VirusType2
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- Joined
- Feb 3, 2005
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As you may know, I have been working on a Mod for Doom 3. I am tentatively calling this mod Doomsday, since I plan to have it available for download at midnight on 06-06-06.
This mod doesn't include any new levels but instead very many changes to the game including new particles and effects, textures, shaders, weapons, and hundreds of new sounds - among other things.
I had been working on it obsessively for about 6 months when I sort of finished it and became busy with other things.
One of the things I really wanted to do was add some monster variations. I tried many things for months but was unable to get it to work. I tried one last thing, and thought there was a good chance it would work but it didn't.
I must have quit the game, fixed it, but never tested it, because I was testing all the levels today, and the very place I inserted monsters in.. they were there! What a surprise.
It worked. What I will do is make some of the monsters look a little different. In the test, I created a stronger, tougher, different colored Imp. (click monster names for some images)
So now that I got it working, it will be easy to follow the same steps to have at least 2 variations for most of the monsters.
For example, a half-way invisible Pinky, like in Doom I & Doom II. The Pinky demon was a dog like creature. Some of them were almost invisible, like a translucent color. I have gotten this to work in Doom 3, so this will be one of the creatures, but now I don't have to replace the Pinky demon all together, I can have both.
I thought maybe adding a shadow wraith as well, with similar code.
*What I will do is have an evil bastard Zombie Security guard that will use and drop the new weapon (top secret)This guy will be tougher, sort of like a mini-boss. If you are any good at the game you shouldn't have any problem taking him down and getting the new weapon though.
*I will also create another new Zombie Security guard variation that will use and drop another new weapon when you kill him.
I thought I would include a new variation to the imp, which would be vicious and would look a bit different. It's fireballs would be more dangerous, and ...
I would also add a couple of different types of trites (spiders)
Some of the zombies will look different, with different uniforms
*some surprises
For enemies that already have several variations, like the imp and hell imp, I will be adding another type, not replacing either.
Near the end of the game, when you go to hell, you lose all of your weapons, so I will put the monsters that drop these new weapons after that level so you can obtain them again.
The new weapons are great, and a shit-load of fun, but they aren't super weapons. All of the weapons have their ups and downs, and these are no different. One of them has an extremely high rate of fire, but - as such, you go through the clip very quickly, and the clip is smaller. This one is one of my favorites in the game. It makes a bloody mess.
Anyway, I was just so pleased that I got this to work that I had to tell you guys. It was a great surprise since - like I said, I did it a couple of months ago but assumed it wouldn't work so I never tested that again. This was one of the reasons I stopped working on the mod. This was the last one big thing I wanted to do.
It works! :cheese:
I better get crackin'. I've got much to do.
This mod doesn't include any new levels but instead very many changes to the game including new particles and effects, textures, shaders, weapons, and hundreds of new sounds - among other things.
I had been working on it obsessively for about 6 months when I sort of finished it and became busy with other things.
One of the things I really wanted to do was add some monster variations. I tried many things for months but was unable to get it to work. I tried one last thing, and thought there was a good chance it would work but it didn't.
I must have quit the game, fixed it, but never tested it, because I was testing all the levels today, and the very place I inserted monsters in.. they were there! What a surprise.
It worked. What I will do is make some of the monsters look a little different. In the test, I created a stronger, tougher, different colored Imp. (click monster names for some images)
So now that I got it working, it will be easy to follow the same steps to have at least 2 variations for most of the monsters.
For example, a half-way invisible Pinky, like in Doom I & Doom II. The Pinky demon was a dog like creature. Some of them were almost invisible, like a translucent color. I have gotten this to work in Doom 3, so this will be one of the creatures, but now I don't have to replace the Pinky demon all together, I can have both.
I thought maybe adding a shadow wraith as well, with similar code.
*What I will do is have an evil bastard Zombie Security guard that will use and drop the new weapon (top secret)This guy will be tougher, sort of like a mini-boss. If you are any good at the game you shouldn't have any problem taking him down and getting the new weapon though.
*I will also create another new Zombie Security guard variation that will use and drop another new weapon when you kill him.
I thought I would include a new variation to the imp, which would be vicious and would look a bit different. It's fireballs would be more dangerous, and ...
I would also add a couple of different types of trites (spiders)
Some of the zombies will look different, with different uniforms
*some surprises
For enemies that already have several variations, like the imp and hell imp, I will be adding another type, not replacing either.
Near the end of the game, when you go to hell, you lose all of your weapons, so I will put the monsters that drop these new weapons after that level so you can obtain them again.
The new weapons are great, and a shit-load of fun, but they aren't super weapons. All of the weapons have their ups and downs, and these are no different. One of them has an extremely high rate of fire, but - as such, you go through the clip very quickly, and the clip is smaller. This one is one of my favorites in the game. It makes a bloody mess.
Anyway, I was just so pleased that I got this to work that I had to tell you guys. It was a great surprise since - like I said, I did it a couple of months ago but assumed it wouldn't work so I never tested that again. This was one of the reasons I stopped working on the mod. This was the last one big thing I wanted to do.
It works! :cheese:
I better get crackin'. I've got much to do.