Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!

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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sat May 02, 2009 4:50 pm

2 things:

why i used to hate it- it was cartoonic. :P
why i like it now-it acts like war, weapons cought my eyes when they reload, and the effects too.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Mon May 18, 2009 6:43 pm

Well, I'm going to start working on this mod again. I know I still need to remake the Mafia Lizard sprites and add in the Vangaurder Robot (which replaces the Baron of Hell), but I still need some input from everyone. There's a few things that am a bit unsure on doing:

    Should I try to place back the Molotov Cocktail?
    Should I decrease some of the enemy hp?
    Should I have it so that the LV. Armor shoot projectiles like they do in Metal Slug 3 instead of "bullets"/hitscan attack?
    Should I change the current behavior of the Charge Cannon?
    Should I get rid of the Berserksphere?

Personally, I like the animations for the Molotov Cocktails and I don't want it to go to waste. The problem is duplicating the same behavior of the Molotov Cocktails from ICD-Lizard, namely the spawning of the fire after it explodes.

The enemies are a bit tougher than the original Doom monsters and sometimes playing larger maps can be a huge pain. Even with the weapons in this mod, some of the enemies can be a huge pain to deal with, namely the SWAT Lizard with the Assault Shotgun and the Medic Lizard. Should I lower their health to compensate for their attacks and abilities or is it fine as it is now?

It's kind of the same issue as above, but with the LV. Armor (which replace the Mancubus), their attacks are a tad bit overpowered and they've got alot of health. Plus, the Mancubus are usually placed in large packs. Should I change their attack style? Should I have it so that the LV Armor shoot projectiles a la Metal Slug instead of having a hitscan attack?

Let's face it, even I think the Charge Cannon is a bit boring at its current state. I was thinking of having it so that when the full charge shot explodes, it shoots out smaller plasma fragments or something. I don't know. Something like that, I guess. Someone want to give me a suggestion as to how I can make the full charge shot more interesting and more useful?

I am not really liking the Berserksphere. I can't have it behave like it did in ICD-Lizard so I am thinking of scrapping it. I'm thinking of having some kind of item powerup that's just like that one beacon item in Strife where when you use it, friendly soldiers get teleported to help you.

That's all I have to announce, really...
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby Princess Viscra Maelstrom » Tue May 19, 2009 5:09 am

Wel, I can't help you all that much on this project, but I agree with some things. The LV Armor DEFINETLY neds a projectile attack instead of that cheap-owing-machine gun type of weapon he has, I easily can get killed by one of those suckers machine guns THAT fast. The berserksphere MUST be removed and get replaced with something else that's much more useful. And yes, some monsters could maybe get a bit tuning down of their health because most of the new enemies are hitscan types, and that's pretty annoying. And remove the CyberDemon's flamethrower, it's a cheap overkill bastard now with it's super-powerful flamethrower. That's mostly all i have to say, really.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby Xim » Tue May 19, 2009 8:02 am

lizardcommando wrote:
    Should I try to place back the Molotov Cocktail?
    Should I decrease some of the enemy hp?
    Should I have it so that the LV. Armor shoot projectiles like they do in Metal Slug 3 instead of "bullets"/hitscan attack?
    Should I change the current behavior of the Charge Cannon?
    Should I get rid of the Berserksphere?


Molotov Cocktail's would be cool, but the weapons seem to be following a military theme, do they not?

Stronger enemies are fun, I like it when the game is slightly harder, but if it's too hard then I dunno. I haven't played this wad enough to know if they should be weaker.

LV. Armor should shoot projectiles, I usually can't even beat the first level of Plutonia because of it.

Charge cannon is boring. It needs more boom.

I like the teleporter idea, that'd be pretty cool. We need some awesome lizard on lizard action goin' on here. :P
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Tue May 19, 2009 9:45 am

The Molotov Cocktails are more of an homage to the Metal Slug games and even ICD-Lizard to some extent. Also, like I mentioned earlier, I like the animation I made for it and I don't want to let it go to waste.

I'm going to lower most of the enemies health. Probably reduce it to at least a quarter/half the HP they have right now.

I just finished replacing the LV Armor's attack. It now shoots projectiles. The Cyberdemon now shoots rockets.

And say goodbye to the Berserksphere. I'm scrapping that.
Last edited by lizardcommando on Tue May 19, 2009 4:26 pm, edited 1 time in total.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Tue May 19, 2009 1:12 pm

yeah, zbout the charge cannon, when your switching the weapons, it closes than opens up again than lowers when it opens. if you dont know what i mean, select, than deselect it.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Tue May 19, 2009 2:23 pm

Oh yeah, I never got around to fixing that. What I intended it for it to do was when you draw the weapon up, it opens up. Then when you deselect it, it closes.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Wed May 20, 2009 1:14 pm

you want me to you help out with that?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Wed May 20, 2009 2:18 pm

Ok. Sure thing.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby Cardboard Marty » Wed May 20, 2009 10:10 pm

I can also help out on that if you want, but I don't want to be a jerk and take his fix lol.

