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DrPyspy

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  1. Got an update ready for my map! Just to be safe, I kept all references to E1M6 instead of swapping it to E1M2, but let me know if this should be changed. Tested for 100% completion, but there's always the chance for map gremlins. Lemme know how this works out! DrPyspy_TomsHalls_E1M6_a2.zip
  2. Just so there isn't any confusion, I should note that the PSX and N64 soundtracks will both be included! Additional original in-game tracks will be provided either on the first release or in future updates, depending on how things go. It's coming along! The Terraformer and the texture set have almost reached completion, and the Icon of Sin just got its sounds finished yesterday by @Cardboard Marty! I've just got to hunt down a bunch of mapsets that have the Icon of Sin so I can make sure he is generally compatible with different setups. The weapons are pretty much ready, aside from the Unmaker which I haven't started on at all (aside from porting over the lasers for the Spider Mastermind.) As for monsters, all but two are ready to go! For the most part, maps just receive procedural retextures and Doom 64-style colored lighting (alongside the new lighting effects), but some maps will get some extra touchups, including fixes for softlocks and bugs, and occasional additions to shake things up. These are all handled on the fly by the ~TERRAFORMER~, so no modified map files are required! There is another feature regarding maps that I haven't let any details loose on yet, but I'll be posting about it in the near future. As for the Wolfenstein SS and the Keen... 🤫
  3. Thanks! I do have some thoughts on these weapons: Spray Rifle - The way I interpreted the description in the Doom Bible makes it seem very similar to the SSG, and I'm not super keen on having weapons overlap like that. However, I have also considered adapting it as some sort of auto-shotgun type weapon that uses clip ammo... 🤔 It could be a cool weapon to add to the Rifle slot, and it'd be a great opportunity to use the other Machine Gun design. Probjectile - Most of the ideas I've had for this weapon have unintentionally trapped it within 'joke weapon' territory. 😔 It'd be a fun addition if I could get it to feel like a natural addition to the arsenal, but I don't want it to feel like a bloaty addition. Homing Missiles - Something I haven't really thought about and don't have any plans for at the moment. If I suddenly think of a cool way to implement them without having them feel too 'extra' as an addition, then perhaps...! The most likely future addition is either the Spray Rifle or the Probjectile to round out the Rifle slot (or maybe both..!) For now, however, I think the arsenal is in a good spot.
  4. HELL YEAH! I love the vibes of this mod! The little bits and changes all come together to make me feel like I'm playing Doom on a different engine, and the attention to detail is fantastic. Glad to see it here!
  5. Time for some new updates! Here is a look at the SPIDER MASTERMIND: Featuring a new set of original sounds by @Cardboard Marty and LASERS!!! There are also some other cool updates, such as: And finally, you can check out the all-new Doom 64: Unseen Evil theme down below! It is very baller.
  6. I was actually working on an interpretation of the concept art Revenant back in 2019 for a different project! It used the Doom 64 Revenant as a base, but I wasn't 100% happy with how it was turning out. I'll probably return to him someday! Unfortunately, +FLATSPRITE is out of the question for a couple reasons 😔 The main reason is that +FLATSPRITE does not work at all in software rendering, and I'm lookin' to keep support for that. As for the Dark Claw (and the Unmaker by extension), it is already pretty ill-advised to try to use it against enemies that drop souls, due to the heavily reduced damage output. I'm not sure if there needs to be any more mechanics to steer players away from running it all the time, especially in cases where zombies become less common in later parts of the game. The Chaingun is a trickier one. I'm pretty happy with how it is at the moment, as I feel it's a good SSG-style counterpart to the Machine Gun, with its heavy damage output and larger commitment, both in terms of time and ammo. If you choose to fully commit to it during a particular encounter, you trade off a lot of clip ammo for a bit more safety and more stunlocking. It also helps with controlling a small crowd SSG-style, but is highly risky to start up if you're in a particularly cramped fight. I worry that letting the player have a higher level of control with it (i.e. revving it up) would make it too powerful, especially in those close-up fights. Removing that wind-up Wolf 3D-style would have a similar effect. I feel forcing commitment by giving it the Plasma Rifle cooldown would be less fun than letting the player decide if a fight is worth the wind-up and the ammo commitment. I have thought about silent melee weapons, but for the time being I'm sticking with noisy ones, just in case an encounter is designed around waking up enemies without a gun on hand. Thanks for the feedback!
