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Post by spv999 on Nov 30, 2007 23:05:51 GMT -5
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Post by DeltaTrigger7 on Dec 29, 2007 19:03:51 GMT -5
I can't really see MML in a Doom-esque style. That's because MML (1, 2, & MoTB) focus on the storyline. Shooting, shooting, shooting, and more shooting just wouldn't be the same. Not that that is a put-down; I'm just stating my opinion.
Now, if you made this as a mini-game for a bigger game, this idea of yours may work.
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Post by spv999 on Jan 4, 2008 22:51:58 GMT -5
The problem with the mini-game thing (unless I misunderstood your comment) is the way the game would have to be designed, it would take up most of the 27 levels in ZDoom. Now, Legends 2 (now that I’ve actually played it) would only take up 1, maybe 2, levels per island and would translate better into Doom format, being more linear (Legends 1 had a lot of back-tracking, as everything took place on the same island. Doom doesn’t like open-world environments on such a grand scale); thus making it possible for it to be a single chapter in a larger Doom game. Overall, as far as the story, the people that would be playing it will have already played the Legends games, and would therefore be acquainted with the story and missions. At this point this project is just theorizing possibilities and considering concepts. I haven’t actually worked on it at all since the above post, been too busy. But I am going to finish it, regardless of the feedback. Besides, there's no such thing as bad feedback
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Post by betasword on Aug 1, 2008 2:24:58 GMT -5
I hate to bring this topic back from the dead, considering the last post was so months ago, but after just having seen this, I would like to contribute a bit. Well, as far as spv999's map goes, I can't really tell what he had going on with his, how it was textured, etc. I can however say that I've actually had this very same idea now literally for years, since about July of 2004. I pretty much gave up, however, on completely recreating Megaman Legends, as the way everything is set up compared to how things are set up in Zdoom makes things kinda difficult. Especially when you discover that the entire time, you've been having a general wall unit be 128x128, instead of 128x96, like it should be... But anyways... Some screenshots of what I had... img.photobucket.com/albums/v190/BetaSword/GZDOOM0031.pngimg.photobucket.com/albums/v190/BetaSword/GZDOOM0033.jpgimg.photobucket.com/albums/v190/BetaSword/GZDOOM0035.jpgimg.photobucket.com/albums/v190/BetaSword/GZDOOM0038.pngimg.photobucket.com/albums/v190/BetaSword/GZDOOM0039.pngimg.photobucket.com/albums/v190/BetaSword/GZDOOM0040.pngimg.photobucket.com/albums/v190/BetaSword/GZDOOM0041.pngimg.photobucket.com/albums/v190/BetaSword/GZDOOM0043.pngSo I gave up on that, and started making my own little set of ruins, set to the same style as the Megaman Legends subruins. That was all well and good, too, until I kinda lost steam on Doom editting in general. Maybe I'll go back to it one day, but I don't know. Either way, though, it'd be entirely possible to create the majority of Megaman Legends in the (G)Zdoom engine. I mean, you'd have to come up with some creative ACS scripting, and you'd have to be pretty good at making graphics for the first person view of the weapons and all, and you'd probably have to model the enemies yourself, unless you know of a good way of ripping the models, but all and all, it's be entirely feasible to recreate the entire map, both above ground and below, and all the weapons, completely.
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