Hideous Destructor [last update dated May 13, 2013]

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Re: Hideous Destructor [last update June 1, 2012]

Postby Vaecrius » Sat Jun 02, 2012 8:54 pm

Tempting, but it seems completely arbitrary to restrict only one weapon this way.

For what it's worth I have changed it so there is nothing to counteract the fact that rockets and grenades don't spawn hitscans in deathmatch, which reduces the one-hit-kill ratio significantly without direct hits. Which at least makes other spawnclasses viable in comparison, though it's still likely OP when longer-term ammo and multiple-mook-targeting considerations aren't an issue.


EDIT: As a side note, E2M9 with this mod is the single most un-fun thing in all of Doom, ever. (runnerups being Icon of Sin and E2M9 generally)
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Re: Hideous Destructor [last update June 1, 2012]

Postby NeuralStunner » Sun Jun 03, 2012 2:36 pm

Vaecrius wrote:E2M9
Me:
"E2M9...?"
*Starts up, spawns in sight of multiple Barons*
"OH GOD, E2M9!"

Reasonably certain that any Strategy Guide worth a crap pointedly says of the level: "Screw this map."

(What follows can be a useful analysis of how to complete it, sure, but it should still begin with that remark...)
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Re: Hideous Destructor [last update June 1, 2012]

Postby Woolie Wool » Sun Jun 03, 2012 2:43 pm

Vaecrius wrote:Tempting, but it seems completely arbitrary to restrict only one weapon this way.

For what it's worth I have changed it so there is nothing to counteract the fact that rockets and grenades don't spawn hitscans in deathmatch, which reduces the one-hit-kill ratio significantly without direct hits. Which at least makes other spawnclasses viable in comparison, though it's still likely OP when longer-term ammo and multiple-mook-targeting considerations aren't an issue.


EDIT: As a side note, E2M9 with this mod is the single most un-fun thing in all of Doom, ever. (runnerups being Icon of Sin and E2M9 generally)

Doom E2M9 with Mutiny is probably not possible to survive the first room of.
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Re: Hideous Destructor [last update June 1, 2012]

Postby Big C » Sun Jun 03, 2012 10:18 pm

Hey Vaecrius, just wanted to say that the sentient barrel enemies do something odd to the level enemy count.

When they spawn they raise the enemy count of the level, but when destroying them sometimes they just mark as one enemy down as per normal and sometimes they REDUCE the total enemy count when they're detonated, like they were never there. Sometimes they seem to reduce by more than one.

It's very strange but doesn't seem to affect the gameplay any. Felt you should know nonetheless.

Also, loving this mod much more with the tweaks to fire-and-move penalties and the semi-auto option for the rifle. :mrgreen: The bandolier mechanic for the shotguns is also a nice touch.
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Re: Hideous Destructor [last update June 1, 2012]

Postby Vaecrius » Sun Jun 03, 2012 11:58 pm

Thanks for the heads-up! (And really this could all have been avoided if I'd just made two different actors to begin with. I'll do that for the next update.)

Also, it wasn't a tweak it was a near-total removal. :P Oddly enough, it actually makes moving around in the open feel a lot more deadly now that there are so many more options for even a hypothetical shooter.

Nice to know I haven't gone (relatively) crazy for liking the semiauto rifle and new ammo system.
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Re: Hideous Destructor [last update June 1, 2012]

Postby NeuralStunner » Mon Jun 04, 2012 12:42 am

Dropped penalty for moving? Heck yeah!

Also: This mod is an interesting example of how butt-searingly difficult a mod can be and still be well-recieved. Admittedly it's removing some of my reservations about using similar quasi-realism mechanics in my own works.

(A lot of this stems from the fact that while i don't play a lot of mods, I have actually played this and rather enjoyed the game being geared toward my typical cautious style of gameplay, for once...)
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Re: Hideous Destructor [last update June 1, 2012]

Postby Ethril » Mon Jun 04, 2012 1:21 am

Vaecrius wrote:Further ammo capacity reductions. Also replaced the backpack with black armour until further notice.

might as well just scrap the chaingun entirely at this rate.
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Re: Hideous Destructor [last update June 1, 2012]

Postby -Ghost- » Mon Jun 04, 2012 1:38 am

I never actually use the chaingun, feels like the rifle fills the rapid fire role better. Not to mention I can't hit anything with the chaingun, but that's my fault, not the gun's. :P
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Re: Hideous Destructor [last update June 1, 2012]

Postby Vaecrius » Mon Jun 04, 2012 3:05 am

@NeuralStunner: Recoil is still exacerbated by movement so circlestrafing in the open is still suboptimal, it's just the first shot that has no penalty which makes popping out of cover for a quick shot a feasible tactic rather than the exercise in frustration it used to be.

@Ethril: Chaingun capacity was not reduced in this update. :P

@Ghost: It's great for painlocking baddies, taking out rooms without retreating to reload, and overcoming things that resist every other kind of damage. Definitely not a weapon you should have out when exploring unknown areas or trying to outmaneuver the enemy, but every so often the firepower more than makes up for the mobility penalty.
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Re: Hideous Destructor [last update June 1, 2012]

Postby Ethril » Mon Jun 04, 2012 3:11 am

Vaecrius wrote:@Ethril: Chaingun capacity was not reduced in this update. :P


What I meant was, a full reload of the chaingun takes like 4 rifle clips. Without the backpack, that's pretty much all your bullets down the drain.
unless you changed that.

