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[1.0.1]The Veteran (New trailer, last hurrah!)

Posted: Thu Apr 18, 2013 12:42 am
by A.Gamma
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To quote Enjay: "Every project needs a logo these days"

Latest Version

The Veteran is a simple mod that aims to be playable with as many maps as possible without breaking their balance, to achieve this me, myself and I (with a lot of help from Ed the Bat) have been coding non-stop for months, releasing version after version until finally we reached our goals.

In The Veteran, you play as a retired UAC Marine years after the demons invaded earth, relaxing and quietly enjoying life, but when (unsurprisngly) the demons decide to attack again, you grab your trusty berettas and get back into the fray.

What this mod DOES
  • Add a number of new weapons for you to play with
    Modifiy monster behaviour so that there's a greater challenge
    Aim for balance in as many megawads as possible
What this mod DOES NOT
  • Drastically change gameplay concepts
    Add any new maps of it's own
Spoiler: Note!

Version 1.0 Trailer




THE WEAPONS
Mindy and Cindy custom Berettas.
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Your starting weapons and of the main assets in your arsenal, they can quickly get rid of medium sized groups of small foes and have no problems on bringing down bigger monsters.

10mm BASS SMG
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A small sub-machinegun designed to get rid of medium to big groups of small enemies, it may also be able to kill a baron or two. Reliable on long distances.

"Bully" Super Magnum Revolver
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A really big revolve with a slow, but powerful shot. Use it when you want to take down small monsters quickly, or to kill small groups of big monsters.

"Heavy Hitter" Quad Barrel Shotgun
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No rookie could handle this shotgun, so they gave it to you. While it's extremely imprecise it fires explosive shells that will quickly down all but the mightiest of foes.

"Crowd Mower" Assault Rifle
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Special Assault rifle. Can be used on short, precise bursts or as a fully automatic weapon. Both of them with devastating results.

"Meat Cooker" Rocket Launcher
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Rocket launcher with a colorful design! It has three firing modes, each of them useful for different situations.

"Betty"
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An old prototype for the BFG that somehow found it's way to the battlefield. As an old soldier you figure this is the perfect super weapon for you, besides it can shoot a single deadly bolt or be charged and release a ball of plasma which explodes into smaller chunks that bounce around.

SCREENSHOTS
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CREDIT LIST
Spoiler:
Spoiler: Old Versions
Enjoy!

Latest Version


Changelog

Code: Select all

Changelog 1.0.1
-Fixed an issue with the Purifier Rifle taking ammo from the total, instead of the clip.
-Revenant's and Cyberdemon's missiles are now shootable.
-Nerfed the shotgunners and chaingunners.

Changelog 1.0
-Added GLDEFS.
-Added custom crosshairs.
-Balanced Weapons:
  + BASS SMG: Similar to the Purifier, it no longer shoots more than one bullet per shot.
  + Bully: Significally boosted damaged, being closer to Doom's Super Shotgun.
  + Heavy Hitter: Puff deals more damage, while the gun itself now shoots a realistic amount of pellets per shell, slightly increased accuarcy, no longer hurts players, you can now shoot all 4 barrels by holding down altfire.
  + Purifier: No longer shoots 4 bullets per shot, better animation loop when firing in auto mode, slightly increased damage.
  + Meat Cooker Rocket Launcher: The red fire mode of the now takes 4 rockets to shoot, increased ammo pool from 48 to 56.
  + Betty: Plasma bouncer is now both, faster and affected by gravity, no longer hurts players.
-Modified some monster behavior:
  + Shotgun Guy: Stronger attack.
  + Chaingun Guy: More delay before attacking but has a faster attack rate.
  + Imp: Faster movement and continuous attack, also maxed painchance.
  + Demon and Spectre: Faster movement.
  + Cacodemon: Smaller and faster, also faster attack
  + Revenant: Faster, deadlier and shootable missiles.
  + Hell Knight: Slighlty increased speed, smaller, fires thrice, reduced health.
  + Baron of Hell: Faster balls, fires thrice; increased health.
  + Mancubus: Fires really fast balls.
  + Arachnotron: Fires three plasma balls.
  + Cyberdemon: Fires a burst of faster rockets that deal a little less damage.
  + Spider Mastermind: Increased Health and speed.
-Replaced Soulsphere.
-Replaced Megasphere.
-Changed spirte for Invulnerability Sphere.

Changelog 0.11a
-Smoothed animations on all weapons
-Changed the Crowd Mower Rifle into the Purifier Assault Rifle, function is the same.
-Fixed some HUD Elements

Changelog 0.11
-Removed the Festivity Rocket Launcher.
-Added the Meat Cooker Rocket Launcher.
-Added the Bully Super Magnum Revolver.
-Heavy Hitter now fires explosive shells, balanced accordingly.
-Added a third fire mode for the Heavy Hitter.
-Added some sound effects to most pickups.
-New sprites for medkits, stimpacks, berserk and health bonus.
-Added a brand new Hud for both fullscreen and normal sizes.
-Slightly decreased the Crowd Mower power.
-Slightly increased Betty's damage.
-Betty's altfire balls now bounce one more time.

