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Ricochette
by jobro
new comments Doom 2, single player
in progress, ZDoom
screenshot #1screenshot #2screenshot #3
13.03.2007

Description:

Hmm well I dunno exact what to put here. Anyway I can't just leave this blank so here we go: Ricochette is a wad adding the all so whell known ricochette sound to when a bullet is fired. It currently contains 15 different ricochette sounds but I'm looking for more sounds as well to make the wad even more reallistic. This wad is closely developed in conjunction with another wad called Militia, a wad containing enemies with much more acurate weapons + firing styles. Pistol equiped enemies are fire their weapon more randomly and in series that you cannot predict at forehand. These enemies are included in this wad to use the ricochette effect in it's full potential. For now the wad contains 3 levels but more will be added as I progress with the wad.

They are:
- EDC (Enemy Demonstration Center) where all the screenshots are from.
- Training ground, where you'll meet the easier enemies
- Bassment rocker, a game of hide and seek in the dark bassment beneath the training ground facing the tougher enemies.

Status:
- EDC: 60%
- Training ground: 45%
- Bassment rocker: 15%

Enemies:
35% completed.


jobro writes:(new) 10.03.2007, 03:53 GMT+1

Download will be made available as soon as I find the wad is good enough to be available.

Jimi writes:(new) 11.03.2007, 16:57 GMT+1
edited 11.03.2007, 16:57 GMT+1

Do the bullets ricochet from the game world geometry, possibly hit some monster? Can the bullets travel through enemies and hit more enemies in the bullet trajectory?

jobro writes:(new) 11.03.2007, 21:47 GMT+1

Right now it doesn't do that. That is the plan to create such stuff. But I am just starting to get going with Decorate and ACS. But I hope I can dismantle that task as well.

Dutch Devil writes:(new) 12.03.2007, 14:24 GMT+1

Hey cool third shot an marine that gets shot in the back I don't see that very often on screens.

jobro writes:(new) 12.03.2007, 17:01 GMT+1
edited 12.03.2007, 17:21 GMT+1

Yeah that picture shows a bit of the hitscan damage the Hunter is affecting it's target. Another screenshot replacing that shot (added, not approved yet) shows the damage affected to you if you aren't careful enough...

An explanation about the marine: The first level is a demonstration level showing off each enemy, how it attacks etc + telling some background information. You can however skip that demo part and go straight into action if you've seen the demo before.

Each enemy has a target and it is a scripted marine that it eradicates to show each enemy's funky moves so to say. The marine was gunned down trying to escape, simple as that. And you are about to get shot by none less then Shotgun Charlie him self...

Craigs writes:(new) 13.03.2007, 18:13 GMT+1

So basically all you really have so far are a bunch of ricochette sounds and effects, basic and over powered decorate based hitscan enemies, and a bland level consisting of a bunch of scripted marines running around completely randomly while they are gunned down by said decorate enemies? Cmon!

We've seen "ricochette effects" before in RTC-3057, Don's Challenge, and Immoral Conduct before dude. Give us something a little more new then a wad based around special effects.
One more thing. You DO NOT need 15+ ricochette sounds.
Try around two or three, and then 3 hit sounds for when the shots hit a player. Quite frankly, I can't help but doubt that anyone is going to stop and listen to every single sound the enemy's shots make every time they hit the floor.


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