this first mod I put up shows the monsters and weapons that I worked on. enjoy! the levels will be coming soon. there are things I am not going to put in.


list of things I am not going to put in

- the dog collar (do not know how to have a weapon take an enemy and use it to attack as well as being a meat shield)

- shops ( do not know how to put this in either.)

- turn based movement/combat ( believe to be impossible to put in using ACS or decorate.)

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Done! Enjoy

News

the levels are almost done! here is the rundown on the progress.

map01 = Entrance 100% ( the level is very experimental with poly objects)

.map02 = Sector 1 100%

map03 = Sector 2 100%

map04 = Sector 3 100% ( the front part of the cage where the dogs are in are supposed to be transparent, but for some reason it is not.)

map05 = Sector 4 100%

map06 = Sector 5 100%

map 07 = Sector 6 100%

map08 = Sector 7 100%

map09 = Destroyed Junction 100%

map10 = Reactor 100%

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doomrpg

doomrpg

Full Version 6 comments

this is the first version of the levels mod. the first level is a little heavy on polyobject doors.

monsters weapons

monsters weapons

Demo 1 comment

all of the monsters and weapons that are from the doom dos games are replaced with the rpg versions.

Comments  (0 - 10 of 16)
randomguyfromwest
randomguyfromwest

Script error, "DRPGV2.pk3:decorate" line 2546:
Script error, "DRPGV2.pk3:decorate" line 2546:
Tried to define class 'ExplosiveBarrel' more than twice in the same file.

how to fix

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Gargarien
Gargarien

Script error, "DRPGV2.pk3:decorate" line 2546:
Script error, "DRPGV2.pk3:decorate" line 2546:
Tried to define class 'ExplosiveBarrel' more than twice in the same file.

Excuse me what the f...
I just launched Doom RPG on GZDoom...

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randomguyfromwest
randomguyfromwest

SAME

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PROPHESSOR
PROPHESSOR

Is this project alive?

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PROPHESSOR
PROPHESSOR

It turns out, only DRRP is developing now...

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arthurdecastro
arthurdecastro

Is there any chance of Doom II RPG get a conversion too? xD

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sonicfan64 Creator
sonicfan64

Not for a while. This took a lot out of me . Planning on an original mod though.

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arthurdecastro
arthurdecastro

ok. Good luck in the future. And good work on this one btw...

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Dude27th
Dude27th

So, there's a lot of job to do , but is always nice see people working in projects of Doom RPG .
But I wanna ask you , in the case of the BFG and the Plasma Rifle , Why there's no projectile shooting ? Didn't you know how to do it ?
If that is the case , this should help you : " Gunlabs.blogspot.cl "
So good luck , the most important of these kind of projects is normally the level design and the interactive elements , so , good luck again.
And if you need some inspiration or any idea of what's the way to go you should check this:
- Doom RPG by Blorc (https://www.youtube.com/watch?v=JXBXuXrG13k)

And my kinda abandoned project (https://www.moddb.com/mods/doom-rpg-ii-mod-tc-not-doom-ii-rpg)

Goodbye and Good Speed !

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sonicfan64 Creator
sonicfan64

thank you. the reason that the plasma rifle and other projectile weapons do hitscan attacks is because the doom rpg game makes the weapons behave like hitscan with the invisable projectile exploding when it hits. I did not know how to do that yet but now I do. and it will be coming when the levels are finished.

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Dude27th
Dude27th

Good to know! I will be waiting the final release c:

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