Ribo Zurai wrote:- The floating bat corpse. Apparently it turns solid: blocks projectiles and you can't pass through. How ironic...
Ribo Zurai wrote:- The burnt victims' corpses. They will still have a flaming flickering GLDEF light on their bodies from the fire after they die.
Machalite wrote:There's a real game-breaking issue with the blue reaper-like enemy that sucks the life out of you. If it turns 'solid' while occupying the same space as you, which is pretty much guaranteed to happen due to the nature of its attack pattern, you obviously both get stuck in place, but it will still be able to attack and kill you. You need a way to keep it immune while still a solid actor. Other than that, I can't help but feel that these reaper things are way too sporadic; you can't kill one without simply spamming your weapons.
Ribo Zurai wrote:- The Reaper. It's pretty damn hard to hit that thing, as it only turns solid when it's right inside your sprite, making your weapons almost unusable against it.
Ribo Zurai wrote:- The 3rd person mode: when you die because of fire, the camera will focus on a frozen frame of an exploding plasma shot from the original Doom game.
doomer1 wrote:Zombies often take more that 1 double barrel spray. cant have that.
doomer1 wrote:Cultists: need less health, faster rate of fire, and more damage
doomer1 wrote:Gargoyles behave strangely, and need less health but faster attacks.
doomer1 wrote:More maps, obviously, must be on the way, so that solves that problem.
doomer1 wrote:-Dynamite doesn't fizzle down, and doesnt blow the meat from your hands when you hold it too long, like in blood.
doomer1 wrote:lighter stayed up when changing between dynamite (i know its not that easy to do in DOOM)
doomer1 wrote:-Cultists dissapear when dead, and their feet twitch.
doomer1 wrote:-Powerslave revolver; a starting weapon would be nice.
doomer1 wrote:-Pump Shotgun: would be slower, less damage(than DB attack, more than 1B), and reload, but more accurate.
doomer1 wrote:-Reloads on all weapons. it would bring more immersion IMO.
doomer1 wrote:-DC-DEMO style health and armor boosts:
doomer1 wrote:-Drinking to give say 10 armor a swig (10 swigs full bottle.), and can turn it into a molotov cocktail, shooting fiery puffs in all directions in a limited range (like an spraycan alt but better) drinks would be hard to find, a rare enemy drop from fat zombies.
doomer1 wrote:-Smoking would enable gradual health regeneration, rather than be an attack. i thought that was stupid having to wait for the damn attack to end. What would happen is the cigs would be a rare enemy drop on cultists. it would be a usable item, and upon use, show caleb lighting it and bringing it to his face. from then on it would be a HUD display, with a lifespan of oh say 1 min and a half, and every puff cycle (5 seconds), you'd get 5 health.
doomer1 wrote:-Headshots that would blast the head of Zombies, Cultists, Fat men, and Gargoyles. Headshots would give a 25% damage increase, but no insta kills or anything like that.
doomer1 wrote:-Finally, ala "dinner with the preacher" on the blood wiki, caleb had to rip the heart out of his enemies chests. i would like to have a ritual knife that is used to attack a dead body that would give a 1 time 10% chance of picking up a heart (shadow warrior graphics are fine), and bringing it to face to consume.
doomer1 wrote:so thats my two cents on the whole deal,. keep up the good work
Мichаеlis wrote:A grandeur breakdown follows!doomer1 wrote:Zombies often take more that 1 double barrel spray. cant have that.
That's probably because you don't aim too carefully. I remember that I have test-balanced zombies and shotguns against each other, and they did behave well the last time I checked.doomer1 wrote:Cultists: need less health, faster rate of fire, and more damage
Apparently you haven't played it on the hardest difficulty. Or have you?..
Damage was hand-measured from Blood, health--taken from Blood Wiki. The things that I couldn't hand-measure nor find, however, were their accuracy and spread, and they might affect damage too.doomer1 wrote:Gargoyles behave strangely, and need less health but faster attacks.
What exactly in them is unlike Blood?
Health--Blood Wiki.
