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Cherno

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About Cherno

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  1. Cherno

    Best/worst video game flamethrower?

    Kingpin has the best looking one, especially for it's time. It's effectiveness is marred by the fact that while it does set things on fire pretty quickly, the damage while burning is fairly low so it takes quite some time until an enemy burns to death. However, burning enemies can be killed by a single hit from another weapon, making the flamethrower something of a novelty weapon.
  2. Cherno

    Collection of kid friendly mods?

    https://forum.zdoom.org/viewtopic.php?f=46&t=58059
  3. Cherno

    Post your Doom video! [but don't quote video]

    Was bored, wrote a Gameboy shader, used it with Voxel Chibi Doom!. I regret nothing.
  4. Cherno

    Share Your Sprites!

    I hope models are ok too... Stop! Hammertime! even the pants are just like MC Hammer used to wear
  5. Link fixed, thanks :)
  6. Cherno

    what are you working on? I wanna see your wads.

    Onslaught development thread
  7. ONSLAUGHT - GZDoom meets Dark Messiah of Might & Magic (plus Head Soccer!) ONSLAUGHT is a melee-focused mod for GZDoom, inspired by Dark Messiah of Might & Magic. It is set in a dark, barbaric fantasy world where you have to fight through arenas filled with deadly enemies and traps. Gameplay features: Kick your enemies into spikes and lava pits! Bash them with your shield to stagger them, or block their attacks! Use power attacks to deal vicious blows to your foe! Execute fallen enemies to gain rage! Collect enough rage to enter rage mode, becoming an unstoppable killing machine! Participate in a match of Head Soccer! Description: ONSLAUGHT started as a simple melee mod after being inspired by the old Barbarian I and II games from the 80s. To add to the deadly feel of combat, the first thing I added was the ability to kick monsters into spike walls that happen to stand around everywhere, in turn inspired by the awesome melee combat system of Dark Messiah of Might Magic. This gameplay style lends itself well to arena-like maps where having all these traps around you actually makes sense ;) I went for a dark and brutal fantasy scenario as seen in Dark Sun or the world of Conan the Cimmerian. In my opinion, model-based actors work better for melee combat due to the smooth frame interpolation, so I added some monsters from Quake and gave them animations for their new abilities and special deaths. To make combat more tactical, enemies can block attacks and won't run around like headless chicken between attacks. The HUD was kept very simple and is in fact not visible most of the time; this is a direct copy of the HUD from Skyrim. Besides stamina and health, I added a rage mechanic that lets you enter a berserker-like mode for a short period of time. Since kicking heads around just had to be included, I also created a soccer field that even tracks score and has (zombie-)cheerleaders. Included so far: Maps: One map consisting of two arenas (plus a Head Soccer match) Items: Gauntlets, axe, wooden shield, rage pickups Enemies: Knights, deathknights, zombies Development notes: The spikewalls were the first thing to be implemented and went through many iterations until I got their behavior (or rather, their victims' behaviors) mostly right. I had to rig and animate the Quake models for the new monster death states, which later came in handy when I wrote more advanced enemy behavior, where they would be able to block your attacks. The player has the ability to kick as well as block and bash with his or her shield plus use power attacks, which all had to work flawlessly together. After I noticed that the player can get surrounded quickly, I added a ground stomp which sends enemies flying away to make for some breathing space. What I would like to add: Power attacks and kicks/bashes for enemies Slow motion / bullet time to dodge enemy power attacks More enemy types, including archers (to make shields even more useful) More weapontypes: Hammers, swords, and two-handed versions of everything Player skill system for longer rage mode, stronger kicks, more damage for power attacks while sprinting,... More maps and traps (fire, or jumppads that launch enemies into ceiling spikes!) More variety in the encounters apart from "monsters plus traps in arena" Some kind of armor system, possibly Boss fights Recommened with: NashGore (highly recommended!) A Patch to change NashGore's footprints to a more medieval style has been included. Download: Onslaught development thread The archive includes batch files to play without any other mods, with Nashgore, or with NashGore + ZMovement (patch included) ONSLAUGHT works with either Doom II or Hexen IWADS (Hexen is preferable for the more fitting music). Credits: Raven Software - Assets id Software- Assets Boondorl - Spike Wall relative velocity math, Overlay/PSprite help Jekyll Grim Payne - Overlay/PSprite help Nash - Nashgore Ivory Duke - ZMovement HorrorMovieGuy - Quake asset conversion & actor code Hewson Consultants - Title & title screen art
  8. Update: SimSun 1.1 Corrected the lightdir shader variable so it now doesn't need an inverted z value. Shifted the light level by 0.25 to lessen the amount of extremely dark areas. Added a cube model to the TESTMAP. See first post for the latest version.
  9. Cherno

    what are you working on? I wanna see your wads.

    Got inspired by Dark Messiah of Might & Magic's melee system, so I created a small mod that lets the player block attacks and also kick enemies into spike walls where they stick :)
  10. I quit Thief: The Dark Project in the second mission when I reached an elevator shaft and below me, I could see a giant spider waiting for me in the darkness. Screw that! I also completely freaked out in System Shock 2 when encountering the Invisible Arachnids for the first time. I played in coop mode, however, so I had to continue :(
  11. Cherno

    Can I cover the Auto-map?

    You can give any linedef the "Dont show on automap" flag.
  12. Make sure the spawner has the +NOGRAVITY flag so it doesn't fall to the ground immediately. Also, take a look at this: https://forum.zdoom.org/viewtopic.php?f=105&t=67269
  13. Cherno

    How to get the Z coordinates of a floor?

    GetZAt is not an ACS function. You have to use it as per the example provided, in DECORATE or zScript.
  14. Cherno

    Share Your Sprites!

    Machinegun Turret from System Shock 2. All my sprites can be found here: Cherno's Sprites
  15. Cherno

    Show me Your Programming Projects!

    WIP Steel Empire / Cyber Empires remake https://imgur.com/9kkzX7Q
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