Sangelothi Mods (Some other mod has appeared)

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Who did you pick for your first playthrough???

Maliki
9
56%
Gabriel
5
31%
Phoenix
2
13%
 
Total votes : 16

Re: Sangelothi Mods (The Martyr=BETA 1 RELEASED)

Postby Sangelothi » Thu Aug 02, 2012 2:28 am



When I released The Martyr I celebrated by making a weapon mod for Doom, specifically for NeoDoom, but after seeing how much work would need to be done I decided just for Doom in general. Besides, it's better you get to enjoy this mod with your favorite megawads rather than just with Neodoom :3: this is also where the name "NeoCore" comes from, I would like to change it since it's no longer a mod for NeoDoom, any ideas :?:

-11 new weapons to kill with
-New effects
-Ammo randomization
-Weapons specialized for specific situations...it's time to prioritize your weapons :shock:
-Some new enemies too!!!

I'll be continuing work on this mod so do expect changes to be made like weapons being changed out for something cooler, more weapons, the rest of the enemies and items to be replaced :D

http://files.drdteam.org/index.php/files/get/QhOPsCupYW/neocore.zip

ENJOY!!! :mrgreen:
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Steve1664 » Fri Aug 03, 2012 1:51 pm

I'm a sucker for weapon mods that keep things simple while looking slick. This looks like something I'd really enjoy. I'll give some impressions later after I've tried it out some.

By the by, what WAD are you using in the video? It looks pretty well made.
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Re: Sangelothi Mods (Some other mod has appeared)

Postby chronoteeth » Fri Aug 03, 2012 3:13 pm

The hand holding the 3 pistols makes it looks very bad. That strange u shaped humped hand just isnt good. Also, that model ripped heavy pistol just feels off in the mod.
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Pisstepank » Fri Aug 03, 2012 4:07 pm

I played it. All the weapon are smooth, they all look really good.
The shotgun feel a bit unpowered :p I think you should put another shotgun. :)
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Sangelothi » Fri Aug 03, 2012 6:42 pm

chronoteeth wrote:The hand holding the 3 pistols makes it looks very bad. That strange u shaped humped hand just isnt good. Also, that model ripped heavy pistol just feels off in the mod.


I disagree about the hands, but to each their own :mrgreen: as for the heavy pistol I assume you mean the coyote??? I was considering replacing it with a burst pistol and nerfing the splinter :D the sprites were used originally in The Martyr for well, the Coyote, but I eventually replaced it. I really just wanted to make use of them and now that I have I suppose I can replace them :P

Unless you're talking about the Rooster Biter (model rip by The_Funktasm/the auto shotgun-thingy) in which case the graphics don't clash as much as most model rips do, and fit what I had in mind perfectly. I personally don't see myself changing that weapon out anytime soon if at all :)

Steve1664 wrote:I'm a sucker for weapon mods that keep things simple while looking slick. This looks like something I'd really enjoy.

By the by, what WAD are you using in the video? It looks pretty well made.


As simple as the mod is, the weapons do add some depth with their situation specialization. This combined with the ammo randomization and rarity, prioritizing is key to saving ammo although things get easier as you find more weapons (since you won't be getting ammo for a weapon you have yet to get :roll: ) The wad used in the video is Back to the Fire, it's a really good map and I strongly suggest you check it out :mrgreen: can't believe I forgot to mention that in the video :bang:

Pisstepank wrote:I played it. All the weapon are smooth, they all look really good.
The shotgun feel a bit unpowered :p I think you should put another shotgun. :)


The shotgun really is meant for close range combat, with much emphasis on "close"...maybe too much :| I'll be sure to add some more hitscans to increase the damage :mrgreen: as for the graphics I always wanted to put that shotgun to use so I'm not if I'll change it out anytime soon, but I will consider it :D unless what you meant by "put another shotgun" is have 3 shotguns in the mod. If so, what do you have in mind??? :P (if you have graphics I could use that would be very convincing :wink: )

Thanks for comments!!!
Last edited by Sangelothi on Fri Aug 03, 2012 7:32 pm, edited 1 time in total.
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Re: Sangelothi Mods (Some other mod has appeared)

Postby chronoteeth » Fri Aug 03, 2012 6:43 pm

Coyote, yup
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Steve1664 » Fri Aug 03, 2012 9:37 pm

I'm the kind of person who picks up on which weapon to use when quickly, so ammo conservation comes naturally for me. That said, NeoCore's a damn good mod from both a presentation and gameplay standpoint. I certainly like the feel of the weapons so far, and they all have a logical optimal use based on that (the pump-action is a beast up close, don't believe otherwise); it scratches that itch for something different yet familiar. I don't quite think the "rolling numbers" effect on the status bars works well though considering how often you switch weapons quickly, and it kind of makes it easy to lose track of things.
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Re: Sangelothi Mods (Some other mod has appeared)