Changelog 0.10
-Changed the sprites for the Heavy Hitter.
-Reworked the code for the Heavy Hitter to better fit its new sprites.
-Modified the sprites for the BASS SMG, each barrel now shoots individually.
-Reworked the code for the BASS SMG to better fit its new sprites.
-Smoothed Crowd Mower's animation.
-Slightly increased the power of the BASS SMG.
-Slightly increased the power of Mindy & Cindy.

Changelog 0.9
-Added Betty as an ultimte weapon, it takes slot 7.
-Weapons with the kick alt-fire are now affected by the berserk, this means you can use a powered-up kick without loosing your ranged weapon.

Changelog 0.8
-Smoothed weapon animations on Mindy and Cindy, BASS SMG, Heavy Hitter and Crowd Mower Rifle.
-Added kick as an altfire for the fists.
-Powered-up fists now have a corresponding powered-up kick.
-Added proper selection order for all weapons.
-Fixed a bug with the Crowd Mower where it would take five shots and only fire four.
-When the magazine is low and there is not enough ammo to reload the Crowd Mower will now only fire what's left, instead of forcing a weapon change.
-The Crowd Mower rifle will no longer produce a new bullet when trying to reload and there was no ammo left.
-Added A_CheckReload to the Heavy Hitter and the Crowd Mower.

Changelog 0.7a //Big thanks to Ed the Bat!//

-Fixed a glitch with the Dragon Brawl where it would display an error if you kept holding fire and the power ended.
-Playerclass is now defined in MAPINFO instead of KEYCONF.
-Weapons now switch when out of ammo.
-Pressing reload when ammo is full will no longer make it "freeze".


Changelog 0.7
-Changed Heavy Hitter Sprite.
-Fixed the bug with the kick, so it now makes noise when hitting an enemy.
-Added Player Sounds.
-Added Blood Decals.
-The weapon bar on the top of the screen now displays a null image for weapons you have yet to get.
-The power-up time bars Y axis are now different from one another so that you can keep track of multiple power-ups at a time.

Changelog 0.6a

-Properly synchronized the shotgun firing sounds with the sprites. 

Changelog 0.6
-Added Burl Tumd's gore system (with full permission from Eric_, all cheers to him).
-Added Ed The Bat code, weapons shouldn't have -1 tics when out of ammo now.
-Slowed down the festivity rocket launcher charge (again!).
-Removed the decal on the Bass SMG since it caused the kick to also leave bullet decals! Decals are know defined on the custom gun puff.
-Changed Pain Elemental and it's spawned Lost souls blood from red to green.

Changelog 0.5
-Added kick as an altfire for Mindy and Cindy.
-Added kick as an altfire for the BASS Smg.
-Changed the fire mode of the Crowd Mower, it will now fire a short and precise burst.
-Added an altfire to the Crowd Mower, fires completely automatic, lethal on short distances but terribly unaccuarte.
-Expanded the Crowd Mower ammo capacity.
-Added charging sounds to the Festivity Rocket Launcher.
-The Festivity Rocket Launcher now takes a litte more time to charge.
-Expanded the Festivity Rocket launcher ammo capacity.
-Rebalanced random ammo spawners.
-Fixed the shotgunner drop rate issue (About friggin time!)

Changelog 0.4
-Reduced the damage done by the Heavy Hitter.
-Added an altfire mode to the Heavy Hitter, It shoots both barrels at once.
-Changed the main fire of the Heavy Hitter so that it will only shoot one barrel at a time.
-Again, reduced the power of the Festivity Rocket Launcher, No more Cyber Demons going down with 5 shots!.
-Added an altfire mode to the Festivity Rocket Launcher, It will charge for as long as you press the altfire mode, the more you charge, the more powerful the shot is; but be careful! Charge it to much and it will explode on your face!.
-Max ammo capacity for Mindy and Cindy increased to 248.
-Max ammo capacity for the Heavy Hitter increased to 32.
-Max ammo capacity for the Festivity Rocket Launcher increased to 40.
-Changed drop rates for the Shotgunners, They should drop things more often now.

