That's some interesting project! Here is something I'd like to change.
* Sounds:
- "argh" sound a player makes when landing is fucking ridiculuos and must be replaced over boots hitting the ground sound.
* Music:
- loosely original based MIDI version approximations should be used.
* Weapons:
- pistol is Doom 2016 and must go away;
- all weapons must correspond to Doom Eternal;
- all weapons must have 2 options per number like you press "2" you get a nade launcher mod, you press "2" again it gets you a full auto mod;
- I'd prefer all guns to be fully upgraded like in DLC campaigns and all done in accordance to that DLC regarding rate of fire, damage, speed etc;
- you may hide UI in Doom Eternal to rip the guns better;
- Doom 3 SMG must go away;
- Chainsaw must not be a weapon but be called with an additional key "C" to saw enemies and rip their health, armor and ammo.
* Gameplay
- the movement code needs to get changed and the best thing I can think of you can base of is Project Brutality 3, it has ledge climbing, double jumping and even a pseudo-dash (it's not a dash the way you know it in Doom Eternal though!);
- climb surfaces with scratches must be implemented, they pull the player in as soon as it comes closer to the range of a use key "E". Perhaps the best thing that can be done here is to create a couple of 3D models, shaped and textured differently, put them on actors that would trigger a scripted action;
- jump pads need to impelemented, perhaps actor based ones are again the best idea.
* Monsters:
- monsters must pursue players more agressively and have an ability to jump to a certain height and jump off the ladders;
- fatalities you may also record straight out of the game and use short animated, PNG compressed series of such frames.
* Maps:
- need to be more vertical and 3D. GZDoom may get us some really nice options like 3D floors and stacked sectors and even 3D models with supporting "collision" actors, so in this regard it's a thing to worry about later.
* Skyboxes:
- My Hell Renaissance mapset makes a heavy usage of "Andrew "A-Bomb" Matzureff" "Dynamic SkyBox" ACS script and it could get really useful.
* Sounds:
- "argh" sound a player makes when landing is fucking ridiculuos and must be replaced over boots hitting the ground sound.
* Music:
- loosely original based MIDI version approximations should be used.
* Weapons:
- pistol is Doom 2016 and must go away;
- all weapons must correspond to Doom Eternal;
- all weapons must have 2 options per number like you press "2" you get a nade launcher mod, you press "2" again it gets you a full auto mod;
- I'd prefer all guns to be fully upgraded like in DLC campaigns and all done in accordance to that DLC regarding rate of fire, damage, speed etc;
- you may hide UI in Doom Eternal to rip the guns better;
- Doom 3 SMG must go away;
- Chainsaw must not be a weapon but be called with an additional key "C" to saw enemies and rip their health, armor and ammo.
* Gameplay
- the movement code needs to get changed and the best thing I can think of you can base of is Project Brutality 3, it has ledge climbing, double jumping and even a pseudo-dash (it's not a dash the way you know it in Doom Eternal though!);
- climb surfaces with scratches must be implemented, they pull the player in as soon as it comes closer to the range of a use key "E". Perhaps the best thing that can be done here is to create a couple of 3D models, shaped and textured differently, put them on actors that would trigger a scripted action;
- jump pads need to impelemented, perhaps actor based ones are again the best idea.
* Monsters:
- monsters must pursue players more agressively and have an ability to jump to a certain height and jump off the ladders;
- fatalities you may also record straight out of the game and use short animated, PNG compressed series of such frames.
* Maps:
- need to be more vertical and 3D. GZDoom may get us some really nice options like 3D floors and stacked sectors and even 3D models with supporting "collision" actors, so in this regard it's a thing to worry about later.
* Skyboxes:
- My Hell Renaissance mapset makes a heavy usage of "Andrew "A-Bomb" Matzureff" "Dynamic SkyBox" ACS script and it could get really useful.
Statistics: Posted by Darkcrafter — Fri Apr 05, 2024 11:11 am