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/vr/ - Retro Games

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>> No.6857708 [View]
File: 375 KB, 1280x720, Screenshot_Doom_20200628_012724.png [View same] [iqdb] [saucenao] [google]
6857708

>>6855638
Immoral Conduct was a gameplay mod made by a guy named Cory Whittle. It was a really ambitious and cool mod from the early days of more advanced gameplay mods, it ran on Edge, because ZDoom didn't have anything like Decorate at the time. You could *almost* call it the Hideous Destructor of its day, given the attention to detail for things like ejecting spent casings, gunsmoke, fragments and shrapnel from explosions, lighting up darkness with emergency flares, bouncing grenades, partial item pickups, the higher lethality of enemies, etc. It's more realistic than stock Doom, and basically most other mods at the time, however you're still playing a fast run & gun shooter where you can dual-wield Uzis.

I've always liked it a lot, though being from like 2003 or so, it's pretty dated in some ways, and the arsenal of guns is actually pretty bloated, some guns feeling less like they're added because they would fill a good functional niche, and more just for the novelty of having a lot of (at the time) advanced and impressive weapons, some are even really clunky and awkward to use, like the Minigun. One of the things I've been working at is to consolidate the arsenal and make it a little more practical (and also making enemies tougher to compensate), and making centered weapons.

You can find a download of the original here:
https://forum.zdoom.org/viewtopic.php?f=43&t=48036
It also has a Decorate recreation made for GzDoom (you load it with the old .wad for its assets), which for the most part is very faithful, though it lacks a few things due to GzDoom limitations. Primarily, it doesn't have the friendly helper marines of the original Special Edition for Edge, which would replace stuff like Megaspheres, though I always thought this was one of the most awkward additions to IC, and I don't particularly lament their absence.
I've been using this Decorate recreation as a base for what I've been working on for a long time (with O. Hakubi's permission).

>> No.6688048 [View]
File: 375 KB, 1280x720, Screenshot_Doom_20200628_012724.png [View same] [iqdb] [saucenao] [google]
6688048

>>6686943
I got back to work on it, started redoing the satchel charges as Dynamite, and rehauled the graphics for the carbine (thanks to Marrub for polishing the centered frames), and gave it a much better (and faster) reload sequence, also redid the muzzleflash on the M1.
Thing is that the 2048 map project came around, so the last month I've been hyper focused on that, and it's been really fun, I've never actually made proper maps before, with a focus on gameplay and all.

I'm looking forward to doing testing with it on the finished map pack, since some of the encounters I've made demand the use of the BFG9000, I have to get to work on its replacement.

>> No.6555174 [View]
File: 375 KB, 1280x720, Screenshot_Doom_20200628_012724.png [View same] [iqdb] [saucenao] [google]
6555174

>>6555168
Shitloads of things, mostly code, because it's more fun (and easier) for me to do graphics and visuals. I'd say that I have like 70% of all the graphics I need already done, because I'll get an idea or remember a thing I should do, and get to work on the gfx, but then drag my feet on implementation.

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