I'm not sure where you got that idea...IvanDobrovski wrote:Is this a jokewad because deathmatch isn't anything like this.
Saw that earlier today, good stuff!Korell wrote:
I'm not sure where you got that idea...IvanDobrovski wrote:Is this a jokewad because deathmatch isn't anything like this.
Saw that earlier today, good stuff!Korell wrote:
MrRumbleRoses wrote:which version of GZDoom does this need? cause so far no ports i have of anything works with it
GAMEPLAY CHANGES:
- Added the ability to customize the initial frag count, and how much it increases every time a level is completed, via the DM Sim menu.
- Added a "time extension" that increases your starting time every time a number of maps is completed. The amount and intervals between increases can be customized in the DM Sim menu.
MONSTER CHANGES:WEAPON CHANGES:
- General: Monsters now give up and stop attacking once player achieves victory.
- Spawners: Outlines are now fullbright and thus easier to see in dark areas.
- Spawners: Disabled once player achieves victory.
- Duke Bot: Added to the Medium spawn list!
- Cyber-Bruiser: Added to the Hard spawn list!
- Quake Ranger: Removed from the Hard spawn list. (Don't worry, he's still in the Medium list!)
- Quake Ranger: Added a unique wall decal to nailgun attack.
- Shotgun Guys: Now drop Shells instead of Shotguns.
- JPF Guy: Hitbox is now 10 units taller when crouched.
- JPF Guy: Pain sounds are slightly shorter.
- Chubbs: SSG firing sound is now louder.
- Chubbs: Several minor frame tweaks and "improvements"
- Cultists: Fixed them not looking at their target while throwing TNT.
MAP CHANGES:
- Gauntlet: Added a unique wall decal to attack.
- Gauntlet: Added a "Humiliation" announcer call-out for Gauntlet kills.
- Pistol: Removed on account of being useless.
- Machinegun: Moved into Pistol slot (and as such is now default starting weapon)
- Machinegun: Sprites renamed to avoid sprite conflict with custom mapsets.
- Super Shotgun: Fixed an reload animation oversight.
- Chaingun: Added! Fills the void left by the Machinegun.
- Rocket Launcher: Now applies the appropriate decal on impact with walls.
- Flamethrower: Damage has been doubled.
- Flamethrower: Ammo is now placeable by map authors.
MISC. CHANGES:
- FDM05: Added a new map, Tiny Town! Based off the same map from GTA2 multiplayer.
- FDM01: Replaced the SSG in the lava room with a Chaingun, and added two clips.
- FDM02: Removed Minigun, twiddled with weapons near big fountain.
- FDM03: Replaced the eastmost SSG and shells with a Chaingun and clips.
- FDM04: Moved the Minigun over to the UniAmmo island, added a Chaingun in its place.
- Fixed background drawing on intermission screen (Thanks, Marisa!)
- Added GLDef lights to a variety of effects, weapons and enemies.
- Added more mad-lib entries to the map-start objective toast. (Thanks, Techokami!)
- Removed pitch shifting from end-of-round win/lose fanfare.
- Bulletpuffs now have ricochet sounds and particle effects. Sometimes.
- Changed the Title Screen music. Twice.
I tried making something "ordinary" once. It nearly killed me. Other people do a way better job of more traditional Doom maps/mods.theroguemonk wrote:CAN YOU PLEASE make an ordinary mod
I'll look into that, thanks for the heads-up.Ozymandias81 wrote:1)Floorhugging lights cause some slowdown on old rigs like mine with 1gb of vram, maybe apply brightmaps over flames and spawn light in a way that doesn't clamp right down floors.. it has always been reason of slowdowns even with old weapons such at UTNT flamethrower in the past
Yeah, their navigation isn't fantastic, is it? This seems to be due to the speed at which they're hauling ass, which seems to be a bit much for the poor old A_Chase "pathfinding" to cope with, generally resulting in them sometimes getting caught "running the ropes" between walls. I'd like to improve this situation, but I'm not happy with my previous attempts.Ozymandias81 wrote:2) Optimize imp/zombieman and lesser "skilled" monsters, sometimes they roam like being blind
A fair concern, but the alternative would be monsters spawning in without warning, making getting telefragged by spawning monsters even more frequent.Ozymandias81 wrote:3) I noticed that waiting near the spawnpoint of an enemy, since you get visual info of it, makes things easier and you can kill them immediately if you have the right weapon in hand ready
The JPF Guys already crouch when shooting at the player. Having other, more Quake 2-style dodging for certain enemies is a possibility, I'll have to look into how BoA does it.Ozymandias81 wrote:4) Implement crouch/dodge AI, we did something like that on Blade of Agony thanks to AfaDoomer
I mean, is there such thing as invasion/wave focused maps that are meant to work with gameplay mods?Valken wrote:Just awesome... If we can mix this with D4T for something like "Doom Champions" that would be even better!