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| WIP Doomguy (Doom) Discussion/Moveset | |
| Author | Message |
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Mario123311 Level 4 CPU
158 N/A
| Subject: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 11:06 am | |
| Doom is probably one of the best known FPSes out there as probably the first game that defined the genre after Wolfenstein 3D, Created by ID Software, you took control of a Marine who must fight his way through forces of demons with an 8 weapon arsenal and 3 brightly colored keycards. Buddy Decoate, Flynn Tagart, Stan Blascowitz. Whatever you call him, Only one name has stuck with him. "Doomguy". Now, Our iconic green shotgun toting berserker packing man and a half may just have a chance to enter the realm of Super Smash Bros. Intro: A red mist emits as the light of a pentagram appears, leading to Doomguy teleporting in. Basic Attacks: A: Smacks with the end of his rifle, can be rapidly tapped for a weak 1-2 combo. (2-3 dmg) Forward+A: Doomguy fires a shotgun blast. Very short range. Not a projectile, Essentially a mini-explosion. (4-6 dmg) Down+A: Preforms a quick sweep-kick from the front. (4-5 dmg) Up+A: Uppercuts the opponent with his fist. (5-7 dmg) Dash+A: Jabs his rifle, as if it had a bayonet. (4-6 dmg) Air+A: Air Forward+A: Air Back + A Air Up+A: Air Down+A: Edge Attack: Jabs his rifle downward onto the platform as he climbs back up. Smash Moves: Forward+A: Fires a barrage of large bullets from his portable chaingun. (4-7 dmg per bullet) Up+A: Fires 5 Plasmarifle shots upward in an arc. (5-6 damage per shot) Down+A: Spins around with his chainsaw. (6-8 dmg) Grabs: Neutral: Grab+punch: Forwards+Throw: Down+Throw: Back+Throw: Up+Throw: Special Moves: B : Fires a very weak rifle shot, no knockback caused to the enemy but can be rapidly fired. (1-2 dmg) B + Forwards : Doomguy fires a Rocket from his gun, projectile cannot be controlled and travels in a straight line. (6-8 dmg) B + Up : B + Down : Final Smash: Taunts: 1: 2: 1+2: Winposes: 1: 2: 3: |
| | | procrastinatingDestiny Level 6 CPU
875 DestinyIntwined
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 11:49 am | |
| Please let the final smash be the BFG9000 |
| | | Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 11:52 am | |
| I feel like super shotty would make a better fsmash. Also, I made a specials moveset a while back, lemme see if I can track it down...
Edit: Found it
Also, if it wasn't obvious, support. |
| | | King Proto Level 5 CPU
427 ProtoBlur
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 2:06 pm | |
| Defiantly supporting, I remember playing Doom for days on end a few years ago. |
| | | Lego Shaq
1379
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 3:14 pm | |
| Support, haven't even played Doom lol |
| | | wheeled_tank Level 6 CPU
603 wheeled_tank
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 3:17 pm | |
| I'll SUPPORT. DOOM has always been a favorite - Lego Shaq wrote:
- Support, haven't even played Doom lol
You're missing out man |
| | | Braystar Level 7 CPU
1231 N/A
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 5:38 pm | |
| Supporting the character, because Doom is important to gaming history |
| | | Lego Shaq
1379
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 6:00 pm | |
| - wheeled_tank wrote:
- I'll SUPPORT. DOOM has always been a favorite
- Lego Shaq wrote:
- Support, haven't even played Doom lol
You're missing out man Bit too gorey for me |
| | | King Proto Level 5 CPU
427 ProtoBlur
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 09, 2016 7:18 pm | |
| - Lego Shaq wrote:
- wheeled_tank wrote:
- I'll SUPPORT. DOOM has always been a favorite
- Lego Shaq wrote:
- Support, haven't even played Doom lol
You're missing out man Bit too gorey for me Thats understandable, Pixel gore never really bothered me too much. But show me even a little cut in real life and i get really uneasy. |
| | | wheeled_tank Level 6 CPU
603 wheeled_tank
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 16, 2016 4:40 pm | |
| If I may give a suggestion for an Up-Air and Down air:
UAir: Doomguy jabs his chainsaw upwards. It traps opponents before launching them away DAir: Doomguy pulls out a shotgun and shoots it downwards. It can meteor-smash opponents directly under Doomguy, and it can stall Doomguy in the air, similarly to ROB's DAir. |
| | | Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Mon May 16, 2016 11:23 pm | |
| I'm too fucking poor for the new Doom, anything in it that might work for this set? |
| | | wheeled_tank Level 6 CPU
603 wheeled_tank
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Tue May 17, 2016 1:47 am | |
| There are Finishers in that game that could work as Jabs, aerials, and Tilts, but I don't own the game, so I can't go into a full analysis. |
| | | EvilJagaGenius Level 1 CPU
7 N/A
| Subject: Re: WIP Doomguy (Doom) Discussion/Moveset Fri Nov 03, 2017 5:54 pm | |
| I came up with a moveset. Not sure if I should put it here or make a new topic. Doomguy's main gimmick in my moveset is having different weapons to switch between. I chose the (Super?)Shotgun, Chaingun, Rocket Launcher and Plasma Rifle, but I'm debating about reducing that to just Chaingun, Rocket, and Plasma since the Shotgun shows up so often in the rest of the moveset. - Weapons:
Rocket Launcher: Fires slow-moving projectiles that explode on contact. Doomguy is vulnerable to the explosion as well. Does the most damage out of all Doomguy’s weapons and fires at a slow rate. Chaingun: Takes a second to warm up in Free Shot but has no warm-up in Fixed Shot. Fires hitscan rays at a fast rate (or at least very fast projectiles). Each bullet does very little damage and doesn’t stun the opponent. Plasma Gun: Fires projectiles that are slightly faster than the Rocket Launcher at a slightly faster rate. These projectiles don’t explode, do greater damage than the Chaingun’s bullets, deal a little bit of energy stun and a little bit of knockback as well. Takes a second to cool down after firing. Shotgun/Super Shotgun: The closer a target is to Doomguy, the more damage and knockback they’ll take. The damage area for this weapon is a cone shape - narrow closer to Doomguy, broader towards the end, and past a certain distance has no effect whatsoever. Takes a while to reload, as long as the Rocket Launcher, possibly longer.