  7. I have considered it! The main bottleneck would be incorporating the same change over to the player sprites, the helmeted variants of the zombies, and the Former Lieutenant (who is also missing a helmeted variant!) Luckily, the Imp would be a lot simpler to bring over. This would also involve renaming the spritesets to use some new names that wouldn't conflict with any DEHACKED Former Human/Imp modifications, but hopefully it shouldn't be too much of an issue. Thanks for the feedback! I do have some responses and questions. Do you have decals disabled? If so, this could be the reason you don't see the Blobs. Doom Delta already suppresses most other sources of decals (though some may have leaked through) to retain the vanilla-ish vibe, so I very much recommend enabling decals when playing Doom Delta. I'll have to deep-dive into the rad suit issue. The Doom Delta replacement is pretty much 1:1 to GZDoom's default (with the exception of a tag being added for pickup message purposes) so I suspect either a weird shield damage override issue, or something related to the playerclasses' damage override code. If you can supply which character and map you have experienced this issue on, let me know! These are still responses and questions, however I'm adding the break here to match up with the original post lol An option for the hitsounds can be added! The Dark Claw and the Unmaker have been very tricky to balance. At some point, the Dark Claw only used one soul per shot, which is crazy! I'd like to avoid leaving the soul drops up to chance, since a lot of Doom Delta is designed around the new content spawning consistently. I can look into some other things, though, like rebalancing the ammo usage. I've also considered moving away from GZDoom's ripper projectile logic and homebrewing my own, since it can be very unpredictable with damage and larger monsters, but we'll see! Unfortunately, there's not a whole lot that can be done about the helmet HUD blocking things, aside from lowering the mouthpiece in the settings. There used to be a feature that raised the weapon in the helmet HUD specifically, but it ended up looking super weird. I personally don't mind it too much, but I'll keep it in mind. I'm currently experimenting with conditionally overriding the text screens in Doom 64: Unseen Evil, and the system seems to work decently so far, but I'm not sure if I'd bring such a thing over to Doom Delta yet. Could be nifty! I'd be interested in adding some powerup icons to the HUD! The screen blends are a bit trickier. I find the screen blends to be a bit overwhelming even in vanilla Doom, especially if you've got a lot of powerups at once, but I haven't yet found a solution I like that still fits the vanilla-ish vibe. After doing some testing with the light goggles, it seems the effect is oddly diminished in extremely dark sectors, which didn't happen in my initial implementation 🤔 I'll look into making sure it is properly effective in super dark sectors, and potentially look into an optional setting to restore the behavior to the vanilla behavior.
  8. No worries on the delay, thanks for the feedback! Glad to hear you enjoyed it. I'll have a new version uploaded with changes made soon.
  9. Really nice to finally see a clear image of the... cyber demon? I really dig his design, and I guess we've got a name now, too!
  10. At the moment, the lighting system works off of predefined colors for specific textures, with added modifiers and restrictions based on what surfaces affect it (liquid flats will leak their sector color out onto adjacent sectors based on how similar they are to the reference sector, some sector colors have more priority over others, etc.) I may consider doing a fallback palette! Currently, the primary focus is on vanilla Doom and Doom II, but I do want to branch out to supporting more mapsets, especially ones with custom textures.
  11. Got the first version of my map ready! I'm currently calling it the Enlisted Quarters, where the marines eat, sleep, and do some other third thing. I put together an edit of un20 (the Man in the Box midi) just for this map, which is included in the wad. Currently, there is an issue with some monsters occasionally teleporting in very late, causing some annoying backtracking if they slip up and you're aiming for 100% kills, but I'm hoping to rectify that in a future version. DrPyspy_TomsHalls_E1M6_a1.zip
  12. Doom Delta v3.0.1 is out NOW! The doll sprites look a bit nicer and no longer cut off at the edges of the screen, and some wonky sprite conflicts in KDiKDiZD were fixed. The Plasma Rifle is now closer to its vanilla counterpart, which should help with some nastier ambushes. Download at the WEBZONE! NOW!
  13. I'd recognize that marching skeleton anywhere 👀 I'll have to check this out!
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