Changelog 0.2 :
-Reduced Mindy and Cindy fire rate.
-Reduced the spread for the Bass, so it is more useful from long ranges.
-Slightly reduced damage for the Bass.
-Drastically reduced the kickback for the Heavy Hitter and the Festivity Rocket Launcher. No more donkey kicks!.
-Reduced the damage for the Festivity Rocket Launcher, Cybers won't go down so easily now!.
-Shotgunners and Chaingunners now have an ample chance of dropping a Bass SMG.
-Added color translation for the pain elemental.
-Reduced the power of the Dragon Brawl.
Old Post
Spoiler:

Re: [WIP/Release]The Veteran

Posted: Thu Apr 18, 2013 5:30 am
by Mav3rick
I tested and me like but there r things as always need to be mentioned...

1.. like the hud is very new and refreshing :)
2.. mmm the rocket launcher and Double Barreled Shotgun.. definitely need to get rid of that extreme kick back WOW in many maps with no space fall is inevitable and more with that donkey kick lol!!
3.. Mindy & Cindy should have a little slower rate of fire it feels like a machine gun IMO
4.. why the shotgun have to be in number 4? and the machine gun on number 3? twilightzone??? :/
5.. 10mm BASS SMG & "Crowd Mower" feels the same weapon maybe a change to vary them
6.. will be nice a alt-fire for all the weapons and more for the "Heavy Hitter" where is the double shoot?

but is a nice good mood keep the good work ^_^ waiting to see the changes :D

Re: [WIP/Release]The Veteran

Posted: Thu Apr 18, 2013 10:10 pm
by A.Gamma
Hey! thanks a lot for the feedback
1.. like the hud is very new and refreshing :)
Glad you liked it :D
2.. mmm the rocket launcher and Double Barreled Shotgun.. definitely need to get rid of that extreme kick back WOW in many maps with no space fall is inevitable and more with that donkey kick lol!!
Completely agree with you, I can't even remember why I thought it was a good idea to add such extreme kickback!
3.. Mindy & Cindy should have a little slower rate of fire it feels like a machine gun IMO
Hmmm, yes I think I could slow them down.
4.. why the shotgun have to be in number 4? and the machine gun on number 3? twilightzone??? :/
I may sound like an ass, but the only thing that keeps shotguns on slot 3, is that people are used to it.
5.. 10mm BASS SMG & "Crowd Mower" feels the same weapon maybe a change to vary them
The Crowd Mower was meant as a way to kill big monsters fast(like the plasma rifle) and the BASS was meant to kill small sized enemies fast, I can see why they may feel similar to each other but I honestly don't know what could be done to make them feel more unique.
6.. will be nice a alt-fire for all the weapons and more for the "Heavy Hitter" where is the double shoot?
Alt-fire is actually something I wanted to avoid. But I may add it in the future :D. As for the Heavy Hitter, take a closer look, it shoots both barrels twice before reloading.
but is a nice good mood keep the good work ^_^ waiting to see the changes :D
Thanks! I will definitely update the mod based in your suggestions, though it may take a while since I'm still learning!.

Re: [WIP/Release]The Veteran

Posted: Thu Apr 18, 2013 10:49 pm
by DoomNukem
Mindy and Cindy are awesome, not a huge fan of the double barrel shotgun but

Re: [WIP/Release]The Veteran

Posted: Thu Apr 18, 2013 11:06 pm
by wildweasel
It's very difficult to be effective at long range with this weapon set, since most of the weapons have extremely high spread, and the ones that stand much chance of hitting at a distance will knock you back really far, with the exception of the starting pistols. Those seem just right for what they are, but I find that replacing both the Chaingun and Shotgun pickups with more of them makes you start the majority of map sets with just the pistols for a long period of time, especially if a mapset relies on you getting your weapons from the Shotgunners and Chaingunners.

Re: [WIP/Release]The Veteran

Posted: Fri Apr 19, 2013 12:41 am
by JoeyTD
A.Gamma wrote: JoeyT - Hand edits, and possible lots of other stuff
..... do you mean me?

Re: [WIP/Release]The Veteran

Posted: Fri Apr 19, 2013 12:44 am
by A.Gamma
wildweasel wrote:It's very difficult to be effective at long range with this weapon set, since most of the weapons have extremely high spread, and the ones that stand much chance of hitting at a distance will knock you back really far with the exception of the starting pistols...
I will definitely fix that kickback, as I said before, I can't even remember why I added it in the first place!
As for the weapons long range capabilities; I will reduce the SMGs spread and make it useful at long ranges.
...Those seem just right for what they are, but I find that replacing both the Chaingun and Shotgun pickups with more of them makes you start the majority of map sets with just the pistols for a long period of time, especially if a mapset relies on you getting your weapons from the Shotgunners and Chaingunners.
I actually wanted to balance the mod on something other than shotguns and decided on the pistols, so it was only logical to have them spawn as frequently as a shotgun would, but it seems it was a mistake, I'll remove them from the Chaingun spawn.

@DoomNukem : Hey thanks for the feedback! Also, don't worry, I will see how to fix that shotgun.