Faster attacks--probably.doomer1 wrote:More maps, obviously, must be on the way, so that solves that problem.
Yes, of course, it's going on! Though not too fast. Remember how it has been in works since 2010 and almost all coding was finished by last summer, and since then, only refining maps was taking its time toll.
On to purists' wishlist:doomer1 wrote:-Dynamite doesn't fizzle down, and doesnt blow the meat from your hands when you hold it too long, like in blood.
Weird to no end. I did it, and it worked, I spent quite some time doing it, and it worked, here's my word for it!
Now it only blows you up. (More exactly, it takes more health in the very explosion than you can ever collect. I have right now lowered it for the future release, so that if you were in more-than-full health, you could enjoy the awful gory graphics of the blown hand before you fall from blood loss in a few seconds.)
As for fizzling down--it's difficult, but not impossible.
"If it's not impossible, then why it's not done yet?"
This demo is here so that people can enjoy something before stuff like this gets implemented (which happens at an insanely slow rate)doomer1 wrote:lighter stayed up when changing between dynamite (i know its not that easy to do in DOOM)
Here, I don't think I know how to do this.doomer1 wrote:-Cultists dissapear when dead, and their feet twitch.
Their feet do twitch, but not forever.
Now they disappear if not observed after 19.6 seconds after last twitch.
Now to progressors':doomer1 wrote:-Powerslave revolver; a starting weapon would be nice.
There used to be a revolver back in the times. It is needless to say how bad it was.
However, if the Powerslave revolver is not that bad, it may be in. In a patch.
The possibilities are great, the question is which ones will work out.doomer1 wrote:-Pump Shotgun: would be slower, less damage(than DB attack, more than 1B), and reload, but more accurate.
May be in. In a patch. If ever.doomer1 wrote:-Reloads on all weapons. it would bring more immersion IMO.
May be in. In a patch not by me. There are many reasons, starting from not having sprites, ending with being scared at the amount of hassle.
But it may be in, as it's not impossible.doomer1 wrote:-DC-DEMO style health and armor boosts:
Er, what's that?doomer1 wrote:-Drinking to give say 10 armor a swig (10 swigs full bottle.), and can turn it into a molotov cocktail, shooting fiery puffs in all directions in a limited range (like an spraycan alt but better) drinks would be hard to find, a rare enemy drop from fat zombies.
May be in. In a patch. Not soon, if ever.doomer1 wrote:-Smoking would enable gradual health regeneration, rather than be an attack. i thought that was stupid having to wait for the damn attack to end. What would happen is the cigs would be a rare enemy drop on cultists. it would be a usable item, and upon use, show caleb lighting it and bringing it to his face. from then on it would be a HUD display, with a lifespan of oh say 1 min and a half, and every puff cycle (5 seconds), you'd get 5 health.
May be in. In a patch. In a distant perspective, if ever.doomer1 wrote:-Headshots that would blast the head of Zombies, Cultists, Fat men, and Gargoyles. Headshots would give a 25% damage increase, but no insta kills or anything like that.
Already in. Zombies suffer additional damage from being shot in the head. As for expanding, fine-tuning it--yes, surely expect.doomer1 wrote:-Finally, ala "dinner with the preacher" on the blood wiki, caleb had to rip the heart out of his enemies chests. i would like to have a ritual knife that is used to attack a dead body that would give a 1 time 10% chance of picking up a heart (shadow warrior graphics are fine), and bringing it to face to consume.
Oh, that's something difficult--but, again, not impossible!
May be in. In a patch. In a very distant perspective, if ever.doomer1 wrote:so thats my two cents on the whole deal,. keep up the good work
It's all the feedback, be it bugs, oddities, or suggestions, that rewards my hours of work on it!
Here go great thanks to all who have played and posted something about it
darkhaven3 wrote:God damn this mod is illegal. It doesn't look too bad, though, although it does remind me that some maps in Blood were a little visually lacking
wildweasel wrote:"Stable" is the problem - you should try it with a recent SVN build.

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