The Bug Posted January 23, 2021 (edited) Gzdoom only, having a doom 2 wad and jumping are required and freelook is recommended. If you want to contibute on making maps, please message me on doomworld. If you need more textures, just ask me what you need and i'll send you a beta version with your textures of choice. My current demo map uses some sectors thinner that a block, but please don't do the same and udmf is prefered, my demo map is gonna be replaced with your stuff anyway :D This is where you can get the latest news on doomcraft. Download: https://www.mediafire.com/file/9n7x6e29fo5sk2h/doomcraft.wad/file Video: Changelogs (as of 2021-02-01) 2021-02-01 : Added a new map, skeletons and more textures + pickup sprites. 2021-02-07 : New start graphic, hud, intermission, menu text and font. Edited February 7, 2021 by The Bug 8 Quote Share this post Link to post
The Bug Posted January 23, 2021 (edited) I recommend you try IDKFA, so you could play around with other weapons (which some are incomplete or will be added) Slots: 1- axe and sword 2- bow 3- trident 4- buildable arrow turret (slow and fast) 5- buildable firework turret 6- firework crossbow 7- firework crossbow (enchanted with multishot which fire 3 at once) The sword - quite fast melee weapon with unlimited ammo. The axe - A slower sword that deals more damage, nothing intresting. Bow - Fires arrows that curve downwards and can be picked back up and the bow zooms in just like the real thing ! Trident - More powerfull than the bow, but you can only hold 5 of them (10 with a backpack). Buildable arrow turret - You can now build mini helper turrets ! Sadly they don't last long and explode after they burn ou, also they deal less damage and travel shorter than the bow, but it makes up for it by it's incredible speed ! Buildable firework turret - Same as the arrow turret, but costs more blocks, fires slower and lasts shorter than the arrow turret, but it's splash damage is something not to be reckoned with ! Firework crossbow - Fires out a single firework (that deals more damage than the turret) ENCHANTED firework crossbow - Fires out 3 fireworks. This is comparable to the BFG9000 ! Edited January 27, 2021 by The Bug 0 Quote Share this post Link to post
The Bug Posted January 23, 2021 Also try out spawning a giant by entering - SUMMON MCGIANT or SUMMON CYBERDEMON in the command line ! 0 Quote Share this post Link to post
The Bug Posted January 24, 2021 What's coming: More mobs and weapons. Added sound effects and more over all polished code. A way to mine/craft. 0 Quote Share this post Link to post
The Bug Posted January 27, 2021 (edited) New update: Added map 2 "The cave system" Added spiders and cave spiders Now you can mine ores like coal, iron, copper, gold, redstone, diamond and emerald (note that only coal, gold and iron are used in the 2nd level). About mining: Right now you can mine ore with anything(will be changed) Ores drop resources so you could build turrets and builing blocks(building blocks will be added) Coal drops 1 block, iron 3, copper 5, gold 8, diamond 12, emerald 15. Edited January 27, 2021 by The Bug 2 Quote Share this post Link to post
The Bug Posted January 27, 2021 (edited) Bugs (haha bug) fixed: Hall of mirrors effect on 1st map Fixed enviroments being too dark. Added axe pickup sprite. Edited January 27, 2021 by The Bug 0 Quote Share this post Link to post
The Bug Posted January 27, 2021 What would you like to be put into the mod? Reply below. 0 Quote Share this post Link to post
The Bug Posted January 27, 2021 (edited) Here's a list of all the stuff i want to add, if it is crossed out, it's done already. zombies, baby zombies, giants different ores better chests village map with pillagers to kill and villagers you can trade with (sorta) ocean monument, temple, woodland mansion, desert temple maps (and or more) end and nether maps Edited January 31, 2021 by The Bug 0 Quote Share this post Link to post
xvertigox Posted January 29, 2021 It's a bit shit that no one has commented on this yet so I played through it and jotted down my thoughts as I went. There's promise here but it's obviously very WIP. You'll need to look at the mapping critically, the maps are bland, short and boring to be honest. They work for a tech demo but for actual gameplay they're not great. The gameplay is very limited currently with only having melee enemies. The combat is purely one dimensional and lacks any dynamics. 1. Map01 - Invisible wall right at the start of the map - why? It's so unnatural, you need something else to block that path. 2. Map01 - Extremely simplistic and bare rooms/map. This map is basically a tech demo, not a proper map for release IMO. 3. Whats with the music? Shouldn't it be C418 tracks? Maybe it is and I'm just unfamiliar but I don't think so. 4. Mining in map04 is pretty cool, I like it. I think using a voxel or polyobject (maybe?) would be better than a sprite. 5. I like the sprites overall. They could use some cleaning up but they have a certain charm to them. 6. Lighting in map02 cave isn't great, you could definitely use more than 2 light levels to add depth. 7. Spider sprite needs to be cleaned up, has green pixels around the border. 