...Theeeeen again, rifle ammo is common enough that it shouldn't be much of a hassle to replenish it.
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Re: Hideous Destructor [last update June 1, 2012]

Postby FDARI » Mon Jun 04, 2012 3:18 am

I like how the chaingun feasts upon your ammo, actually taxing your supplies should you choose to use it. However, I find it extremely difficult to use the chaingun efficiently. And the assault rifle is by far my favourite weapon. My use for the chaingun: Allocate surplus ammo. That and... "I'm gonna be surrounded in two seconds. Let's try to fill the room with hitscans." Use of the chaingun usually heralds my demise. But... Is there a correct/efficient way to use that weapon? Sooo many of the shots go wild, I can miss an entire crowd. When I correct for recoil by lowering my aim, the mouse ends up in my lap as I run out of table (exaggerated for making of point).

Other feedback:
On my most recent playthrough enemies seem more eager to push forward from behind a closed door, making the first room of a map a very bloody battleground. I like it because they come in small groups that give you a moment to patch up and reload. This pressure from the hostiles makes the game come alive.

Removal of the backpack was just right for maps I have played so far (not that many, mind you). There is no danger of running out, and I used to feel that the ammo-containing-something should be the thing you keep ammo in from the very beginning. A backpack seemed like an unlikely improvement. (However, in an arcade mindset, powerups are symbolic, and the backpack is a nice capacity symbol; HD takes Doom towards simulation.)

I find myself wanting some kind of something new in its place though, not just something that was already there. The backpack is a rare pickup as is, so you could have a range of random special items (with temporary, expendable or permanent effects) in its place and lend some variation to the playthroughs.

The overhauled ninja pirate is an improvement. It was a bit confusing to begin with, but there is a meaningful challenge now. Previously I had to do: Draw pistol. Shoot forward, shoot left, shoot right, 180 shoot behind; HIT! Switch to combat weapon, SPRAY. Yes... Pistol-probing for invisible foes.
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Re: Hideous Destructor [last update June 1, 2012]

Postby Lava Grunt » Mon Jun 04, 2012 5:19 am

Not much at all I can request for the mod at this point...Veacrius has been polishing this baby since day one, and has done a damn good job in doing so.

I guess I have only three, minor requests. They are:

1) A version with magnum casings, shotshell casings, and other decals and decorations staying a long time (Zdoom already has a high setting for wall decals for the awesome new blood and bullet holes/burn marks.). I want these to stay forever (or atleast how long brutal doom keeps them), my system can easily take it.

2) Reduce the amount of health stimpacks give by a pinch. They heal just a tad bit too well, three will easily negate my needs for a medkit when my health is in the deep red, that seems a little imbalanced. Or, perhaps, follow up to what that one guy said and make stims work better the more healed you are? After all, they are pretty much only stimulants for little bites or scratches. So, the more hurt you are, the less effective they would be.

3) A marine de-summoner. Refreshes their memory, and allows for easy transportation of your marine buddies. Now they can help you instead of worrying about that imp a mile away, when all you have are your fists, and a pack of spectres Ninja Pirates want you dead.



But other than that, great job on all the work.



EDIT: Found a minor bug: shrapnel debris can stick onto ceilings. Kind of neat, actually.



Spoiler:



Spoiler:



Also...playing the brutalized mapset with this mod on the Doom-difficulty setting is not only fun, but infuriating. Now would be a great time for a marine de-summoner...but most die very quickly now anyways, due to contricted movement space. :lol:

Nice Ninja Pirates. They remind me of a moving CnD spy, and the Playstation Doom's toxic demon combined.

Spoiler:
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Re: Hideous Destructor [last update June 1, 2012]

Postby -Ghost- » Mon Jun 04, 2012 7:47 pm

That third point is a good one. It'd be nice to be able to "pack up" the marines and move them to another room, since some levels are so sprawling that they fall behind, or they get stuck on a ledge or something. While playing I was thinking about ways to address that as well, maybe some sort very rare radio pick-up that would let you summon reinforcements? It could act as a backpack replacement so you still have a separate power-up spawning. There's the risk of stockpiling them, but they tend to get stuck on random things so often that it would be hard to keep a bunch together for more than 1 fight anyway.
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Re: Hideous Destructor [last update June 1, 2012]

Postby Vaecrius » Tue Jun 05, 2012 1:29 am

.......

...yes, all the demons.


@Ethril: 5 actually. I find the biggest (smallest?) bottleneck is in finding full mags rather than loose ammo that you need to take time consolidating.

@FDARI: As would I. Quite a few possibilities as to what, though, and I'm not sure if I like any of the ones in my head right now. All I know is that it should be a permanent bonus that usually doesn't directly affect any single fight but makes the game easier as a whole...

As for the chaingun, if you can't hit things try getting into position before hitting fire, and practice relying on painlocks to prevent or interrupt rather than moving to avoid attacks.

I'll think about what to do with the marines. Every option seems so arbitrary and unconvincing I'm tempted to replace them with a sentry robot of some kind...
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Re: Hideous Destructor [last update June 1, 2012]

Postby -Ghost- » Tue Jun 05, 2012 2:35 am

Yeah there's a fine line to walk to balance NPC squaddies. Could you bump the reinforcement size down to 2 marines but make a radio item or make them recall-able? They can tip the odds in your favor, but given the high damage of everything they still drop pretty fast, so they're not too useful.
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