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GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


Yes, that's right, Doom The Arcade Game. It's a mod for ZDoom, and the basic premise is that it is trying to recreate Doom, but with the feel of an arcade game. How? Thanks to ACS, there's a time limit to every map which is increased through various means, like killing enemies, collecting weapons and powerups, etc. The current map I am working on is just an experiment, and depending on how well it goes will depend on how much effort I put in to the project. The site for it can be found at http://www.geocities.com/gooberman_...nds/doom_arcade, where I have posted several screenshots and a little bit more information about it.
Adios for now

Old Post 08-27-01 14:42 #
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Jayextee
Darth Jrrr


Posts: 1250
Registered: 10-00


Wow, that sounds cool.

Actually, I contemplated doing that myself, but kinda making a 'Robotron Doom' (I love the game) - but didn't because I thought I'd be the only one that would go for it.

Nice thinking there, I'm game! >:)

Old Post 08-27-01 20:11 #
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sirjuddington
Slade doesn't mean what it used to


Posts: 1405
Registered: 05-00


When it's finished, I'll try it for sure. :)

Cool menu at the site! I think I might look at the source, I've always wanted to know how to play sounds with JavaScript...

Old Post 08-31-01 11:55 #
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GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


Go ahead, the source is there for the taking... just gotta do some work on it to get it working for nutscrape crapigator (I dun have it installed so I couldn't be bothered getting it working)

Old Post 09-01-01 09:55 #
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CacodemonLeader
Powerslave Fanatic


Posts: 367
Registered: 06-01



Yes, that's right, Doom The Arcade Game. It's a mod for ZDoom, and the basic premise is that it is trying to recreate Doom, but with the feel of an arcade game. How? Thanks to ACS, there's a time limit to every map which is increased through various means, like killing enemies, collecting weapons and powerups, etc. The current map I am working on is just an experiment, and depending on how well it goes will depend on how much effort I put in to the project. The site for it can be found at http://www.geocities.com/gooberman_...nds/doom_arcade, where I have posted several screenshots and a little bit more information about it.
Adios for now


Could you make it so that you face a boss at the end of each level?

Old Post 09-01-01 18:20 #
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doomsick
no need for a title.


Posts: 546
Registered: 01-01


doom arcade?!
/me gets pocket full of tokens, looks for slot on computer

Old Post 09-01-01 18:53 #
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GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


I have plans along the lines of that already... for each level I make, I'll be gradually introducing the higher class enemies until I have introduced them all. Not every level will have a boss - some might have a big fight that you need to survive, others might have a puzzle to work out (heh, just got an idea - kill the demons in the correct order... wonder how that'll go...), but there will *******ely be an end of level challenge at the end of every level.

Old Post 09-02-01 01:52 #
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GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


I also have another version of that menu that I wrote... When you click on some menu items you will be taken in to a sub-menu... I cut it down for the menu on that site because it just didn't need it.

Old Post 09-02-01 01:54 #
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Crendowing
I've lost my unbanned status....I couldn't be happier :P


Posts: 2722
Registered: 01-01


Bah.......Doom4Win is almost like that, in terms of score and all. However, one idea that I think would kick ass is if id really DID make an acrade version. What I can envision is a mix between D4W and Doom3D, and maybe a little bit advanced AI to go with it, maybe have multiple screens for multiplayer mode (like the Time Crisis games).

Anybody that thinks my idea is a load of crap may blast me into cyber-oblivion. Believe me, it won't be the first time.

Old Post 09-02-01 20:37 #
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GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


Yeah, but Doom4Win was just a sourceport with a high score table, basically the same amount of use as the Wolf3D score table... I have been toying with the multiplayer idea for a couple of weeks, but I'm not quite sure how I'll make it work yet. If the first map I release gets good feedback, perhaps I might delve in to making a source mod for it (a high score table will be useless in ZDoom ACS as the scores won't be saved, and currently ZDoom does not have split screen multiplayer), but chances are that won't happen. This mod is only meant to be a bit of a diversion from the norm, and it's a side project to another mod I'm working on (see the Doom Chronicles link down the bottom), so I don't want to get too serious (unless it proves to be extremely popular, in that case Doom Chronicles may become the side project).

Old Post 09-03-01 05:32 #
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GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


Is anyone interesting in giving what I have a little test? I mainly want the difficulty modes tested at the moment, as I am trying to get the right values for killing the various monsters. The map is still growing though... every time I complete one section and plan on moving to the next, I decide to add an offshoot to that section to make the map even bigger... so this is in no way near complete.

Old Post 09-06-01 03:08 #
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Submerge
Dumboy traded my soul for pogs


Posts: 1520
Registered: 03-01


If someone made robotron doom, they should make it so that the player is always shooting.

I have a copy of robotron called llamatron, where the player is a llama, and you have to rescue camels and sheep.

Old Post 09-06-01 12:33 #
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