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Here's a new chainsaw that throws around traps. Now the chainsaw is much more useful for your meleein' needs. You can also throw this implement of blades as a short ranged weapon. The only downside is its bulk to deter perfect throwing accuracy and distance reach of projectile traps. On the plus side, each trap is reusable, which is great for the environment! Hell_Chainsaw actor renamed to Chainsaw for (greater) wad combo compatibility (works even for brutal doom).
Some tips include:
Standing in stationary position increases lobbing accuracy. Traps are not accurate substitutes for stunning monsters. http://forum.zdoom.org/viewtopic.php?f=19&t=33973 for new version.
Screenshots:
Spoiler:
Somebody got shot!
Another got shot!
Oh, it's just my hell chainsaw. Whoopsies!
Last edited by RV-007 on Thu Oct 11, 2012 4:57 am, edited 7 times in total.
I'm thinking to make the chainsaw traps known by those light-up visors. Is that a good idea?
As for the 100+ amount of chainsaw traps, let me know by how much. It' s cool to throw traps around, but I don't want to turn a sector into a field of landmines.
I did the same with tripmines and spike traps in Tristania3D. It is a very useful feature. Instead of an item, however, I suggest an animated object (there is a sawblade in the Blood texture pack which'd fit here), a line of electricity, a tripmine, and so on.
I guess everyone wants to have a continous wave of blades. Ok, I'll make the max count to 777 (enough ammunition count for a short range weapon). Each chainsaw weapon or backpack will account to 111 chainsaw traps.
EDIT (28/07/2012):
Ok, now it's finished. I don't think I could make further improvments on the weapon.