Poll

What Do You Think Of My Mod?

5 - Epic Sauce
1 (16.7%)
4 - Awesome
3 (50%)
3 - Cool
0 (0%)
2 - Meh
1 (16.7%)
1 - Stop Making This Mod, It Sucks
1 (16.7%)

Total Members Voted: 6

Author Topic: Hollow City - My DooM II Mod [7/29/2010]  (Read 780 times)

Status: 3% Done - Alpha(ish) Stage

Download: N/A (Beta will be open soon*ish*)

Post Updated: 7/29/2010 - 12:35 P.M. Pacific Time

Estimated Time Til Release: 2 Months + Valve Time Keo Games Time

Explination: This is a DooM II mod that I started quite a while ago and it's a semi-solo project. The only help I recieved was getting graphics and textures from friends.

Story: In Developement...

Source Ports: ZDoom, Skulltag (Sorta?)
New Weapons: Yes
New Monsters: Sorta
New Maps: Yes
New Textures/Graphics: yes
Singleplayer: Yes
Multiplayer: Sorta, highly unstable, not recomended.

Current Weapons

Pistol
Damage [|---]
Fire Rate [||--]
Accuracy [||||]
Reload [|||-]
Special Ability: Sacrifices an entire clip for one powerful, accurate shot.

Shotgun
Damage [|||-]
Fire Rate [|---]
Accuracy [||--]
Reload [|---]
Special Ability: Fires both barrels but forces you to reload.

TMP <-- WIP (Almost done =D)
Damage [||--]
Fire Rate [|||-]
Accuracy [|||-]
Reload [||--]
Special Ability: Sacrifices the ammo left in your current clip to reload faster.

Minigun <-- I messed it up even more with latest update D=
Damage [||||]
Fire Rate [||||]
Accuracy [|---]
Reload N/A
Special Ability: Pre-Spin the barrels to fire with no delay.

.666 Magnum <-- WIP (REALLY BUGGY AT THE MOMMENT)
Damage [||||]
Fire Rate [|---]
Accuracy [||||]
Reload [|---]
Special Ability: Sacrifices an entire clip of ammo to fire a large explosive projectile.

Current Levels

MAP01 - Hotel
Status: 7%

Blog

7/28/2010 - 1:15 A.M.
Posted a topic about my mod (yeah!). Anyways here's the changelog even if previous changelogs have not been displayed:
- Fixed Cutscene Clipping Through Wall
- Made Rain Particles More Visible To High Resolution Computers
- Fixed Shotgun Reload Glitch
- Fixed Pistol's Idle Animation

7/28/2010 - 12:55 P.M.
Did some tweaking, here's the new changelog:
- Fixed Elevator Glitch (Caused By Conflicting Scripts)
- Tweaked Door's Close Delay
- Fixed A Secret Location From Not Being Able To Be Reached
- Began Working On The TMP And The .666 Magnum

7/29/2010 - 12:35 P.M.
I messed up the minigun even more. D= Anyways here's the changelog:
- Minigun's Secondary Has Been Fixed But Primary Fire Broken
- Almost Done With TMP
- Improved Hotel's Structure

Pictures Updated 7/28/2010 - 1:15 A.M.

Warning: Please post constructive criticism instead of just "omgad lawl this moad secks!111!11!1".
« Last Edit: July 29, 2010, 03:23:51 PM by keonesan »

I like the weapons.

I like the weapons.

I didn't make the weapon sprites. Marty Kirra made a collab of weapon sprites that I'm using. Yes I have permission and yes I'm giving them credit in the read-me file and the in-game credits.

Window texture looks out of place and stolen from HL2.

Window texture looks out of place and stolen from HL2.

I had a friend do the texture. I'm not sure if he stole it from hl2 or not but I might find my own city textures.

Posted a new changelog. I'm actually starting to make good progress now since I FINALLY fixed that dam elevator glitch. The glitch consisted if two people activated the elevator at the same time. Like I said this wasn't made for multiplayer but I fixed the glitch by suspending one script when the other is activated.

I need to get back to modding ZDooM.


I fail at coding. I broke the minigun again. T_T