Doomguy 2000 wrote:1. It's 150 mega bytes with the entire realm667 bestiary with some weapons that I liked from the armory, and most of the items from the Item store. I have also added some of my own monsters including some items that have never been before seen. I used an Mp3 for the intro that's about it. I did credit some bands in the readme such as Alvin and the Chipmunks for the chipmunk baron sounds, but that was from a cartoon show.
The Realm667 Bestiary isn't a "make your own wad" generator. Do you have any idea how many wads we've seen that are little more than a compilation of every monster and weapon on Realm667? Scalliano pretty much has that market cornered, and he's at least honest enough to say up front that his mod consists entirely of realm667 resources.
2. It could be too many for most people who are used to just only having a smaller selection of weapons but doesn't AEOD have a huge much bigger amount of weapons than what I put on there? as far as the key bind I had no plans on adding one for weapons.
Yes, except that's the reason why I (still) don't like AEOD. You need to look through your huge list of weapons and try filtering out or combining any guns that seem to have similar traits. For example, the machinegun and original Doom chaingun have near-identical behavior, accuracy, and damage - the Doom chaingun could easily be removed. The dual MP5K's could also be removed since they, too, are rather similar to the Doom chaingun. As a tool of game design, imagine your weapons not as actual weapons, but as pure concept. You have a rapid fire weapon that fires at a speed of one shot per four tics, does 6 damage per shot, and has middle-ish accuracy. This could easily describe two or more of the rapid-fire weapons you've got. And no, binding additional weapon keys to bypass the slot system is still not a valid solution because
that's what Doom's weapon keys are supposed to do in the first place.
3. Is that most of the player classes or just some of them? The only class that I could think of like that would have be the new age power one where you get to start out with very good weapons.
Actually yes, it's only a few of the classes that start with a million-and-a-half weapons - I suppose Classic Power and New Age Power are probably the only classes useful in Celebrity Nightmare mode.
4. I put the wad in the zip file and than changed the extension to pk3 that's what I did to reduce it to around 150 megabytes. If I would of not bothered with it then it would come close to 200 megabytes. It does waste memory if I do that with the zips?
[wiki=Using_ZIPs_as_WAD_replacement]This wiki article might help you out a bit.[/wiki]
5. That is only there for 3 out of 7 of my difficulties. You don't see a wall when it comes to Hell For Beginners, Marine Assault, Hellish and DG's Celeb Nightmare!.
What I'd suggest doing: move Icon and Celeb modes to the bottom of the list and offer the wall of text on those, then remove the wall-of-text from the rest and organize them in order from easiest to hardest. Also, remember you can use a graphic for the skill name instead of making ZDoom generate it for you - you could use that to add descriptive icons to each skill setting's name (pictures of marines in Marine Assault, a Romero head for Icon mode, a Mr. Yuk face and caution stripes for Celebrity Nightmare).
6. You probably didn't but then again this is a completely different game mode where the Boss Eye is there every level. That's why I put the quote on quote wall of text to better explain it further so player knew exactly what this was.
See the above suggestion.
7. Those monsters are just like that according to the creator that made the monster I left those unchanged when it came to behavior.
This is about where you take some artistic license - you could modify the chainsaw marines to not rev up their chainsaws until they've spotted the player, instead of running them all the time (which by the way can't be good for said chainsaw's fuel usage).
8. I credited the person that submitted the monsters and weapons including items to realm667.
Try crediting the people who
created said monsters. Submitter credits are unimportant (unless the monster is directly submitted to you by its author).
9. At least In tried something new that was never been done before. He man not seem that threatening to you but could to others.
Yes, well, Doom 2 maps tend to place Revenants in sniper positions a long distance away from the player - since mine layers don't appear to throw their mines, nor do they have any ranged attack whatsoever, this means that 4 times out of 5, a guy that drops land mines at his feet is not going to be a threatening enemy at all. Now if he were to replace Demons or Spectres - monsters that are far more likely to encounter the player in close quarters - then he'd pose some semblance of a threat.
10. You must be referring to the superstim, berserk sphere, and berserk. That's all I could think of when it comes to items that give you berserk status.
Yes. These items seem to appear far too often. Remember that berserk multiplies fist damage by ten, meaning that with every punch the player stands to deal up to 100 damage per hit, at two punches a second. Smart players that can dodge attacks (which I'd imagine is a large portion of this forum's player base) will be nigh unstoppable once Berserk status is attained, which given the spawn rates of these things is almost guaranteed for every level early on.
11. That was just me making a better more realistic sprite replacement for the scripted marines that are a part of ZDoom so the health of that pistol marine is the exactly same as the normal one.
That's precisely the problem - the pistol marines (which I assume have 100 health like the player does) presently replace zombies, which only have 20 health. Playing as the classic marine who only starts with a pistol, that effectively means I'm spending five times the ammo to kill (basically) the same enemy as I would in original Doom. This plays hell with the ammo balance making it much more likely that the player will run out of ammo early on, and in many map sets, this can effectively make levels completely unplayable.
12. I thought that was a demon eclipse rocket launcher that came from demon eclipse.
Demon Eclipse's launcher is the "Rocket Launcher from the Future!" that I mentioned in point 13. The Powerslave one probably used to be a flamethrower or something, and if you really got it from the Armory in the state it's in, I'm surprised that weapon wasn't rejected on submission.
15. Shadow Warrior shotgun? I assume you must be referring to the Quad Shotgun?
Yes, THAT ONE. The problem with borrowing resources from online repositories like the Armory is that many people have probably seen said resources a hundred times. Again, totally not joking.
16. Something that seem to be balanced and challenging to me?
I didn't say anything about how they behaved - I am merely pointing out that their very existence classifies as a Grievance and something that I feel Must Be Purged.
17. Of course how could I resist putting this guy in the game? All he does is a melee attack and is the best melee opponent in this wad.
Obviously you have no self control then, because anybody else would see him and see that he only has one frame, suffers severely from Doom palette conversion issues, and has too damn many hitpoints for an Imp replacement (Imps have 60 HP, this guy feels like he has twenty times that).
I'll counter-counter-point the rest of your counter-points once I'm done lifting heavy things in the other room.