8. I didn't have to mine the redstone block, I just picked it up and it sounded like a weapon/shotgun? 9. Small green spiders do no damage in their attack. 10. The monster spawner doesn't look great as a sprite, it may work better by using midtextures and making it an actual cube rather than a sprite. 11. Lava does no damage in map02 On 1/28/2021 at 2:13 AM, The Bug said: What would you like to be put into the mod? Reply below. 1. I want the overworld maps to nice and bright outside with a decent degree of non-linearity. 2. Seeing the nether would be dope, you could do some sick lighting setups there. 3. Gore, I wanna see the monsters really bleed. At the moment combat isn't very satisfying. 4. A crafting system would be sick. 5. Spooky ass caves to explore. 5 Quote Share this post Link to post
Dweller Dark Posted January 29, 2021 Like Vertigo said, it definitely needs improvement. But it's a decent start and some things do work pretty well. Though I don't even know how this happened: 0 Quote Share this post Link to post
The Bug Posted January 29, 2021 Alright, now that i've got feedback, i should fix the problems :D 1 Quote Share this post Link to post
The Bug Posted January 29, 2021 (edited) 4 hours ago, xvertigox said: 1. Map01 - Invisible wall right at the start of the map - why? It's so unnatural, you need something else to block that path. I updated the 1rst and 2nd maps a little, maybe you didn't download the new fixed version, or i uploaded the wrong one... Quote 2. Map01 - Extremely simplistic and bare rooms/map. This map is basically a tech demo, not a proper map for release IMO. Yeah i suck at maping, i can't do good maps at all. Quote 3. Whats with the music? Shouldn't it be C418 tracks? Maybe it is and I'm just unfamiliar but I don't think so. The music is guitar remixes of c418 songs. Quote 4. Mining in map04 is pretty cool, I like it. I think using a voxel or polyobject (maybe?) would be better than a sprite. I have no idea how i cuuld make voxels and 3d stuff, sorry, but i think i can't do this one. Quote 5. I like the sprites overall. They could use some cleaning up but they have a certain charm to them. Yeah i'll clean them up, some of them were quite rushed. Quote 7. Spider sprite needs to be cleaned up, has green pixels around the border. Will be fixed, pretty easy to do. Quote 8. I didn't have to mine the redstone block, I just picked it up and it sounded like a weapon/shotgun? Because it's techically a weapon, but i'll change it so that the death state will do a_spawnitemex and then the weapon. Quote 9. Small green spiders do no damage in their attack. I just tested it, it works ??? Quote 10. The monster spawner doesn't look great as a sprite, it may work better by using midtextures and making it an actual cube rather than a sprite. It would be tricky making it open that wall after being destroyed, but i'll make it look better. Quote 11. Lava does no damage in map02 Both lava pools do damage, what source port are you using??? basically a crap ton of problems, but i'll fix them. Edited January 29, 2021 by The Bug 0 Quote Share this post Link to post
xvertigox Posted January 29, 2021 Looking forward to seeing how this progresses @The Bug If you need any tips or help with the mapping lemme know. 0 Quote Share this post Link to post
The Bug Posted January 29, 2021 Story - Doomguy is in hell, desperatly trying to find a way to escape. He's backtracking through levels, trying to find teleporters back to earth, when he sees an unfamiliar looking teleporter. No pentagrams, no signs of demons. Of course he steps through and apears in another dimension of some sorts, full of brightness and happyness? Doomguy spots a hoard of zombies and spiders, but realizes he left his weapons back at hell, he steals the bow from a skeleton and goes berserk on the other monsters. This time he won't be slaughtering demons, he'll be killing mobs. MINE AND CRAFT UNTIL IT IS DONE ! 0 Quote Share this post Link to post
Jaska Posted January 29, 2021 Just a thought. There is possibility to add dynamically changing environment: ZDoom forum link: "[ZScript] Destructible geometry material handler" https://forum.zdoom.org/viewtopic.php?f=105&t=63907 Gitlab link (See for tutorial): https://gitlab.com/dodopod/zscript-material Also there is possibility to use destructible cube 3d models for same kind of effect. Approach however is problematic for many reasons. For example you would have to copy&paste 64 models only to receive 8x8 plane etc. 1 Quote Share this post Link to post
The Bug Posted January 29, 2021 9 minutes ago, Jaska said: Just a thought. There is possibility to add dynamically changing environment: ZDoom forum link: "[ZScript] Destructible geometry material handler" https://forum.zdoom.org/viewtopic.php?f=105&t=63907 Gitlab link (See for tutorial): https://gitlab.com/dodopod/zscript-material Also there is possibility to use destructible cube 3d models for same kind of effect. Approach however is problematic for many reasons. For example you would have to copy&paste 64 models only to receive 8x8 plane etc. Woah ! Awesome, i'll try this out ! 0 Quote Share this post Link to post
