Doomthorne

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Doomthorne

Post by Eric on Mon Aug 23, 2010 5:14 pm

Yeah I think at least Joseph already knows about this but I've done enough work that I think it's safe to post it here. What I have done here is attempt to recreate Blackthorne (old DOS/SNES platformer/shooter/rpg hybrid) in Doom. No maps are done yet because I suck at mapping. The weapons, however, are done and I've started on the inventory items. All weapons look the same as per Blackthorne, although they use the Doom shotgun sprites instead. Let's see what does what.

Normal shotgun:
>50 damage per shot
>Has to pump after every shot
>Generally sucks but you'll have to deal w/it until you get the autoshotgun which, once maps are done, won't be until the third or fourth level.
>You start with it.

Autoshotgun:
>Fires significantly faster than the first one.
>Is actually semiauto now
>You'll have this for a good portion of the game. Get used to it.
>Replaces Shotgun

Ubershotgun:
>Fires REALLY fast
>Replaces SSG

Roflshotgun:
>Yes the actual name of the gun is "roflshotgun".
>Does 50 damage per shot + 50 short-range splash. Splash does not hurt you.
>Same speed as ubershotgun
>This is the ultimate weapon. Uses a more badass sound (read: SSG shot sound as opposed to shotgun sound) and the imp ball explosion for its puffs to show its awesomeness
>Once you get this, all other weapons you may have been carrying will be removed.
>(That means you use it until the end of the game :O)
>Replaces Chaingun

When firing any of those guns, you are forced to stop moving. Obviously, this means projectile monsters are a much larger threat than before (you really can't even take a chance at shooting a cyberdemon unless you have some serious distance)

Inventory Items:

Health Potion:
>Fully replenishes health when used.
>Mappers take note that this replaces chainsaws.
>Uses Heretic sprites
>Max capacity of 5

Hoverbomb:
>Actually just an ST grenade that you can keep with you.
>If I can get one working like the hoverbomb in Blackthorne, I will
>Replaces Rocketlauncher
>Uses ST grenade sprites, even on the ground
>Can hold up to 5 at a time

Planned shit I haven't done:

Maps:
>17 of the little fuckers
>Emphasis on cover-based combat and platforming
>Don't use ridiculous amounts of monsters. At most, Blackthorne had you fighting two at a time. And that was near the end of the game. Lack of monsters will be balanced by individual strength.

Remote Wasp:
>I don't see how I can make a perfect clone of the Blackthorne remote wasp without srs ACS trickery
>The best I could do is make a tiny monster that seeks out other monsters and kamikazes into them
>Planning on using tiny Lost Soul sprites for lulz

Iron Key/Bridge Key
>Can't just use normal keys - they can be reused unlike Blackthorne's which could be used once or could be taken from lock to lock, but never be in both.

Can't really post screens since this uses 95% doom graphics. (The other 5% are heretic sprites for the health potion)

HOLY SHIT THIS IS OLD AS HELL

no downloads because no downloads

stuff updated

unsure if going to actually finish project or not

depends on whether or not i can map decently

i don't think i can


Last edited by Eric on Wed Jun 22, 2011 10:38 pm; edited 3 times in total

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Re: Doomthorne

Post by Joseph Hicks on Mon Aug 23, 2010 5:35 pm

Joseph Approves.

I'm thinking about upgrading all MS members from simple members to "MS Members", and put a few sections of the forum only visible to us.

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Re: Doomthorne

Post by Spirit Soldier on Mon Aug 23, 2010 5:47 pm

Joseph Hicks wrote:Joseph Approves.

I'm thinking about upgrading all MS members from simple members to "MS Members", and put a few sections of the forum only visible to us.
Do this asap
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Re: Doomthorne

Post by Soul Sucka on Mon Aug 23, 2010 10:18 pm

Eric wrote:I've done enough work that I think it's safe to post it here.
/me sees no screenshots.

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Re: Doomthorne

Post by Eric on Mon Aug 23, 2010 10:36 pm

Read the full post. There's no reason to post screens since there's no way to prove that it's not Doom.

