doomero-21 Posted January 2, 2008 this megawad ( in progress) , team DDP ( Doomero and Demmon Proyect ) is working in this mod...a total convertion only for skulltag port. DDP team members: Doomero ( boss) Demmon (boss) Lukas Deimos Anomaly influences: WAD bf-cdoom for edge by "Blackfish" ( weapons sprites) wwdiaz.wad (decorate reloading, energy progress and pain sound configuration) doom3 weapons zdoom (decorate information) zendinamic.wad ( decorate for the shield+gun) ninjaduel.wad (decorate and sprites for the smoke grenade) cs textures by "xaver nl" from skulltag forum playerfootstep.wad by my friend Demmon half life model viewer ( for the new guns) paint ( simple to capture the rips **) zd gamerecorder ( the videos) zdoom 2.17 and zdoom 2.18 ( skulltag not support the zdoom 2.18 get) the Doomero`S Brain ( for make any decorate configuration and new utilities ) LOL ! Well the description : this wad have: for the moment: 32 weapons..but increase the number every day.... cs skins: 5 terrorist 5 counterterrorist neutral skin ( replace marine) cs maps: for the moment 6 maps...but the mission is between 20-30 cs maps. map01: "assault" by Lukas map02: "almacen" by Doomero map03: "D_train" by Doomero map04: "pf_dust" by Doomero map05: "de_dust" by Demmon map06: "the cell" by Lukas maybe the crouche button is a deal....i try to talk the skulltag administrators for this porblem. new weapons: bf-cdoom haved 26 weapons and i add new weapons: new knife: is the same of cs 1.6 smoke grenade usp with the selencer (by blacfish) and the usp normnal ( modificate by doomero) maverick with silencer (by blackfish) and the maverick normal (by doomero) shield+knife shield+ desert eagle shield+p228 (progress) shield+glock18(in porgress) shield+usp(in porgress) shield+fiveseven ( in progress) super magnum rifle (in progress) detonador or bomb ( maybe ) flashbang ( maybe) infrared google ( maybe) this mod is not dm, team dm, coop, ctf, etc..... is a new game mod...the mode team games is the best choice for skulltag...... the team is working to make the buy menu....but is a dificult job % progress : 74% the ultimate video : see this video please http://es.youtube.com/watch?v=8Tp5jte9j88 0 Share this post Link to post
Vegeta Posted January 2, 2008 Looks better than what I expected it's very smooth, still everything looks ripped, I'd prefer new weapon sprites made by scratch, or edited from other game made with sprites, and skins made from scratch or by editing sprites. Then again, if I want a true CS experience I play CS. I worked in DOOM 2.5 (the original DOOM 3 in DOOM 2, designed for edge then ruined in a conversion to Skulltag/Zdoom), and I think I understand a bit the point of this mod, still I find it very different as DOOM 3 is part of the same series as DOOM 2 so it has some sense to translate it into the classic universe with a mixture of both gameplay styles. Also because of the big system requirements (for these days), it was a good opportunity to play some DOOM 3 for these who couldn't play the original thing (I couldn't at the time, then dropped my interest on the mod once I could), also the weapon sprites used special work from the sprite artist, and the monsters while not so nice looking as the sprites, were pure sprites, not ripped models converted into sprites. This mod is just an adaption of a game from a different series, with minimal system requirements (for todays standards), and ripped models converted into sprites without major work in the adaption. 0 Share this post Link to post