The Bug Posted January 29, 2021 18 hours ago, xvertigox said: It's a bit shit that no one has commented on this yet so I played through it and jotted down my thoughts as I went. There's promise here but it's obviously very WIP. You'll need to look at the mapping critically, the maps are bland, short and boring to be honest. They work for a tech demo but for actual gameplay they're not great. The gameplay is very limited currently with only having melee enemies. The combat is purely one dimensional and lacks any dynamics. 1. Map01 - Invisible wall right at the start of the map - why? It's so unnatural, you need something else to block that path. 2. Map01 - Extremely simplistic and bare rooms/map. This map is basically a tech demo, not a proper map for release IMO. 3. Whats with the music? Shouldn't it be C418 tracks? Maybe it is and I'm just unfamiliar but I don't think so. 4. Mining in map04 is pretty cool, I like it. I think using a voxel or polyobject (maybe?) would be better than a sprite. 5. I like the sprites overall. They could use some cleaning up but they have a certain charm to them. 6. Lighting in map02 cave isn't great, you could definitely use more than 2 light levels to add depth. 7. Spider sprite needs to be cleaned up, has green pixels around the border. 8. I didn't have to mine the redstone block, I just picked it up and it sounded like a weapon/shotgun? 9. Small green spiders do no damage in their attack. 10. The monster spawner doesn't look great as a sprite, it may work better by using midtextures and making it an actual cube rather than a sprite. 11. Lava does no damage in map02 1. I want the overworld maps to nice and bright outside with a decent degree of non-linearity. 2. Seeing the nether would be dope, you could do some sick lighting setups there. 3. Gore, I wanna see the monsters really bleed. At the moment combat isn't very satisfying. 4. A crafting system would be sick. 5. Spooky ass caves to explore. here's some gore 1 Quote Share this post Link to post
PeceMan Posted January 29, 2021 Man I'm annoyed I wanted to make a minecraft wad, but you just had to come here and do it first 1 Quote Share this post Link to post
The Bug Posted January 29, 2021 Just now, PeceMan said: Man I'm annoyed I wanted to make a minecraft wad, but you just had to come here and do it first Don't worry there were tons of minecraft wads before me :D I just wanted to take my own spin on it ! 1 Quote Share this post Link to post
The Bug Posted January 29, 2021 Coming in the next version: A test map (not for gameplay, just for a demo) Doomguy holding the minecraft items Deleted the firework turret (too op in my opinion) BLOOD GUTS AND GOOORRREEEEE Removed herobrine 0 Quote Share this post Link to post
PeceMan Posted January 29, 2021 Made you a demo doomcraft-1.rar You can see how tempted i was to jump into the lava, to see what it would do Also i had no idea what the turret thing was, or the fact that you could punch ores to get stuff I like the fact that you start with exactly 64 arrows 0 Quote Share this post Link to post
Stahp Posted January 29, 2021 Amazing mod, looking forward to it. Now for the criticism, i think the maps should be longer, with less obvious secrets and more enemies, the first map can be completed in less than 10 seconds if you are fast enough. The other thing would be that arrows attack the enemy and bounce back to the player, it would be much more better if the arrows stayed attached to the enemy and as such could not be recovered (until the enemy is dead, although i don't know if that's possible) Also, maybe you should include a guide about the environment and stuff, like what does an iron block do? 2 Quote Share this post Link to post
smeghammer Posted January 29, 2021 My kids are obsessed with Minecraft and I made a couple of levels last year inspired by MC - no mods, just very cubical maps... Can your mod be applied as a gameplay mod? It would be nice to see if my maps work with actual MC tools. 1 Quote Share this post Link to post
The Bug Posted January 30, 2021 11 hours ago, smeghammer said: My kids are obsessed with Minecraft and I made a couple of levels last year inspired by MC - no mods, just very cubical maps... Can your mod be applied as a gameplay mod? It would be nice to see if my maps work with actual MC tools. Sure ! 1 Quote Share this post Link to post
The Bug Posted January 30, 2021 Alright i woke up recently, time to make some ajustments.. 0 Quote Share this post Link to post
The Bug Posted January 30, 2021 Okay What's new: Added an enchanted trident that flings you around Removed firework turret New weapon sprites with doomguy's hand More gore Removed herobrine 0 Quote Share this post Link to post
kajuzzz Posted January 30, 2021 17 hours ago, The Bug said: Coming in the next version: A test map (not for gameplay, just for a demo) Doomguy holding the minecraft items Deleted the firework turret (too op in my opinion) BLOOD GUTS AND GOOORRREEEEE Removed herobrine See youre copying notch 0 Quote Share this post Link to post
The Bug Posted January 30, 2021 2 minutes ago, kajuzzz said: learn how to use quotes please :/ 0 Quote Share this post Link to post
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