EDIT: Just for poor wittle bby Soul here's a screenshot:



Yes it is a screenshot of the mod I drew that amazing decal art with the roflshotgun. You can also see the hoverbomb's inventory representation in the bottom right corner.

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Re: Doomthorne

Post by Soul Sucka on Wed Aug 25, 2010 1:23 pm

Okay, that should do...

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Re: Doomthorne

Post by fdigl on Wed Aug 25, 2010 4:04 pm

LOLOLOLOLOLOLOLOL!!!!
If you need mapping help I'm sure it's here so yeah, are you just using the def. textures?
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Re: Doomthorne

Post by Kirbonium on Wed Aug 25, 2010 9:42 pm

Give us a download link you cocksucker
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Re: Doomthorne

Post by Eric on Wed Aug 25, 2010 11:06 pm

Oh alright you whiny fuckers.

HERE is a little piece of shit beta so you niggers shut up. Contains stuff mentioned in first post.

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Re: Doomthorne

Post by Eric on Sat Nov 06, 2010 3:25 am

So don't mind the bump or anything.

I picked this back up just now. I can't map in Linux because Slade broke and DB1 doesn't save under wine Sad. I made a few more changes, however. Most importantly, there is a new "door" actor which is really just a barrel that can't be destroyed by anything but the hoverbomb and has a larger sprite. Also, the hoverbomb doesn't bounce anymore because it wouldn't detonate on contact with the door otherwise.

If someone could make a tutorial map showing basic gameplay, that'd be lovely. Just name the map TUTORIAL and put in at least one fight, a small amount of platforming, and one door puzzle. Don't place any weapons but the Rocketlauncher, as I don't have BFG or Plasma replacements yet and the player isn't supposed to get the more powerful guns until later on Razz

Here's the latest beta for your pleasure. Get it quick, as wadhost is down right now and I don't know how long Speedyshare links last.

Download

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Re: Doomthorne

Post by Eric on Thu Nov 11, 2010 6:40 pm

Hey look man I don't like triple posting either but if you guys posted then I wouldn't have to. Eat a dick.

Updated again, this time with a Tutorial map! (Thanks Conn067!) Very Happy The door's height and width were still those of the normal barrel, but I fixed that now. Added another monster, but it's really just a shotgunner that drops a bomb.

Download

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Re: Doomthorne

Post by Soul Sucka on Thu Nov 11, 2010 9:09 pm

Needs moar FUCK YOU SOUL.

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Re: Doomthorne

Post by Eric on Thu Nov 11, 2010 10:49 pm

Added difficulties. Easy is the same as Hey Not Too Rough, Medium is the same as Hurt Me Plenty, and Hard is the same as Ultra-Violence. You're Fucking Dead, however, is significantly different from Nightmare. Damage taken is multiplied by 5, meaning demons can kill you in a single bite. Monsters are also far more aggressive, so you had best be on your game!

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Re: Doomthorne

Post by Eric on Sun Dec 12, 2010 9:48 pm

Holy shit what is this a bump and a double post you bet your ass it is.

Just got a new laptop, which means it comes preloaded with Winblows, which means I can run DB2, which means I can map for this. Yaaay.

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Re: Doomthorne

Post by Eric on Sun Dec 26, 2010 3:54 pm

AUGH YOU SLUTS SHOW SOME INTEREST SO I'M NOT DOUBLE AND TRIPLE POSTING EVERYWHERE.

Updating again, skills changed to "ez pz", "easy", "normal", "hard", and "Nintendo hard". Also, autoshotgun is now called semiautoshotgun because I lernd 2 semiauto and ubershotgun is now called autoshotgun and starting shotgun doesn't refire anymore. yaaaaay.

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Re: Doomthorne

Post by fdigl on Sun Dec 26, 2010 8:59 pm

lol Nintendo Hard

and it's nice to see you haven't lost interest in the project!
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Re: Doomthorne

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