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Author Reviving and updating Ghostbusters Doom
dylangivens
Ghosthead


Joined: Jan 13, 2002
Posted: Jan 09, 2003 6:41 PM


Hey there guys. For some of you that visited the Ghostbusters Doom site back at DoomWorld, you'd remember me. For those who don't, too bad tongue

With life consuming the development time for GBD2, the time has come for someone to take it over. Well I've been in discussion with Bo and possibley some others; and it looks like we are going to oversee the development.

A while back, I started to port GBD2 to Edge instead of Zdoom/Boom (for those who don't know what EDGE is, I seriously suggest you check it out @ http://edge.sourceforge.net/).
But I too couldn't find the time outside highschool; music and girlfriends to work on it.

Well life has finally given me a break and the time is right to pick it back up.

Now, we are NOT going to just port GBD2, we are going to re-create it. We will try to use as much as possible from the original; but the possiblities with Edge are so endless. We will be able to accomplish things in this engine that will really add to both gameplay and level design.

With the project kinda starting over; I need to know what YOU, the Ghostheads want from this game. Please post want you want to see, what you don't, and any comments that could help in making a great game.

Please keep in mind that this will still be a Doom 2 add-on. So don't suggest things that are ment for say Quake 3 and so on.

I guess the floor is all yours. Ideas?

Dylan Givens
(GB:EDGE)
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Glarandel
Ghosthead


Joined: Oct 25, 2002
Posted: Jan 09, 2003 10:26 PM

Just one suggestion: Please don't port it to EDGE! I know that there are much more things you can do with it, but IMO with ZDoom there are less problems. EDGE has poor controls, smoothed graphics doesn't look that good, using different versions lead into plenty of errors, etc. I've tested every modern Doom source-port out there and to me ZDoom still appears to be the best, although it only provides limited possibilities.
However, I'm really looking forward to a new version of GBD2!
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Bo Holbrook
Banned


Joined: Jul 14, 2001
Posted: Jan 10, 2003 10:25 AM

I don't believe you fully comprehend what we can do with EDGE. Let me elaborate one thing we're very excitied about.

With the typical DooM 2 Gaming Engines the level design capabilities are limited, EXTREMELY Limited. I will list for you some of the limitations of typical DooM Engines.

1. Limited Sprites/Objects - In typical DooM 2 Engines you're only able to replace the old DooM 2 sprites/objects with your own. You cannot create any new sprites or objects, This limits the amount of cool things you can do with sprites and objects. Once you reach the set limit of sprites and objects you're basically screwed.

2. No True Beam Capabilities - In typical DooM 2 engines you cannot produce a True Beam Effect like that you would see from the alternate fire of the Plasma Cannon in Unreal Tournament. Instead you have to use small ball sprites fired at an extemely fast rate, This can be seen in the current GBD2 that is out.

3. No Floor over Floor Level Design - In Typical Doom 2 Engines You cannot place one part of a level directly over another part oft the level. Creating a realistic multi-floor buildings are virtually impossible due to this limitation.

EDGE, The Enhanced DooM Gaming Engine Solves all of these limitations. The one we're particularly excited about is floor over floor level design. Dylan and I are eager to produce a true 3 floor firehouse with basement. If you'll notice the current GBDooM Firehouse creates an ILLUSION of 2 floors directly over each other. Dylan and I hope to create a true floor over floor firehouse. With floor over floor level design imagine the things you could do with the Shandor Building.


_____________

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The Nightsquad Message Board

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Glarandel
Ghosthead


Joined: Oct 25, 2002
Posted: Jan 10, 2003 2:21 PM

I know of all this stuff. Well, it's up to you.
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dylangivens
Ghosthead


Joined: Jan 13, 2002
Posted: Jan 10, 2003 2:25 PM

I understand what you feel about the smoothered graphics, but this is because thoese are the old textures being re-rendered in EDGE. If we are to touch up the textures in say, Photoshop and then re load them; it will be much clearer.

As for controls; in recent versions; I've noticed the controls getting alot better; exspecially when they added cross-compatability for both EDGE and Boom.

I assure you; we have thought it over, and the best results will come from Doom. If enough people request something for Zdoom; we might be able to through together a few DM maps or something. But that's too far ahead.
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SpecterHarness
Ghosthead


Joined: Sep 12, 2002
Posted: Jan 11, 2003 9:27 PM

Godd luck to both of you! When would be an approximate time of release?

_____________

I would explain it to you, but your brain would EXPLODE.

Welcome to the Coast with the Most!

Visit the ETGB at www.EastTNGhostbusters.tk
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Chad
Webmaster


Joined: Jul 14, 2001
Posted: Jan 11, 2003 9:37 PM

Hey Dylan,

I worked with Scuba Steve, of course, to promote GB Doom2 and would love to continue doing so with the upgrade. I talked to Steve before and really wanted a push for online play. I planned on intigrating it into the site and more than every it would proove to be a great addition to Ghostbusters.net.

Imagine checking who is online currently on GBN, logging into the game (known as your GBN name) and playing a great game of multiplayer GB deathmatch (GBs vs. Ghosts) or capture the flag (GB Teams pitted against each other). If there is any capability to making this game online in a total conversion, I would be willing to look into putting forth the time and effort to develop the online module. Contact me over AIM or send me an email.

