Search found 46 matches

by Vigilante
Tue Feb 04, 2020 7:25 pm
Forum: Gameplay Mods
Topic: Weapons of Saturn
Replies: 449
Views: 139414

Re: Weapons of Saturn [UPDATE October 19, 2018]

And thank you for your kind words. I am indeed having fun tweaking stuff and testing variants ! I am currently testing with a single bullet counter, and it feels much easier to keep track of. (The oldschool ketchup-and-mayo: alternate between bullets and shells) The 1911 (45?) was the only weapon ...
by Vigilante
Tue Feb 04, 2020 2:07 pm
Forum: Gameplay Mods
Topic: Weapons of Saturn
Replies: 449
Views: 139414

Re: Weapons of Saturn [UPDATE October 19, 2018]

I wanted to report that this is a very solid, very enjoyable mod, and I understand why several mods are based on this. However I think it has a problem of bullet ammo management. No matter what kind of map I play, I see that I am quickly out of bullets for the weapon I'm using, while topping off the ...
by Vigilante
Thu Mar 31, 2016 12:01 pm
Forum: Gameplay Mods
Topic: LegenDoom [3.0] - LDL [4.2]
Replies: 661
Views: 233295

Re: LegenDoom [1.1]

- The lack of auto-fire on charging weapons feels quite wrong :/ If you re-press too early, nothing happens, and on many weapons you don't see it unless you look at the HUD. What do you mean, you don't see it? With all those weapons (that I've found), there is no auto-fire, if I release a shot and ...
by Vigilante
Wed Mar 30, 2016 3:28 pm
Forum: Gameplay Mods
Topic: LegenDoom [3.0] - LDL [4.2]
Replies: 661
Views: 233295

Re: LegenDoom [1.1]

Some feedback, after playing +/- 6 hours with it : - chainsaw idle sounds seem way too loud. - Ammo can be a very serious issue if a tough guy becomes legendary, especially early in a map. I know such issue disappears in the very long term (collect backpack, hoard ammo, possibly find a ammo-friendly ...
by Vigilante
Mon Jul 21, 2014 1:30 pm
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 242426

Re: GMOTA: Fantasy arcade action, [V0.9.1]

About switches, I guess the least disruptive change would be to make the grappling hook have a smaller hitbox : it's always available, and centered. The change would make it a bit harder to hit monsters, but on the other hand it would be less blocked by nearby walls.
by Vigilante
Sun Jul 20, 2014 10:16 am
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 242426

Re: GMOTA: Fantasy arcade action, [V0.9.1]

The torch is one of the most powerful / versatile sub-weapons IMO. You can shoot and go away while the flames do their work, especially since monsters approach you and will happily jump in the flames. It's a very interesting gameplay which would merit being the main weapon for a spellcaster ...
by Vigilante
Wed Jul 16, 2014 7:35 pm
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 242426

Re: GMOTA: Fantasy arcade action, [V0.9.1]

Actually the charged gauntlet has an area of effect, so against humanoids hiding behind bars it's a solution. (I guess the staff will come back for "other characters" :wub: ) Oh, and by the way I saw it's possible to use the hook to grab distant chests and spellcubes. Handy when they are dropped by ...
by Vigilante
Wed Jul 16, 2014 7:20 am
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 242426

Re: GMOTA: Fantasy arcade action, [V0.9.1]

This plays wonderfully ! I was dubious about ditching the staff, but the gauntlet looks and plays very convincingly. The current weapon offsets seem OK to me. When you're using a wall angle for cover, if your right arm is free you can use the gauntlet weapons, and when it's you left arm you can use ...
by Vigilante
Tue Mar 18, 2014 1:46 pm
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 242426

Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

The leech rebalances the fact that health packs are replaced by smaller health pickups (If you boosted the health pickups I could go without the staff leech). I noticed it was not possible to use hook or force wave while holding the powered weapons, not sure if it was unfinished or a voluntary ...
by Vigilante
Mon Mar 17, 2014 1:54 pm
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 242426

Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Shield bash: It's just that if you're in melee range with several imps, it's impossible to break cover and strike without being hit : you have to step back first. I feel I get more damaged if I carry the shield and try to use it, rather than dodging, but it may be the lack of training. In any case ...
by Vigilante
Sun Mar 16, 2014 4:21 pm
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 242426

Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Just tested the mod for the first time (v0.9), the 16 first maps of Plutonia : it worked great. I set mouse wheelup for "reload", this way the wheel down switches between the two weapons and the wheelup switches between the powered and normal versions. One regret : How a lot of the map power-up get ...
by Vigilante
Tue Sep 10, 2013 11:07 am
Forum: Gameplay Mods
Topic: Accessories to Murder (ww-doomnukem): on Github
Replies: 1271
Views: 173764

Re: Accessories to Murder (ww-doomnukem): Update 9-08

Remember the original Revenant has 2 weaknesses that provide extra ways of fighting them : 1) his melee animation is very expressive -> You can close to melee range, dodge, repeat - this denies them from firing rockets. 2) missiles have small turn angle and average speed -> You can sidestep to dodge ...
by Vigilante
Mon Sep 09, 2013 5:03 pm
Forum: Gameplay Mods
Topic: Accessories to Murder (ww-doomnukem): on Github
Replies: 1271
Views: 173764

Re: Accessories to Murder (ww-doomnukem): Update 9-08

> it seems I cannot please anybody. Well I don't think anybody would scream if you used 'vanilla Revenant rocket' behavior. It is already familiar to players, and stays balanced with the enemy which is overall slower but (I think) more resilient than what it replaces. If you feel it's too lazy, well ...
by Vigilante
Thu Sep 05, 2013 9:17 am
Forum: Gameplay Mods
Topic: [WIP] Void's Red Alert Doom Mod
Replies: 12
Views: 3322

Re: [WIP] Void's Red Alert Doom Mod

Just in case you missed it, Zdoom allows you to use sprites of any resolution, you're not limited to the same pixel size as vanilla Doom. I think it's the XScale and YScale fields of Actor. Even for spawned things, it shouldn't be hard to use miniaturized Doom monsters so that the player gets a ...
by Vigilante
Wed Aug 21, 2013 6:17 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807365

Re: Brütal Doom v0.18

Like the doors of Moria : "Speak f*, and enter".

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