doomero-21 Posted January 2, 2008 well is your opinion, i see others cs mod for doom ( counterdoom or counter ctf) and i think this : a total convertion not exist, and a friend send me the bfcdoom, doom3 weapons zdoom, cs textures and i started to making this tc, later i call Demmon and join me.....Lukas and Deimos too...the wad have more of 3000 sprites because the animation movement sprite is very specific ..for example: p90 have 120 sprites kmump have more of 150 sprites shield + usp have more of 110 the weapons mod only have 42,5 mb for the moment the skins maybe 22mb cs maps maybe 15 mb 42,5+22+15 = lol but is not important the weight....the jugability and the animations or dinamics of the sprites , textures or skisn is the more important... 0 Share this post Link to post
SyntherAugustus Posted January 2, 2008 LOL you're using every one of those cs-doom sprites? Those sprites in total are 30mb alone you know. Have fun with it. 0 Share this post Link to post
doomero-21 Posted January 2, 2008 lol, lol, lol... i show you a decorate : //***********RIFLE2***********\\ ACTOR MAGNUM-RIFLE : Weapon replaces PlasmaRifle 2006 { +AMMO_OPTIONAL Inventory.PickupMessage "Un rifle, mi punteria sera buena?!" Inventory.PickupSound "misc/d3pickup" Weapon.SelectionOrder 9500 Weapon.AmmoType2 "Befa2" Weapon.AmmoType1 "BefaHolder" Weapon.AmmoGive2 30 Weapon.AmmoGive1 30 Weapon.AmmoUse1 1 Weapon.Kickback 10 Scale 0.25 AttackSound "weapons/awp1" States { Spawn: PICK D -1 LOOP Ready: MIRA A 1 A_WeaponReady LOOP Deselect: C3RA A 0 A_Lower LOOP Select: SISG A 0 A_PlaySound("weapons/pstlu") AWPA ABCDEFGHIJKLMNOPQRSTU 1 A_WeaponReady Goto Ready Fire: C3RA A 0 A_JumpIfInventory("BefaHolder", 0, 1) C3RA A 0 A_JumpIfInventory("BefaHolder", 1, 5) C3RA A 0 A_JumpIfInventory("Befa2", 0, 1) C3RA A 0 A_JumpIfInventory("Befa2", 1, 2) SISG A 0 Goto Ready SISG A 0 Goto AltFire MIRA A 8 A_GunFlash C3FA B 1 C3FA C 1 C3FA D 1 C3FA E 1 C3FA F 1 C3FA G 1 CFFA H 1 C3FA I 1 C3FA J 1 C3FA K 1 C3FA L 1 C3FA M 1 C3FA N 1 C3FA O 1 C3FA P 1 C3FA Q 1 C3FA R 1 C3FA S 1 A_PlaySound("weapons/d3bfgx") C3FA T 1 C3FA U 1 C3FA V 1 C3FA W 1 C3FA X 1 C3FA Y 1 C3FA Z 1 C3FB A 1 C3FB B 1 C3FB C 1 C3FB D 1 C3FB E 1 C3FB F 1 C3FB G 1 C3FB H 1 C3FB I 1 C3FB J 1 C3FB K 1 C3FB L 1 C3FB M 1 C3FB N 1 Goto Ready AltFire: C3RA A 0 C3RA A 0 A_JumpIfInventory("BefaHolder", 8, 2) C3RA A 0 A_JumpIfInventory("Befa2", 0, 1) C3RA A 0 A_JumpIfInventory("Befa2", 1, 2) C3RA A 0 Goto Ready C3RA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 SISG A 0 A_JumpIfInventory("BefaHolder", 8, 14) SISG A 0 A_JumpIfInventory("Befa2", 1, 2) SISG A 0 Goto AltFire+26 C3RB C 0 A_PlaySound("weapons/d3plasmar") C3RB C 0 A_TakeInventory("Befa2", 10) C3RB C 0 A_GiveInventory("BefaHolder", 10) D3SR A 0 A_JumpIfInventory("BefaHolder", 1, 1) Goto AltFire+12 C3RB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 C3RC A 1 C3RC B 1 C3RC C 1 C3RC D 1 C3RC EFGHIJK 1 C3RC L 1 A_PlaySound("D3ShockWave") C3RC MNOPQRSTUVWXYZ 1 C3RD ABCDEFGH 1 Goto Ready Flash: D3SF A 0 D3SF A 3 A_FireBullets(4, 4, 1, 250, "BulletPuff", 300) stop } } ACTOR Befa2 : Ammo { +ALWAYSPICKUP Inventory.Amount 2 Inventory.MaxAmount 10 Ammo.BackpackAmount 16 Ammo.BackpackMaxAmount 20 Inventory.PickupMessage "municion de rifle, coño!." Inventory.Icon CELPA0 States { Spawn: // CELP A -1 D3S1 A 1024 Stop } } ACTOR BefaHolder : Ammo { Inventory.Amount 0 Inventory.MaxAmount 10 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 10 Inventory.Icon CELPA0 } ACTOR Befa : Befa2 17 { Inventory.Amount 12 Inventory.PickupMessage "esto para el rifle sera una bendicion" Inventory.PickupSound "misc/a_pkup" States { Spawn: CELP A -1 LOOP } } lol a decorate very complex ** this is the decorate of the magnum rifle the weapon more powerfull, but the super magnum rifle can be the most powerfull .....well...now i am working ..the shield+fiveseven...HAVE MORE OF 120 SPRITES LOL ** 0 Share this post Link to post
SyntherAugustus Posted January 2, 2008 C3FA B 1 C3FA C 1 C3FA D 1 C3FA E 1 C3FA F 1 C3FA G 1 CFFA H 1 C3FA I 1 C3FA J 1 C3FA K 1 C3FA L 1 C3FA M 1 C3FA N 1 C3FA O 1 C3FA P 1 C3FA Q 1 C3FA R 1 C3FA S 1 A_PlaySound("weapons/d3bfgx") could be C3FA BCDEFGHIJKLMNOPQR 1 C3FA S 1 A_PlaySound("weapons/d3bfgx") 0 Share this post Link to post
