to see the push back feature removed in future updates.

Great mod, keep up the good work.

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Re: After Doom v0.1c

#19

Post by Doomenator » Mon Jul 11, 2016 9:23 am

fr blood wrote:Here is a new alpha version, a lot of new stuff and changes have been done(maps,weapons,vehicles).
There are no changelogs for now since it's only an alpha version.
Can add the ability to disable all additional information on the screen? Like radar.
[spoiler]Image
Image[/spoiler]

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Re: After Doom v0.1c

#20

Post by fr blood » Mon Jul 11, 2016 1:31 pm

You can actualy remove the radar: Options -> After Doom Options

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