- Attacks:
Jab: Doomguy throws a left hook, takes the Shotgun from his back and swings it down like a club, then fires in front of him. Side: Doomguy fires up the Chainsaw, revving it along as he walks. Up: Doomguy swings the Chainsaw over his head. If A is held, turns into Side Attack, with Doomguy revving the Chainsaw as he walks around. Down: Doomguy uppercuts from his crouching position, Mortal Kombat-style. Dash: Doomguy lunges forward and kicks. From Brutal Doom. Knocked-down: Doomguy takes his pistol, fires between his legs, sits up and fires behind him, then jumps to his feet. Ledge: Doomguy slowly pulls himself up from the ledge, firing three shots from his pistol as he does.
- Aerials:
Neutral: Doomguy flips in midair, kicking anyone near him. From his appearance in Quake 3. Forward: Doomguy fires the Shotgun ahead of him. Back: Doomguy fires a burst from the Plasma Rifle behind him in a fan pattern. Up: Doomguy fires the Shotgun above him. Down: Doomguy swings the Chainsaw downwards, falling to earth. If someone gets caught in the Chainsaw’s hitbox, they’ll be dragged downwards with him. As soon as Doomguy hits the floor, he’ll finish the attack with a broad slash from the Chainsaw.
- Throws:
Grab: Doomguy lunges forward, grabbing with his left hand and holding the Shotgun with his right. Pummel: Doomguy slams his knee into the target. Forward: Doomguy whips the Shotgun against the target then fires into them. Back: Doomguy hurls the target behind him and fires into them. Up: Doomguy tosses the target above his head and fires into them. Down: Doomguy throws the target to the ground and fires into them.
- Smashes:
Side: Doomguy lunges forwards and kicks like the Dash Attack, but can be charged for greater power. Up: Doomguy uppercuts like his Down Tilt, but leaps into the air as he does so. Down: Doomguy pulls out the Chainsaw and sweeps it around his feet.
- Specials:
Neutral: Fixed Shot. Doomguy fires his current weapon. Different directional inputs will change the direction he fires. Side: Free Shot. Same as Neutral Special, but Doomguy can move (at a slowed pace) while holding B. Up: Rocket Jump. Doomguy takes the rocket launcher, aims beneath himself, and fires. The recoil from the weapon propels himself upwards. If he’s standing on the ground, Doomguy will jump before firing. From his appearance in Quake 3. Down: Change Weapon. Cycles through the weapons that Doomguy holds, one weapon per button press. Final Smash: BFG9000. Doomguy charges a blast, giving the player time to aim the shot. The BFG9000 shoots a giant green plasma ball, which will not only do massive damage if it makes contact with a target, but will also injure every target on screen with less powerful ‘tracer’ shocks.
- Misc. Stuff:
Intro: A door opens up with the iconic Doom screech. Doomguy slides in, shotgun in hand, looks side to side, then puts his fists up to fight. Taunt: Doomguy spins his pistol around on his finger before holstering it. Victory: Doomguy stands his shotgun on the ground beside him and salutes the camera. Loss: Doomguy collapses in the style of his death animation.
More thoughts: I'm not sure what to think about Doomguy's mobility. I'm thinking he should be very fast and very heavy, but I have no clue what he should be like in the air. On one hand, the original Doom didn't even have a jump button, so I would think Doomguy should be as terrible in the air as Sm4sh's Little Mac. On the other, he's leaping off jump pads and rocket-jumping in Quake 3, and 2016 DOOM gave him a double jump to work with. So you could make the argument both for and against him being a great air fighter. I'm not really sure which is more accurate. (I also have an idea for Ranger (the Quakeguy) as Doomguy's alt. If such a thing were to happen, I think I'd make Ranger a lot better in midair than Doomguy, to reflect Quake's 3D trick-jumping roots and all.) Another idea for an Up Special would be Doom 3's Grabber, having him use it as a grappling hook to pull himself up. Another thing, I think Doomguy should be immune to some types of stun, particularly explosions. You're never really stunned in the Doom or Quake games, the screen turns red and shakes a bit but you can still fire and move. I think that should be reflected somehow - what good is a rocket-jump if you can't move after doing it? - but I'm not sure what degree of stun immunity would make him OP. EDIT LOG: (11/4/17) Changed the Chaingun and Plasma Rifle mechanics, explosion immunity, Grabber as USpec |
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