doomero-21 Posted January 2, 2008 yea, you right, is more confortable, this is the one decorate with this "lolazo" 0 Share this post Link to post
Jim Rainer Posted January 2, 2008 Frankly, I don't give a shit how large the file is. I got DSL and a 160 Gig hard drive. This looks fucking amazing. The only problem I see that really sticks out is a lack of consistency in the muzzle flare. And since it's in skulltag, maybe it'll actually work, unlike the edge version. You also need to fix the sound error that cuts out the "fire in the hole" speech when the grenade is thrown. By the way, any possibility of melee attacks? 0 Share this post Link to post
doomero-21 Posted January 2, 2008 i know "fire on the...." is true, i changed the sound ....but i have a trouble..... player.attackzoffset value (development version only) The height offset (in Doom map pixels) from the center of the player at which his attacks are fired. Scales according to crouched height. player.attackzoffset this function is not support by skulltag, i need that configuration...this function is only works the zdoom 2.18 but skulltag have the zdoom 2.17 ....i hope so skulltag release a new version with the zdoom 2.18 . the another trouble: i really want to: choose the caracter ...similar to hexen..for play cs...terrorist or counter terrotist....the skins works with the player class, but is a good idea ..the skins transformate a various player class to choose ....... i really need know .. is posible to play hexen in skulltag? is posible to choose the magi, fighter ?.... if works...mmmm... 0 Share this post Link to post
ReFracture Posted January 2, 2008 BlackFish said:LOL you're using every one of those cs-doom sprites? Those sprites in total are 30mb alone you know. Have fun with it. Yeah, that will sure put a dent in my 320gb hard drive.... Pretty smooth stuff. Though the muzzle flashes look kinda awkward.. espescially on the m4. But as far as playing CS goes... well, nothing really stops me from opening steam and playing.. so yeah.. I'm kinda missing the overall point to this mod. Doom deathmatch with CS weapons? could be cool I suppose. 0 Share this post Link to post
doomero-21 Posted January 2, 2008 this mod is not dm because i not like the idea: if you dead, you go back....mmmm...no, no, no,no, if you dead,is your end, the wad is very tactic and ..campers is legal..the maps are vey big....is a wad for teams.....2 extremes: terrorist or counterterrorist. the last team standing is the winner..... 0 Share this post Link to post
Vegeta Posted January 2, 2008 It's odd, the DOOM 3 weapons have like 20 times less sprites, and still are perfectly smooth, not to mention that its sprites fit perfectly smooth in game (I'm talking about the Edge version of the DOOM 3 in DOOM 2, the ZD/ST has crappy muzzle flashes among other things). Heh it's strange that you mod for a game and you don't know it's gameplay modes. While in Skulltag there's the typical DM or TDM, there's also Last Man Standing, and Team Last Man Standing, where a dead player remains dead. Letting players to choose should be more appropriate I think. Porting it for DOOM should let to add some DOOM gameplay into CS, it's pointless to do just a shitty version of it (you know the animation no matter how smooth they are, have sprites that are not, same with textures and maps). 0 Share this post Link to post
doomero-21 Posted January 2, 2008 i know that! ...but team last man standing have a trouble: you cant pick up any item: weapons, medikit,armor,etc you start with a gun or various gun or all the gun except bfg9k and 10k.....but my friend Aabra ( skulltag administrador) said me.."team games is more apropiate" http://es.youtube.com/watch?v=tTc_fqd46Hs THE VIDEO SHOW THE SHIELD+USP 0 Share this post Link to post