Postby TiberiumSoul » Sat Aug 04, 2012 11:09 am

if i may i have a great blood system you could use with this but irs a bitch to impliment so by all means allow me :) ill make a gameplay video because nashgore is way overused no matter how much its edited
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Sangelothi » Sat Aug 04, 2012 7:48 pm

I won't stop you from making it as a patch for the mod, but I'm well capable of making my own gore system if I ever wanted to. I specifically choose nashgore because its visually satisfying and fits what I have in mind for a "new" gore system. NeoCore and another mod that I only have a prototype for so far (but will pick up later once everything is planned out, so working on it goes smoothly) use a version of nashgore with small flying blood and subtle yet "juicy" sounds, that way the blood is still visually satisfying when you pay attention to it (using the Empress in NeoCore feels great when I shoot a trooper and all that blood flies out) but doesn't put too much emphasis on that "hey look at all that blood!!!" idea. Echo Path on the other hand is quite the opposite using bigger flying blood and much more gushy sounds to emphasize that over-the-top, gritty, "kill kill kill" feeling :P
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Steve1664 » Mon Aug 06, 2012 10:04 pm

Count me in as another person who doesn't quite get what role the Coyote pistol is supposed to play - the starting handgun is plenty adequate to take down most targets with higher accuracy and fire rate, while the Coyote's accuracy isn't good for anything other than as a close range fallback weapon, and you already have two perfectly good shotguns for that. I can understand the need for the two automatic weapons, with the SMG being great for clearing out small fry and the Zerox more suited for larger targets and longer range fights, but the second pistol seems somewhat redundant to me.

Also, is it just me or does armor provide next to no protection? Most of the time attacks seem to take my health down by large chunks while there's barely a dent in my armor percentage.
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Sangelothi » Mon Aug 06, 2012 11:39 pm

Hopefully when the Coyote is changed into the burst pistol I have in mind it won't feel as redundant. The Coyote was meant to serve as an early-powerful fallback weapon for the likes of Hellknights that a mapper places in an early map, in case the player doesn't have, let's say the Empress (or enough ammo for it) as far as weapon progression should go, the Coyote and the Empress are a bit of a substitute for one another (it's expected the player should have at least one of them if not both when the player is supposed to have the shotgun vanilla wise)

I would really like to have two pistols so I can have two weapons per slot (with the exception of slot 1) hell, I was thinking about adding 3 more weapons to the mod to make use of slot 7 and have slot 1 not be an exception :P I'm not sure what I would do for another slot 1 weapon, but I have some interesting ideas for the slot 7 weapons ;-) not necessarily stronger weapons, but I'm sure players will find them intriguing to use nonetheless :mrgreen:

How does everyone feel about the Acer Rifle??? I'm tempted to change it out for a projectile weapon (fills the same role as that long range dead accurate weapon that you want to save for the big guys) but visually will be more appealing :D
Also, does anyone have any ideas for name that I could change the mod to or is everyone fine with NeoCore???
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Steve1664 » Tue Aug 07, 2012 9:28 am

Making the Coyote a burst-fire pistol does make a lot of sense as a quick-pinch power weapon; good to see you're going that route for it. As for the Acer, I think having a potent, pinpoint hitscan weapon is a huge help in situations when you need to take down annoying enemies from long range quickly, like loads of chaingunners or Revenants on ledges or pedestals like many mappers like to use. If you'd like to make it look a bit flashier but keep the same functionality, I certainly won't stop you from doing that.

As a whole I've been enjoying this mod quite a bit. It's largely well-balanced and presented, and all that's needed is that bit of fine tuning and polish. Keep it up!
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Re: Sangelothi Mods (Some other mod has appeared)

Postby TheUnbeholden » Sun Aug 26, 2012 7:43 am

I think this mod is the only reason to play Strife... now thats a complement. To think, you saved a game from worthlessness.
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Re: Sangelothi Mods (Some other mod has appeared)

Postby TheUnbeholden » Sun Aug 26, 2012 9:38 am

Thats weird, Gabriel and Phoenix both start off with the machete... what happened to Lead Pipe and Viro blade?
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Re: Sangelothi Mods (Some other mod has appeared)

Postby Sangelothi » Sun Aug 26, 2012 12:34 pm

Phoenix's Viro Blade became her special, and the lead pipe was really nothing more than a graphical change from the machete I decided to remove it and have the machete shared between all of them :D

If I ever get around to updating The Martyr I'll probably upgrade the machete so it's like the fist in Diaz script-wise (combos anyone???) I notice I do turn to the machete a number of times during combat instead of just using it on barrels only. I think it could use an upgrade (which I'll probably do with NeoCore's machete first since it's pretty much the same from The Martyr)

Thanks for the kind words ^^
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