This mod is amazing! I've always been a fan of your's and I'm happy to say this is definitely the best thing you've put out thus far. The drawings have improved, the animations on the guns, everything is top-notch. Keep up the good work ! :D
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Wed May 20, 2009 10:13 pm

Well... if you really want to help, you can try and fix the molotov cocktail coding.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Thu May 21, 2009 6:20 pm

hey Lizzard, replace this code for the charge cannon. the select and deselect thing has been fixed.
Code: Select allExpand view
actor ChargeCannon : Weapon 14678
{
  radius 20
  height 20
  inventory.pickupmessage "You got the Charge Cannon!"
  Obituary "%o was obliterated from %k's Charge Cannon."
  weapon.selectionorder 400
  weapon.kickback 200
  inventory.icon "STWEAP17"
  weapon.ammotype "EnergenRod"
  weapon.ammotype2 "EnergenRod"
  weapon.ammouse 2
  weapon.ammouse2 10
  weapon.ammogive 20
  states
  {
  Ready:
    BFGR D 0 A_PlayWeaponSound("weapons/laserreload2")
   BFGR D 2
   BFGR C 2
   BFGR B 2
    BFGG A 1 A_WeaponReady
    Goto Ready+4
Deselect:
    BFGR A 0 A_PlayWeaponSound("weapons/laserreload2")
    BFGR A 2
    BFGR B 2
    BFGR C 2
    BFGR D 2
    BFGG D 1 A_Lower
    Goto Deselect+5
  Select:
   BFGR D 1 A_Raise
    Goto Select
  Fire:
    BFGF A 3 BRIGHT A_PlayWeaponSound ("weapons/laser")
    BFGF B 3 BRIGHT
    BFGF C 3 BRIGHT A_FireCustomMissile("Lasershot",0,-1,4,2)
    BFGF D 3 BRIGHT A_ReFire
    BFGG A 5
    goto Ready+4
  AltFire:
    BFCH A 3 A_PlayWeaponSound ("weapons/lasercharge")
    BFCH B 3
    BFCH C 3
    BFCH DEFG 3 BRIGHT
    BFCH DEFG 3 BRIGHT
    BFCH DEFG 3 BRIGHT
    BFCH DEFG 2 BRIGHT
    BFCH DEFG 2 BRIGHT
    BFCH DEFG 2 BRIGHT
    BFCH H 3 BRIGHT A_PlayWeaponSound ("weapons/laserchargeshot")
    BFCH I 3 BRIGHT
    BFCH I 0 BRIGHT A_FireCustomMissile("Chargeshot",0,-1,4,2)
    BFCH J 3 BRIGHT
    BFCH K 3 BRIGHT
    BFCH L 3 BRIGHT
    goto Ready+4
  Spawn:
    BFUG A -1
    stop
  }
}
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Thu May 21, 2009 7:21 pm

Oh! Awesome! Thanks for fixing that for me.

I'm almost done replacing/remaking the sprites for the Mafia Lizard. I just need to remake his death sprites and I'm done with him.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Fri May 22, 2009 6:15 am

finnaly, more mafia-looking lizard than the other one. :)
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 2:15 am

Argh! I'm still having trouble fixing the molotov cocktails. The fire still spawns seconds after it explodes when it is supposed to spawn immediately after it explodes.

Code: Select allExpand view
ACTOR Cocktail
{
     Obituary "%o burned to death from %k's molotov cocktail."
     height 8
     radius 10
     damage 8
     speed 25
     ExplosionRadius 80
     ExplosionDamage 50
     deathsound "weapons/molotovexplode"
     PROJECTILE
     +GRENADETRAIL
     +FIREDAMAGE
     +RANDOMIZE
     -NOGRAVITY
   states
{
   Spawn:
      MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
      MCCK ABCDE 2 BRIGHT
      loop
   Death:
      EXPL A 0 BRIGHT A_AlertMonsters
      EXPL ABC 1 BRIGHT A_EXPLODE
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      EXPL DEF 1 BRIGHT A_EXPLODE
      EXPL GHI 1 BRIGHT A_EXPLODE
      EXPL JKL 1 BRIGHT
      EXPL MNOP 1 BRIGHT
      EXPL QRSTUVW 1
      stop
    }
}

ACTOR MolotovFire
{
    Obituary "%o got too close to %k's flames."
    height 10
    radius 20
    damage 10
    scale 0.7
    seesound "weapons/fire"
    ExplosionDamage 3
    ExplosionRadius 30
    PROJECTILE
    +FIREDAMAGE
    +FloorHugger
    +RANDOMIZE
    -NOGRAVITY
   states
{
   Spawn:
    FIR2 A 0 BRIGHT
    FIR2 A 0 A_Explode
    FIR2 ABC 2 BRIGHT A_Explode
    FIR2 ABC 2 BRIGHT A_Explode
    FIR2 ABC 2 BRIGHT A_Explode
    FIR2 ABC 2 BRIGHT A_Explode
    FIR2 ABC 2 BRIGHT A_Explode
    FIR2 ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD DEF 2 BRIGHT A_Explode
    FIRD GHIJKL 2 BRIGHT A_Explode
    FIRD MNO 2 BRIGHT
    stop
   }
}


If looking at this code doesn't help, I'll upload the current build of my mod someplace or I'll email it to anyone who can fix this or something.
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