[mutator] Make It Snappy! v1.12

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[mutator] Make It Snappy! v1.12

Postby Matt » Tue Jan 29, 2013 1:50 am

Finally figured I'd upload this. A mutator that changes Doom to play more like an old '90s platformer - visible projectiles, coarse-grained health bars that count hits instead of damage, greatly increased vertical mobility and bullet-hell opposition. Enjoy.

From the readme:
Spoiler:


No screenshots because seriously the entire mod can be downloaded like 10 times for the bandwidth of one truecolour screenshot
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Last edited by Matt on Tue Dec 27, 2016 12:27 pm, edited 22 times in total.
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Re: [mutator] Make It Snappy! v1.0

Postby Sgt Dopey » Tue Jan 29, 2013 2:53 am

This really fun I espically like the visible projectiles effect (Can I borrow the code for it?) For extra lolz play it in a slaughtermap
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Re: [mutator] Make It Snappy! v1.0

Postby Matt » Tue Jan 29, 2013 3:48 am

Sure, though ww-terror and Brutal Doom likely have much better effects.
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Re: [mutator] Make It Snappy! v1.0

Postby Triple S » Tue Jan 29, 2013 11:26 am

Cool. Any map recommendations? As much as I liked Parkmore and Parkour I didn't have any maps that would really benefit from them.
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Re: [mutator] Make It Snappy! v1.0

Postby Project_Hellbane » Tue Jan 29, 2013 3:15 pm

Well, after playing it seems pretty balanced, and pretty fun. going to play Hell revealed with it and and some more thoughts then.
EDIT: more thoughts, when playing on any map with lots of enemies this go to hell pretty quickly, and the inability to shoot after being hit makes it even more difficult to survive, let alone win. All in all- 10/10 good job!
Last edited by Project_Hellbane on Wed Jan 30, 2013 12:41 am, edited 1 time in total.
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Re: [mutator] Make It Snappy! v1.0

Postby Tapwave » Tue Jan 29, 2013 3:41 pm

This is fantastic.
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Re: [mutator] Make It Snappy! v1.0

Postby Tormentor667 » Wed Jan 30, 2013 6:08 am

Do you have some screenshots? I am just curious and currently at work, that's why I ask.
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Re: [mutator] Make It Snappy! v1.0

Postby MetroidJunkie » Wed Jan 30, 2013 11:20 am

Project_Hellbane wrote:Well, after playing it seems pretty balanced, and pretty fun. going to play Hell revealed with it and and some more thoughts then.
EDIT: more thoughts, when playing on any map with lots of enemies this go to hell pretty quickly, and the inability to shoot after being hit makes it even more difficult to survive, let alone win. All in all- 10/10 good job!


Yeah. Unless I'm mistaken, old classic games that have you temporarily invincible after being struck still allow you to attack.
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Re: [mutator] Make It Snappy! v1.0

Postby wildweasel » Wed Jan 30, 2013 11:24 am

My only real complaint here is the hitstunning, as Hellbane has mentioned. Many levels become a lot harder if you can't just shove your way through a hail of monsters.
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Re: [mutator] Make It Snappy! v1.0

Postby Ed the Bat » Wed Jan 30, 2013 3:23 pm

MetroidJunkie wrote:
Project_Hellbane wrote:Well, after playing it seems pretty balanced, and pretty fun. going to play Hell revealed with it and and some more thoughts then.
EDIT: more thoughts, when playing on any map with lots of enemies this go to hell pretty quickly, and the inability to shoot after being hit makes it even more difficult to survive, let alone win. All in all- 10/10 good job!


Yeah. Unless I'm mistaken, old classic games that have you temporarily invincible after being struck still allow you to attack.

Not necessarily. It depends on the game.
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Re: [mutator] Make It Snappy! v1.0

Postby Ral22 » Wed Jan 30, 2013 6:57 pm

I like the idea of this classic arcade style. Nice touch on the health system.

Possible Issues and Suggestions Below:
Spoiler:

That's all I can think of for now. Great work. Very cool idea, and fun to play.
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Re: [mutator] Make It Snappy! v1.0

Postby Matt » Thu Jan 31, 2013 2:43 am

Does depend on game if I recall - Megaman doesn't even let you move while you're hit.

My real inspiration, though, is shmups where when you get hit and die there's often a moment where your plane's coming back onto the screen, it's flashing and nothing can hit it but the shooting has also stopped. I just removed the dying part. :)

As for this mod's own needs, my experience playing this on Oblige is that you take forever to run out of health in MIS!, so I prefer to prevent attacks as at least some incentive to avoid getting hit. (and it only seems fair that if they can't hit you you can't hit them...)

Thanks for the suggestions/bug warnings, Ral! Will take a look once I have more energy during a night of not having come back from work at 11:30...
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Re: [mutator] Make It Snappy! v1.0

Postby Matt » Thu Jan 31, 2013 10:40 am

You can quick weapon switch from the super shotgun during its reload to another weapon, then switch back. Basically, you can shoot the super shotgun really fast if handled correctly. I'm not sure if this is intentional, due to the "speedy" nature of this game, but I thought I'd point it out nonetheless.
It's definitely not intentional but I am unable to reproduce this and I don't see anything in the code that should give this result. Can you tell me exactly what you're doing?
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Re: [mutator] Make It Snappy! v1.0

Postby SamVision » Thu Jan 31, 2013 1:20 pm

Make sure the rockets' splash damage doesn't affect the player cuz that's how arcade games work.
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Re: [mutator] Make It Snappy! v1.0

Postby Ral22 » Thu Jan 31, 2013 4:26 pm

Vaecrius wrote:
You can quick weapon switch from the super shotgun during its reload to another weapon, then switch back. Basically, you can shoot the super shotgun really fast if handled correctly. I'm not sure if this is intentional, due to the "speedy" nature of this game, but I thought I'd point it out nonetheless.
It's definitely not intentional but I am unable to reproduce this and I don't see anything in the code that should give this result. Can you tell me exactly what you're doing?


Well, I just shoot the super shotgun and before it goes to the recoil/reload I switch to my pistol (Press 2), then back to my super shotgun (Press 3) and shoot again. Then repeat. I can actually do the trick rather well, so it's odd that you can't reproduce it.

EDIT: On my Mac ZDoom, I cannot replicate this glitch. I'm not sure why my PC ZDoom can. Let me make sure my SVN is up to date and I'll get back to you.
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