Jim Rainer Posted January 2, 2008 doomero-21 said:this mod is not dm because i not like the idea: if you dead, you go back....mmmm...no, no, no,no, if you dead,is your end, the wad is very tactic and ..campers is legal..the maps are vey big....is a wad for teams.....2 extremes: terrorist or counterterrorist. the last team standing is the winner..... Your english is terrible. 0 Share this post Link to post
YMB Posted January 2, 2008 Jim Rainer said:Your english is terrible. So? Not every person at Doomworld speaks English as a first language. In fact, many of them hail from other, non-English countries. 0 Share this post Link to post
doomero-21 Posted January 2, 2008 **, sorry my english is not my native laguage, i live in chile , the spanish is my native laguage.... i try to speack english the best posible. sorry for that again. 0 Share this post Link to post
doomero-21 Posted January 3, 2008 sorry FOR the double post... i make the c4 , yea, but i have a little trouble: i have not idea acs code, lol , but this c4 (works with decorate),i need the chronometrical time to explotion and the mechanism for stop the explosion ( counterterrorist homework). i send the video of this c4 later =) (edited) i send this video, the shield+usp and the c4, the c4 is more to complicate to make, well is my problem **.....i see were to located the answer of this trouble. http://es.youtube.com/watch?v=fUvEHgjSWVM 0 Share this post Link to post
40oz Posted January 3, 2008 althought I wouldnt use this wad as an alternative to actually playing counterstrike since I have it, I'd give it a thumbs up if I didn't. you still get an A for effort. 0 Share this post Link to post
doomero-21 Posted January 3, 2008 but the credit is not only for me, the team ddp too, demmon, lucas and deimos anomaly , and we working for the effort. 0 Share this post Link to post
doomero-21 Posted January 5, 2008 http://es.youtube.com/watch?v=9XPh7wmbS7o In this video, me and demmon testing this wad in skulltag, we did so in the coop, but with teamdamage, we did so because they wanted to see the death of skins and the dynamics of arms. Pd: is a bit laggy is due to zd gamerecorder 0 Share this post Link to post
Patrick Posted January 5, 2008 this looks very impressive. i cant wait to see the finished version 0 Share this post Link to post
doomero-21 Posted January 8, 2008 the weapons mod is finish, the weapons mod is the 60%, now the next step is the skins and maps, now my priorit ( and the team of course) is the skins, i try to enabled the crouch button for more confortability. new avance : 80% http://es.youtube.com/watch?v=8rTbvAoki_Q 0 Share this post Link to post
lupinx-Kassman Posted January 8, 2008 Looks awesome. Keep up the good work DDP. 0 Share this post Link to post
boris Posted January 8, 2008 Heh, the smoke grenades are very true to the original. They horribly slow the original game and your version :P 0 Share this post Link to post
doomero-21 Posted January 8, 2008 the smoke grenade for this tc is very important... Temporarily clouding your view.... In a closed area can cover large areas, a very tactical weapon. =) 0 Share this post Link to post
ReFracture Posted January 9, 2008 exp(x) said:lol skulltag lol counterstrike Thats about what I expected when I saw that the newest post in this thread was by you. 0 Share this post Link to post
doomero-21 Posted January 9, 2008 http://es.youtube.com/watch?v=zC5fblkNd_M phase 1 next: phase 2: all skins phase 3: all skins with the crouch button enabled 0 Share this post Link to post
Haloless0320 Posted January 14, 2008 Looks like it's actually running through HL.I look forward to this TC. 0 Share this post Link to post
doomero-21 Posted January 14, 2008 new maps map08 "awp first round" http://www.youtube.com/watch?v=UqnvW_vMqnk map10 "tactical trainning" http://www.youtube.com/watch?v=EPcyEJUuKKQ map15 "DE_POLARIS" http://www.youtube.com/watch?v=V7LNWctTLew future maps: map 21 "chateau" map05 de_dust and de_dust2 (map09) de_eagle (map11) for the moment.... 0 Share this post Link to post