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Doom: Op Support Features Poll

Posted: Sun Sep 07, 2003 1:13 pm
by wildweasel
Well, I'm finally getting back to work on my ZDoom-specific mod/resource pack, Doom Operational Support. I'd like to poll this community for what sort of features they would like to see. Keep in mind that I am not able to create maps or scripts. If anybody wants to make some and turn this into a full-on TC, go right on ahead.

This thing's almost done - All I need to do is clear out my To-Do list and get some suggestions.

Right now I'm looking for suggestions for:

* A replacement for the Pain Elementals that doesn't shoot Lost Souls (the way I have the Souls working right now is that they can't charge, but they move faster and will explode when they are next to you - the Elementals are as tough as the Cyberdemons now since they launch the Souls at you).
* New graphics for the BFG 9000 - Now known as the "mercury power overload projector".
* A better, more balanced replacement for the Fist. It's currently a taser that fires Fist and Saw attacks, but it's way too powerful.
* New graphics for all my "lesser" monsters (the zombies, imps, and the Arachnotron in particular). If anybody is willing to get new graphics(especially LWM), get in contact with me.

Let me know what sort of ideas you have - either on this list or not.

Posted: Sat Sep 13, 2003 3:43 pm
by wildweasel
Eh? I suppose nobody has any suggestions for things I can do.

Posted: Sat Sep 13, 2003 5:09 pm
by Zell
lol once i take a look at it maybe i can make a few maps for it ^_^

Posted: Sat Sep 13, 2003 6:56 pm
by Xaser
Maybe you can make sort of a Demo for it, then people will probably throw out tons of suggestions.

Posted: Mon Sep 15, 2003 6:57 pm
by wildweasel
Uhm...anybody willing to host it? I don't think my Tripod account can handle the 3-meg ZIP file, and the size limit here is 512 KB...

Posted: Mon Sep 15, 2003 7:10 pm
by Zell
well...i cant get it trough email(damn hotmail) but i can host it on my site. do u have aim or msn?

Posted: Mon Sep 15, 2003 7:29 pm
by cccp_leha
wildweasel: no prob, I can do 3 MB for some time. PM or e-mail me with the details.

Posted: Sat Sep 27, 2003 12:23 am
by wildweasel
Aw crap, way too busy with homework...I keep forgetting that Doom even exists nowadays...

cccp_leha: I discovered that there's plenty of wasted space because a few of my sounds are 44 KHz 16 bit mono...I'll clean the thing up and then I'll contact you about it later.

Rest assured people, this will come through.

Posted: Sat Sep 27, 2003 11:59 am
by wildweasel
WAD's been cleaned up, and zips to about 2.6 megs. cccp_leha: check your PM box.

Posted: Sun Sep 28, 2003 5:41 am
by Anonymous
no :)

Posted: Sun Sep 28, 2003 12:13 pm
by wildweasel
Hexagen wrote:no :)
What that supposed to mean something, or was it just spam?

Posted: Mon Sep 29, 2003 3:52 pm
by wildweasel
Here we go. http://mywebpages.comcast.net/wmaiorov/doomam.rar

Some notes for this "beta" release.

* Pickup sprites for weapons 5 and 7 are NOT final.
* Have not found/created decent graphics for the BFG, so I'm using the Disruptor from Strife.
* Monster sprites for Sergeant O.T.C. Boots (the Chaingunner) are NOT final!
* Still need a good, balanced replacement for the defaul melee weapon.
* Still need a total replacement for the Pain Elementals.
* Considering changing sprites for the Lost Souls to the Per-Scan Drones from Blake Stone.

Re: Doom: Op Support Features Poll

Posted: Mon Sep 29, 2003 4:33 pm
by The Ultimate DooMer
wildweasel wrote:the way I have the Souls working right now is that they can't charge, but they move faster and will explode when they are next to you
You can have them charging and explode next to you if you want. (as separate attacks of course)

Posted: Tue Sep 30, 2003 6:22 pm
by wildweasel
UD: If I had it like that, they'd charge, do the damage, and then being right next to you they would use their Close Attack and explode in your face. Too much damage.

Posted: Tue Sep 30, 2003 7:35 pm
by Xaser
Finally! I've been waiting to see this for a long time. :)
wildweasel wrote:UD: If I had it like that, they'd charge, do the damage, and then being right next to you they would use their Close Attack and explode in your face. Too much damage.
Just set the souls' projectile damage to 0.