XCOMDoom 08/03/2018: New Version 0.21!

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Re: XCOMDoom 08/03/2018: New Version 0.21!

Postby Cherno » Tue Jul 02, 2019 3:08 pm

I have thought about working some more on this... Improving gore effects and polishing enemy behavior. Monster-only version would be possible of course. Then again, the aliens deserve a dedicated mini-campaign :)
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Re: XCOMDoom 08/03/2018: New Version 0.21!

Postby Captain J » Sun Aug 11, 2019 2:00 am

Nice mod all about Xeno-cide. You did a nice job ripping most of Weapon and Enemy sprites. Looks clean and fun to look at. And the Enemy behaviors are pretty much fine, except some powerful ones are not really powerful nor bullet-sponge-y. Once you get some Powerful Weapons, the Game gets much easier.

And speaking of weapons and enemies, have you ripped some XCOM sound effects as well? Because i gotta say, with all respect, the Sound Effects are boring and sounds just plain. It's about Alien Invasion and their technology being used for War and whatnot. No? I'm sure XCOM franchise has some good amount of good quality SCI-FI sounds. Just saying!
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Re: XCOMDoom 08/03/2018: New Version 0.21!

Postby Cherno » Sun Aug 11, 2019 10:20 am

Yeah, I agree with your assessment. This mod was done back when I was still scripting in DECORATE. With zScript, specific behaviors would be far easier to do. I didn't include the original sounds on purpose because the game is still farily new(ish) and just copying assets owned by another party seems unwise.
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Re: XCOMDoom 08/03/2018: New Version 0.21!

Postby Captain J » Mon Aug 12, 2019 1:16 am

Hmm... You have a fair point. Then why not take some other sound effects from the Mod or probably sound effects available on The Sound Resource? And Crediting the original source would be just enough.
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Re: XCOMDoom 08/03/2018: New Version 0.21!

Postby Cherno » Mon Aug 12, 2019 4:53 am

I spent hours finding good alien and sci-fi sounds and this is what I ended up with. It could always be improved, of course, but it's tedious work having to listen to hundreds of clips just to get that plasma pistol fire sound *just* right :3:
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Re: XCOMDoom 08/03/2018: New Version 0.21!

Postby zitro1987 » Mon Aug 12, 2019 6:58 am

This is an interesting idea that will surely draw many gamers in.

As of now, I see extreme balance issues with the hp allocation of aliens, with some being bullet sponges (ethereal), and some being too fragile compared to doom or xcom (mainly the floaters and mutons)

*Chrysalids (demons) = 200hp (high, almost the same as berserker)
*Floaters (caco) = 60hp (EXTREMELY LOW, about 1/6 of a caco)
*Heavy Floaters (pain elemental) = 120hp (EXTREMELY LOW, about 1/5 of a caco + few lost souls)
*Mutons (revenants?) = 120 (very low, 40% of revenant)
*Heavy Mutons (mancubus?arachnotron?) = 240hp (very low, about 40-50% of what it replaces)
*Berserker Muton (hell knight) = 200-240hp (low, 40%-50% of hell knight)
*Ethereal (barons and archviles) = 1500!hp (very high, 150-200% of replaced monster … but attacks not very damaging)
*Bosses at 3000hp probably ok.

Enemy attack suggestions:
*sectoid commander: a low-damage hitscan attack you can see in advance (mind-fray)
*ethereal & ethereal commander: the low-damage purple attack should include all sorts of attacks to the mind suggested (randomized?)
- temporary slowness
- temporary blindness/blurriness/darkness (something affecting vision)
- temporary brief paralyzing movement
- temporary confusion (erratic movement)
- temporary inaccuracy
- temporary 'always attack'
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Re: XCOMDoom 08/03/2018: New Version 0.21!

Postby Cherno » Mon Aug 12, 2019 7:22 pm

From what I remember, I based the hp values on the vanilla XCOM hps and then tweaked them when I found a monster to be too weak (especially the tougher ones). The weapon selection is a problem since guns like the heavy plasma are have a very high damage output but you won't find those without using cheats... All in allll, this mod would really benefit from a custom campaign, possibly with a scripted research feature akin to that from System Shock 2.
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