This is the Robotech TC for ZDoom currently hosted @ RoboDooM.net. It is based on the Robotech/Macross anime series. The player will have the option of piloting several vehicles. If I can get a hold of the models, I will include all 3 generations from the Robotech television series.
If you are familiar with Lobo's First Gen TC, this is the same thing, only for ZDoom instead of the EDGE Doom port. Both games will turn out with vastly different gameplay and environment.
The project is currently known as RoboDoom, (not to be confused with the RoboCop total conversion for Doom by the same name), but at its final release will have an entirely new name that'll be more specifically descriptive of the storyline.
Part 1 of the plan is to release a simple working multiplayer demo that will show off the basic features of the game. Part 2 is to finish a basic single player tutorial map for the player to get used to the new gameplay. Part 3 is to complete the single player maps and voicework. Part 4 is to finish up the multiplayer maps, many of which will be recycled single-player maps, but will include a few new ones.
Just wanted to let you know - No New Beta Release this week. I'm leaving for vacation and there's just no way I can have it all ready - I got sidetracked trying to create a RoboDoom IWAD. It'll happen, it just derailed my plans to be finished with a new beta by now.
But The Phobos Supply Depot has gotten a minor update: Phobossupplydepot.servegame.com
The RoboDoom moddb page has been reactivated and the project is seeing more activity now that summer's here. I've added some screenshots and...
аха
is this dead?
Hi.
Well, yes and no. Real life has gotten in the way, but I have plans. I've gotten Dan Bickel's Quake 2 models in the game: Robodoom.com
i lyk the idea of doom nd macross :) when does this get released?
It gets released when I get off of my ***.
you noob
;-p
hEY IS THIS goin to work on ZDoomOpenGl
Technically, there shouldn't be anything that would keep you from running it on ZDoomGL, if you really wanted to do so. In fact, the differences are so minute, I could make the launcher check to see if you want to use ZDoomGL, for the time being.
It's being specifically designed for Skulltag, mostly for its client/server networking. But the next release of Skulltag provides the most up to date version to vanilla ZDoom AND includes GL support. Plus, Skulltag has a couple small nifty features that make the game better for me as a mod developer.
I can only assume that Skulltag is basing its renderer on ZDoomGL. If Skulltag is based on ZDoom and GZDoom, then RoboDoom will feature full 3D models. GZDoom IS based on ZDoomGL and vanilla ZDoom.
Check yer pm's. I didn't get your message until about a month after you left it.