Author Topic: When Xcom fails...  (Read 4333 times)

Offline Ryskeliini

  • Captain
  • ***
  • Posts: 80
    • View Profile
When Xcom fails...
« on: February 06, 2014, 01:15:40 pm »
... Doom guys come to stand STRONG! Rrip n Tear!  ;D



This is merely just a concept art still. most of the inventory items are just photoshopped in, exept the inventory doll (still in messy state) and the shotguns. Battlescape doomguys are real deal, only needs editing in arms at leg parts still. after that its quite easy to change palette to megaarmor (blueis armor) by just changing the palette.

Thinking of it, it would be fun to replace Xcom tech with doom tech. meaning that there would be no xcom weapons or fancy things. You would start the game only with the first weapons that doom had.. with doom pistol and Knuckles (knuckles would work as melee and stun) .. then just researching forward for example:
Chainsaw -> Shotgun -> shotgun ammo -> Super Shotgun -> Minigun -> Minigunammo -> Rocketlauncher -> rocketlauncher etc etc...

Side reserches would be Stimpack -> Medikit ->  Armor II -> Armorr III etc etc.. something like that.

Or even dem Powerups research ... Berserk, Partial invisibility, megasphere .. well these would prolly be impossible to code i guess.

But yup.. concepts :3

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2108
    • View Profile
Re: When Xcom fails...
« Reply #1 on: February 06, 2014, 05:03:56 pm »


:D

Offline Fox105iwsp

  • Colonel
  • ****
  • Posts: 107
    • View Profile
Re: When Xcom fails...
« Reply #2 on: February 06, 2014, 06:28:46 pm »
I actually had a copy of a mod like this years ago, but lost it when my computer crashed >_<

it had a Stunning chainsaw ??? >_<
PSG-1, laser MP-5, shotgun, DB shotgun, Chaingun, Rocket Launcher, Plasma rifle, BFG9000 and the same medpack.

it had no new armors, just weapons, we could really use that mod for parts and stuff now >_<

Offline robin

  • Commander
  • *****
  • Posts: 982
  • ULTIMATE ROOKIE
    • View Profile
Re: When Xcom fails...
« Reply #3 on: February 15, 2014, 04:38:09 pm »
Amazing!

Offline Ryskeliini

  • Captain
  • ***
  • Posts: 80
    • View Profile
Re: When Xcom fails...
« Reply #4 on: March 08, 2014, 08:57:29 pm »


IT'S COMING! D; ...after 9000+ of confusing coding..


Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 574
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: When Xcom fails...
« Reply #5 on: March 08, 2014, 11:31:19 pm »
Hell yeah this is great!! Love the cover. Post some more screen soon!!

Offline Fox105iwsp

  • Colonel
  • ****
  • Posts: 107
    • View Profile
Re: When Xcom fails...
« Reply #6 on: March 09, 2014, 01:15:03 am »
Are you aware of the Doom Mod?
It's over here ^_^
https://www.xcomufo.com/forums/index.php?showtopic=242028708

hope it helps you. ^_^
« Last Edit: March 09, 2014, 01:26:19 am by Fox105iwsp »

Offline Incognito

  • Sergeant
  • **
  • Posts: 24
    • View Profile
Re: When Xcom fails...
« Reply #7 on: March 09, 2014, 09:55:21 am »
So, does it include UFO's with Imps and Cacodemons?

Edit: Oh, hehe ... see them in the above link now, could use an isometric touch.