- Courageous modifier:
- While you're at full health, your weapons do twice as much damage
(this modifier is sort of a Legend of Zelda reference)
(I would say most of the weapons would be ideal for this)
- While you're at full health, your weapons do twice as much damage
- Chain Lighting modifier
- Kinda oblivious but basically causes damage to jump from
enemy to enemy
(Ideally it would be applied to the plasma rifle and bfg9000)
- Kinda oblivious but basically causes damage to jump from
LegenDoom [2.8.3] - LDL [4.2]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- FireSeraphim
- Posts: 407
- Joined: Thu Nov 18, 2010 12:45 am
Re: LegenDoom [1.4]
@Yholl: I been meaning to getting around to suggesting a few modifiers for the legendary weapons and I like what's there already but I hope you don't mind me suggesting a few more
- Arctangent
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Re: LegenDoom [1.4]
There's nothing that strange with those sounds. They're just played without allowing them to fade with distance.Viscra Maelstrom wrote:well, the active sound comes from them, but the sound is perceived directly by the player, rather than it being heard from where the monster is positioned, isn't it? and it's the same with the laughter sound?
Basically, they're played as 0D sounds, instead of 3D sounds.
Re: LegenDoom [1.4]
Yeah, sounds like a good one I haven't got yet, I'll write it down. I'll probably give it a different name though.FireSeraphim wrote:Courageous
Chain Lightning is kinda difficult to do, I'll pass on that.FireSeraphim wrote:Chain Lighting
heeeehFireSeraphim wrote:Kinda oblivious
nyetArctangent wrote:Basically, they're played as 0D sounds, instead of 3D sounds.
- Arctangent
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Re: LegenDoom [1.4]
I wasn't talking about the laughter, since I have no idea if it's given that treatment, I'm just talking about a boss's active and death sounds.Yholl wrote:nyet
- 4thcharacter
- Posts: 1183
- Joined: Tue Jun 02, 2015 7:54 am
Re: LegenDoom [1.4]
There could be also a legendary weapon that has a "curse" effect as well. Basically any monsters that are hit with "cursed" weapons will be attacked by it's fellow monsters.
Kinda like the curse spell on Wrath of Cronos.
Kinda like the curse spell on Wrath of Cronos.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.4]
well, whatever the treatment the sound of boss enemies are given, that particular behavior is what pre-determines a boss-enemy usually, isn't it?
Re: LegenDoom [1.4]
Probably because at some point bosses used to have global sounds in Doom (IIRC).Yholl wrote:No, it comes from them. I'm not sure why you would think that.
- 4thcharacter
- Posts: 1183
- Joined: Tue Jun 02, 2015 7:54 am
Re: LegenDoom [1.4]
It still is, any sounds coming from bosses (minus the things they fire or summon if they can) will be played at higher volume and you can hear their death and see rattles no matter where you are. On the laugh sound, it's probably played in the same way too.
Re: LegenDoom [1.4]
The Sight sound, is the sound when a monster sees you. For a boss, this is played at full volume throughout the map.
The Active sound, is the sound of a monster's idle noise, like a growl. That's what the Active sound is. It is never played at full volume.
The Death sound is like Sight, played at full volume for bosses.
The laughter of Legendary bosses, and all other sounds associated with Legendarification, are not played at full volume throughout the map.
I know you are thinking of sight when you say active, but when you use the exact term for a different thing, I am very very confused.
I'mma go to sleep now ok bai
The Active sound, is the sound of a monster's idle noise, like a growl. That's what the Active sound is. It is never played at full volume.
The Death sound is like Sight, played at full volume for bosses.
The laughter of Legendary bosses, and all other sounds associated with Legendarification, are not played at full volume throughout the map.
I know you are thinking of sight when you say active, but when you use the exact term for a different thing, I am very very confused.
I'mma go to sleep now ok bai
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.4]
oh christ, i'm an idiot. i was referring to the sight sound, yes. i guess i messed up the word "active" with "activated." sorry for that bundle of hassle.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.4]
woops. if you hold down the fire-button when using the Triple Threat BFG, subsequent shots will not be in spread, but instead just fire a single ball.
- Arctangent
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Re: LegenDoom [1.4]
i blame viscra okayYholl wrote:stuff
Re: LegenDoom [1.4]
Yholl by any chance will you be adding some new enemy types or something between the lines? dunno maybe from a chaingunner/sargent it will morph into something else or they will apear as normal and flip the switch when they go into active mode
- Redead-ITA
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Re: LegenDoom [1.4]
2 words for yaMav3rick wrote:Yholl by any chance will you be adding some new enemy types or something between the lines? dunno maybe from a chaingunner/sargent it will morph into something else or they will apear as normal and flip the switch when they go into active mode
Weapon Mod
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.4]
yeah, this is designed so you can play it with any monster mod possible, since it's compatible with pretty much everything.