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I think I got this sucker working the way I want it now. Suggestions/changes are welcome at this point- for a while all I will be doing is graphics cleanup and replacement, so try and catch those problems as they come up too!
Spoiler:
Slot 1: Knives and grenades. Player spawns with 4 grenades at the start. Tap fire to swing knife, hold to throw knife, and altfire to throw grenades. Hold weapon special, then release fire/altfire to cancel throws.
Slot 2: "Greaser" custom paint job M3 "Grease Gun". Very accurate and effective against small targets.
Slot 2: "Oozi" custom SMGs modded to look like the classic Uzi machinegun. Altfire blasts both at once if you picked up two!
Slot 3: "Coach" over-under shotgun. Tap fire quickly to blast off both barrels in a stagger form, or altfire to shoot them at the same time. Amazing against soft targets!
Slot 4: "Matilda" mounted machinegun. Weapon Special mounts/unmounts the machinegun, fire blasts AP rounds in the general direction of anything you're looking at. Altfire chucks grenades without affecting your vulnerability or status!
Slot 5: "RPG-5" rocket launcher. Fires devastating RPGs at both soft and hard targets.
Slot 6: "Smart Rifle" equipped with both superpierce rounds, capable of penetrating the Matilda shield, and a smart targeting system that lights up when a shootable object is under the crosshair. Must be precision aimed even if the targeter says there's a target! Hold weapon special, then release fire/altfire to cancel scope targetting.
Replacing the BFG is a bomb blast suit, which increases your resistance to heavy weapons fire but decreases your resistance to light arms fire. (needs new graphics) With this plus the Matilda, you're a serious force to be reckoned with!
The main thing I need now are multiplayer testers. Let me know what feels balanced, what isn't balanced, that sorta thing.
Current bugs: -being killed while firing dual oozis can cause the player sprite to be locked into a standing position. I still need to come up with and write an appropriate fix for this problem. FIXED
-let me know what else you find!
-FIXED: removed an exploit allowing Matilda players to fire while moving.
The upload is complete. Grab it here (uploaded 3:21 4/3/09)
Beta 2 here: http://www.sendspace.com/file/w4lc8p (uploaded 3:37 4/6/09) Release candidate here: http://www.sendspace.com/file/lf3vjb (uploaded 2:54 PM 8/19/09)
Last edited by DoomRater on Wed Aug 19, 2009 12:54 pm, edited 4 times in total.
Hm, any reason why? Right now it does about as much as the supershotgun when both barrels are fired, and MORE than the standard shotgun on single blast! Keep in mind that zombies and imps are weak against the shotgun's ammo as well, so they get dealt even more damage.
DoomRater wrote:Hm, any reason why? Right now it does about as much as the supershotgun when both barrels are fired, and MORE than the standard shotgun on single blast! Keep in mind that zombies and imps are weak against the shotgun's ammo as well, so they get dealt even more damage.
*facepalm*
I didn't even tried the alt fire.
Stupid me.
EDIT : Yeah,the shotgun causes as much damage as it should be.
I played around with this a bit, and I like what I see! There are a few things that could be improved, though:
-Some of the weapons need more animation to them, namely Matilda. The belt is static and doesn't feed into the weapon as it is fired, nor does the bolt animate properly. Minor quibbles, honestly.
-No offense to Paul, but I never really liked his coach gun. However, I'm not sure there is a real replacement for it.
I honestly want to stick my fingers in this one and mess around with the graphics, but I'm not sure it would really be proper. It's a good mod, honestly.
Yummy so far. Looks like the blocker code got messed up somewhere and some of my shots are hitting the blockers, but that's fixable I'm sure. Also, that knob will be replaced with a better looking knob so the graphic is more consistent!
Thanks, I'm glad you like it! Yeah, I have no clue why the shots are being blocked. I noticed that myself, and while tinkering with the animation, there was one point where all the shots were blocked.
After playing around with the mod some more, I have one more suggestion: make the red dot on the sniper rifle smaller when scoped. The dot can actually obscure monsters that are far away, making sniping difficult.
Snarboo: will do. I also went in and fixed the blocked shots, retaining the new fire speed I had just put in as well, and fixed spots where the blockers WEREN'T spawning when they should have been. It's just a lack of familiarity with the system and stuff, nothing to worry about. (Basically the blockers take an extra tic to die, so the timing looks off when it really isn't)
przndoom: Let's see it. It might be better than what I got.
Funny, I played this today (after months ago) shortly before this topic shown up with a newer version. I see the Greaser got a graphic makeover, but it seems to lack a pick up sprite, since in the alt HUD, it shows the ready frame in place of the weapon icon. The weapon special key actually seems to do something now, unlike how I didn't really notice anything from previous versions. Didn't you plan to make a chain lightning weapon at one point? Did it get scrapped? Is the Smart Rifle supposed to have so much ammo for the damage it does? The weapons seem to lack a selection order, because whenever I run out of ammo for a weapon, I default back to the knife and grenades.
I feel like Snarboo made the Matilda have a much better feel to it due to the shaking. I think a weapon with a good feel can make it more fun to use, even if it doesn't affect the game play.
I have a few more suggestions for the sniper rifle if you don't mind:
-While using the scope, player movement could be slowed, but not necessarily stopped. I feel this would make the rifle more tactical.
-Maybe add a secondary fire, like being able to fire from the hip quickly. It would be very inaccurate, but would function as a panic fire if monsters get too close.
-The rifle seems kind of weak. I'm not sure if it really needs a damage increase given the amount of ammo you can carry, though. Also, I might just be missing most of my shots. :p
Sorry to make so many suggestions, I just like the mod a lot. Hopefully it doesn't seem like I'm demanding anything.
Edit:
A few other things I've noticed:
-Are the shotgun shells supposed to give you a random amount of ammo?
-The Arachnotrons firing sounds seem to be a machinegun.
-The Cyberdemon fires sniper ammo instead of rockets.
Last edited by Snarboo on Fri Apr 03, 2009 7:14 pm, edited 1 time in total.