_____________

GameFarmer allows you to find the best price on console games online with just one click.
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TedFleming
Ghosthead


Joined: Jul 11, 2002
Posted: Jan 12, 2003 12:05 PM

shocked normal shocked smile smile smile This is fantastic! A new GBDOOM2 would be great because I'm tired of playing the same levels using the warp code (especially the Sedgewick Hotel level wink). Here are some suggestions for the game

1.Have each level completed ( no unfinished levels ie, Sedgewick Hotel).
2.Have multiple views ( have normal doom view, and then a view that shows the back of you.
3.If it is possible to have online gaming, there should be a way to make you choose your player skin, like what gbdoom2 already has:Slimer,Egon,Winston,Ray,Peter, and maybe some new additions :Gozer, Stay-Puft,& Louis Tully.
4. And with online gaming there should be: Deathmatches, Free for all, CTF and have the teams divided into two groups (Ghostbusters vs. Ghostssmile ),and make the flags unique(symbols like the no-ghost logo and maybe a people busters logo! shocked

This would be THEE coolest thing ever made.
Thank You smile


_____________

Ted Fleming, The Dude of GB.NET

Everybody, this is Ted and Annette Fleming. Ted has a small carpet cleaning business in receivership, and Annette is drawing a salary from a deferred bonus from two years ago. They got $15,000 left on the house at eight percent.So they're okay!

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LordVego
Ghosthead


Joined: Nov 30, 2001
Posted: Jan 12, 2003 12:31 PM

yeah that would definitly be tremendous, because i am mad at the GBD i have, the codes!! too many codes!!! loss of fun

_____________

Lord Vego(Pronounced Lord Vay*goh) the lesser known twin of Vigo, I am the one that took his kitten.
I LOVE SUBWAY!
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Egon Spengler
Moderator


Joined: Jul 20, 2001
Posted: Jan 12, 2003 4:52 PM

I don't care what you do to it, really, as long as it's as easy to download as the recently-zipped GBD2 file. (You know, it just got completely zipped, and one zip file has it all, even DooM2 itself)

The only thing I really, REALLY want are a few things:

Plenty of hidden levels, and a Parkview Hospital Level, since I wanna blast some orderlies for committing the GB's!

In the Parkview level, I really want to be able to attack Jack (BudgyBrian) like you can already do to Peck in the existing GBD2.

I also would like lots of voice clips throught. More then GBD2 has now.

_____________

I will drill a hole through my head this time.

Don't stop me.
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sidvincent
Ghosthead


Joined: Jan 01, 2003
Posted: Jan 15, 2003 4:45 AM

dude sweet although id rather have a real ghostbusters version this is still cool keep us posted!!

_____________

Thats a BIG twinkie
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Master Spider
Ghosthead


Joined: Jul 20, 2001
Posted: Jan 15, 2003 4:48 PM

How about making it playable without the codes? In the original, it was damn near impossible...

_____________

It's the FINAL COUNTDOWN...

Chris: So my friend fireman carried me to the lockers....

Tom: Hahahaha sweet his name is Fireman?

N.O.M.A.D. Unplugged
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Ghostbuster17
Ghosthead


Joined: Jan 21, 2003
Posted: Jan 22, 2003 12:26 AM

In the map view give the location of where we are suppose to go. Allow us to use gamepads or joysticks. If possible, make an online multiplayer GBD2. More sound bites. When controlling the Ecto 1, don't make it look as if it's bouncing up and down. Make the level designs look original and complete. Too many levels, to me, look like doom 2 and not too much like Ghostbusters. The only difference was the proton pack and ghost. Finally, Good luck.
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Mat
Ghosthead


Joined: Sep 04, 2002
Posted: Jan 22, 2003 7:35 AM

if you use zdoom, you can get a back view...even in the ecto, though you'll only see a guy on foot.

_____________

"Father and Mother and me, Sister and Auntie C., All people like us are we, and everyone else is they, and they live over the sea, while we live over the way, but would you believe they look upon we as simply a sort of they."
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Scuba Steve
Ghosthead


Joined: Jul 15, 2001
Posted: Jan 25, 2003 9:59 PM

Dylan, Shit how are ya!! I'm still around, just real busy. Edge has some AMAZING potential, but have you seen ZdooM's v2.0 and its ACS scripting. Lots of cool things. Not as powerful yet as edge, but when Randy Heit incorporates DoomScript(tm) it should be even more (no date on that). I'll send you guys everything I have even development stuff that never got released.

I sure hope you guys have better luck than I did with levels. I was always a Sprite and weapons artist and hated designing levels. My creativity shows thorough on many of the newer and later levels, but truth be told I hated it. Much the reason why all the GFX for the game are done, yet not the levels. My skill at making weapons has increased 10 fold since then (even after the second weapon set remake) http://www.doomworld.com/gbd2/misc/sawedoff.gif that's the latest thing I've done. If you guys are serious about redoing alot of the stuff as Bo Suggested, I would be glad to redraw the Proton Pack, as I feel I owe it to her wink I'd also be thrilled to see members of this community supporting like a community made wad, where everybody submits stuff.

Drop me a line I even use AIM (gasp) sscuba119 or ray_stantz@hotmail.com for MSN

Chad: Yeah, the multiplayer thing never worked, becuase the project for doing Internet games (DoomServ) Got b0rted. I think, THINK, as of recently a new one named ZDaemon might be up. I'll have to look into it. I'm not positive, my DooM Community involvment is limited to basically making weapon graphics now.
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Vince_Clortho
Ghosthead


Joined: Feb 08, 2003
Posted: Feb 09, 2003 10:58 PM

i have a few ideas:

1.Having the scalari brother(the thin one) look like the one from the movie, and not putting so many doom characters in the game. theyre cool and all but they dont seem to fit in GB.

2.Having Vigo be a little more interesting like not having him just turn into fire and blastin you.like having more of an objective( i know i might be asking a bit much but these are just some ideas)

3.Having more interaction with stay puft,maybe
shooting the door to the other dimension or making him have different attacks.

4.of course completing the levels such as sedgewick.

5.using the P.K.E. to detect ghost.

6.Making levels not look so much like doom.

7.keeping weapons you get in previous levels(in some levels i lose my old weapons)
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