Alright, let me address this point by point.
wildweasel wrote:][*]You start with no ammo, no melee weapon, and basically you're screwed if you're starting off a megawad that sticks you in a room with monsters and expects you to be able to fight them off (like say, TNT.wad Map01, which has no ammo in its first room, only a Berserk pack).
I don't know how to do ACS quite yet, is there a quick and easy tutorial that I could do in like an hour?
wildweasel wrote:[*]It's been mentioned, but the animations really need some work. I'm not asking for 35 FPS silky smooth weapon rips (that'd bloat the wad quite a bit), but you might want to look into how to take advantage of the OFFSET function or duplicating/realigning frames using the TEXTURES lump. I could show you an example of that from an abandoned mod of mine.]
I just figured out how to do this, so I will include those in my updated WAD
wildweasel wrote:[*]As has also been mentioned, the muzzle flashes need some work too - Scuba Steve's got a good tutorial about that
here.
See my last reply.
wildweasel wrote:[*]When you do find some ammo (the backpack helps a lot for that at the moment), the Desert Eagle is...obscenely powerful. It took about 13 shots to kill the Cacodemon at the start of Vrack2b.wad. That's one and a half clips. That's insane for a pistol.
I agree, I overdid it a bit. Okay, maybe a lot.
wildweasel wrote:[*]On second thought...ALL of your weapons are way more powerful than they appear. One full clip of MP5 took down a cacodemon in about two seconds flat. I don't recall the MP5 being capable of 2100 rounds per minute...try adding an extra frame in there that doesn't do anything to slow it down a bit.
What would be the best way to determine the rounds per minute from your WAD? I know that the MP5 really fires between 700 and 900rpm based on the model.
wildweasel wrote:[*]While your rips are all around much nicer than before, you still need to pay some attention to the white junk that's collecting on the edges of the sprites, particularly when the FN-P90 is firing.
[*]There's no recoil in your sprites. Even shifting the weapon down and to the side a few pixels would be enough to convey that this weapon is not staying put when it's firing.
I will work on these.
wildweasel wrote:[*]There's a single frame at the beginning of the M249's reload sequence where the weapon disappears. You should check your code for typos, because you might have misspelled the sprite name there (causing the game to not display anything).
I took a look and I can't seem to find it, I will keep looking.
wildweasel wrote:[*]The way you've got your weapons set up, there is practically no difference between all your rapid fire weapons outside of clip sizes and reload times. For example, I found little reason outside of aesthetics to go back to any of the assault rifles once I'd found out that I have an Ares Shrike in my inventory.
I will update the sounds, accuracy, rates of fire, and tweak how powerful each one is.
Once again, many thanks to WildWeasel for his input and to everyone else for theirs.