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edypagaza

[WIP] Doom: Eternal Slayer (v04 RELEASE)!!!!

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This is the new gameplay never seen in the classic Doom. Completly 3D player model with cool animations to hack n' slash the monsters in many ways, adding an exclusive experience for doom players that will taste the best of the gameplays in the doom modding community.

This is the early version of the mod, this mod will contain 3 melee weapons and the the original weapons from Doom II, but in the new styled way.
So, practicaly this is the base of the mod. Also, will contain an exclusive boss fight with the marauder and icon of sin. But will take some time to release it.

 


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Attack: Normal Attacks
Alt Attack: Heavy Attacks
Mouse Wheel: Lock on
Shift: Dashes
Spacebar: Jump

 


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Crucible:
An artifact from Argent D'Nur which wields mysterious control over the Argent energy reserves of Hell, capable of shutting down—and apparently reactivating—the source of that energy known as the Well.

Movelist:
Crucible Combo 1: A1+A1+A1+A1+A2
Crucible Combo 2: A2+A2+A2
Crucible Combo 3: A1+A2+A2+A2
Crucible Combo 4: A1+A1+A2+A2
Aerial Rave: A1+A1+A1
Helm breaker: Jump+A2
Stinger: Dash Forward+A1
Lateral Slash: Dash (Forward|Left|Right)+(A1|A2)
High Time: Dash Backward+(A1|A2)
 

Spoiler

Night Sentinel Spear: [TBA]
Marauder Axe: [TBA]
Fists: [TBA]

 


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UAC EMG [NEW]:
It is a small directed energy weapon based on plasma gel - called energy-matter-gel. Four megawatts of Argent energy are compressed into a kinetic slug.

Super Shotgun [NEW]:
Appears to be of Earthly design, the meat hook is composed of metals not native to Earth, suggesting it may have been made on another world.

 

Spoiler

Super Shotgun:[TBA]
Assault Rifle:[TBA]
Rocket Launcher:[TBA]
Plasma Rifle:[TBA]
BFG:[TBA]

 


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The powerups are the same like Doom II, so no big changes in this...for the moment.


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Thanks to Nash for his motion blur effect and his wonderful plugin of md3 exporter of Blender
Rachael for gamma clean.
Cherno for simsun effect.
FinnGamer for helping out with 3d models.
Zanieon some tips of using 3d models.

CHANGELOG:

 

Spoiler

[v01a]:
-Release of the mod for alpha testers.

[v02a]:
-Added motion blur option.
-Added holding jump will jump higher.
-Added new attack, the stinger.
-Adjusted dashes movement.
-Stylish points for some monsters adjusted.
   Zombiemen       10pts
   ShotgunGuys            12pts
   ChaingunGuys            15pts
   Imps          15pts
   Demons          15pts
   
-Fixed Demon that sometimes it's unable to kill it.
-Cacodemons and PainElementals now doesn't go further when sending away.
-Added NODROPOFF flag to Spiders Mastermind and Cyberdemons.

[v03a]:
+Added Pistol and Super Shotgun weapons as secundary weapon.
 Holding "left ctrl (default)".
+Added a separated HP and AP bar when above of 100.
+Added Score system, it's optional until future versions.
+Added HUD to status bar normal.
+Added lights to decoratives objects.
+Added some lights effects to slashes of Crucible.
+Added a flickerlight to the player with the Crucible.
+Added health essences, the monsters drops this to recover your hp.
+Added sprite shadows to the monsters, credits to Nash.
+Added a message in the middle of screen when picking up cards and skulls.
+Added switchable method to fire arms, "Q" for pistol and "E" for super shotgun.
+Added 3 difficulty levels:
 Hurt me Plenty (normal).
 Ultra violence(hard).
 Nightmare(very hard).
-Texture of Doomguy are now with better graphics, thanks to HAL9000.
-Stylish points adjusted for more monsters.
-Stylish bar now draws for every styilish rank.
-Score scales by stylish rank; higher rank, get higher score.
-Stylish points taken by how much damage you recieve from monsters.
-Fixed enemies that constantly attacks even you aren't in range.
-Fixed value of SimSun shader, now looks even better.
-Balances for crucible attacks.
-Changed the combo scheme to Crucible, now the first two attacks from
 normal attacks, are high attacks and the first two high attacks, are now
 normal attacks.
-Fixed dashes moves, when dashing and attacking, you still in invulnerability
 until finishing the whole combo.
-Balances for some monsters.



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If you liked the first impression of this mod, i would be grateful if you support me with this mod
to finish and release it  as soon as possible with the new weapons.
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https://www.patreon.com/zheg

You can follow my Facebook page here:
https://www.facebook.com/zheg.gaming
Twitter:
https://twitter.com/Zheg_Gaming
Youtube:
https://www.youtube.com/user/edypagaza



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Edited by zheg

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Mod looks very cool, although I wonder why you'd position the Doomslayer to the left of the screen instead of putting him on the center. I find that potentially confusing for most people, including me.
Otherwise, this is amazing!

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Putting he in middle blocks alot of visibility, was intended to be like there but its fits better to the left.

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This looks really neat! Kind of wish there was a way to do air juggles like in Devil May Cry.

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On 5/23/2020 at 1:18 PM, zheg said:

Putting he in middle blocks alot of visibility, was intended to be like there but its fits better to the left.

It depends on how and what exactly you place on the screen. And from the location and capability of the camera.

 

Spoiler

 

 

 

 

For more staginess, you can add slow-mo and fatalities as in Brutal Doom.   

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i uploaded the newest and final alpha version, so the next release will be beta with alot of new content, this will take like a pair of months so dont expect an update in this time, maybe hotfixes.
so enjoy!

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From what i've seen from the video alone, this has the potential to be one of the greats in terms of gameplay mods. Good luck on the development going forward!

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Decided to do a map specially for this mod. Just for lulz

 

UPD 25.06.20:

 

Edited by Deⓧiaz : New video

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