@JoeyTD : That I do, fixed the typo.

Re: [WIP/Release]The Veteran

Posted: Fri Apr 19, 2013 5:28 am
by rsl
I quickly tried one level with this set, and I liked the choice/setup of weapons you made. Also, I found the HUD to be quite peculiar, maybe a bit too simple but very effective/practical for its purposes - IMHO it shows that you've been designing HUDs in the past! :)
The implementation of the powered-up fists is also very nice.

I would however try to smoothen a bit the animations (even by just using DECORATE Offset calls with the sprites you already created) - your weapons deserve it :!:

Re: [WIP/Release]The Veteran

Posted: Fri Apr 19, 2013 6:01 am
by Mav3rick
oh oh oh forgot the power up for the hands nice detail :D but will be more cool if the power up end only by been used at maximun wich will make it used as silent kills ;)

btw ¬¬
lol if you are an ass damn the pic dont make justice :P or is no much round :P

but yes is a solid weapon pack maybe you will find some nice extras to put :)

Re: [WIP/Release]The Veteran

Posted: Fri Apr 19, 2013 5:56 pm
by A.Gamma
Okay guys, new version is up!

AGVeteran 0.2

Changelog :
Spoiler:
rsl wrote:I quickly tried one level with this set, and I liked the choice/setup of weapons you made. Also, I found the HUD to be quite peculiar, maybe a bit too simple but very effective/practical for its purposes - IMHO it shows that you've been designing HUDs in the past! :)
The implementation of the powered-up fists is also very nice.

I would however try to smoothen a bit the animations (even by just using DECORATE Offset calls with the sprites you already created) - your weapons deserve it :!:
Thanks a lot, I will definitely play more with the offsets for the next release!

Edit: I accidentally uploaded an unmodified version, so if anyone had the chance to download it, be sure to re-download it with the corrected link above.

Re: [WIP/Release]The Veteran

Posted: Sat Apr 20, 2013 6:46 am
by jimbob
Err, i'm just unlucky or the shotgunner does not drop anything at all. Some ammo for the shogtun would be nice. :)

Re: [WIP/Release]The Veteran

Posted: Sat Apr 20, 2013 8:19 pm
by Mav3rick
Lol hey to shoot and end wondering i was there but now im here is really a donkey kick :P

ok tested so far very good :)
now lets get some things i didnt get clear...

1... why shotgunners and chaingunners dont drop ammo at all?? (understand the part of wanting to make then drop the Bass SMG.. but why no also the "Heavy Hitter" as well?)
2... it seems that all the ammo and pick up's of weapon change? and no about the sprites .. example ... rocket launcher is now the "Heavy Hitter"?? and so on
3... the ammo capacity no get higher when ammo pack is take it?
4... will be good to find or make new sprite for the weapons pick ups, they are nice but too small?

great work so far :) keep it up
Cheers :D

Re: [WIP/Release]The Veteran

Posted: Sun Apr 21, 2013 2:18 pm
by wolf00
what is your replacment for pump action shotgun ?, player can have one beretta at startup,second can be found in later game levels... btw this is a nice mod,i must found some megawad,& test it on longer playtime

Re: [WIP/Release]The Veteran

Posted: Tue Apr 23, 2013 6:42 pm
by amv2k9
jimbob wrote:Err, i'm just unlucky or the shotgunner does not drop anything at all. Some ammo for the shogtun would be nice. :)
That was probably deliberate, seeing as how the shotty is pretty much an instakill-and-a-half for anything weaker than a Hell Knight and a couple of monsters behind it.

Re: [WIP/Release]The Veteran

Posted: Thu Apr 25, 2013 2:12 am
by A.Gamma
Hi guys! Sorry for not posting anything this past few days (been busy with a community project over at Doomworld).

I now bring you version 0.4!

But Gamma, 3 comes after 2, not 4! Where's version 0.3?
In my hard drive, where no one will ever see it (Seriously, I broke some things on that version, fortunately I noticed before uploading!)
Spoiler: Changelog
jimbob wrote:Err, i'm just unlucky or the shotgunner does not drop anything at all. Some ammo for the shogtun would be nice. :)
That was deliberate, because as amv2k9 said, the Shotgun will insta-kill any small monster in its way, soy I made its ammo scarce.
Mav3rick wrote:Lol hey to shoot and end wondering i was there but now im here is really a donkey kick :P

ok tested so far very good :)
now lets get some things i didnt get clear...

1... why shotgunners and chaingunners dont drop ammo at all?? (understand the part of wanting to make then drop the Bass SMG.. but why no also the "Heavy Hitter" as well?)
The Heavy Hitter can one-shot most monsters, and since many maps have shotgunners everywhere it would be too unbalanced.
2... it seems that all the ammo and pick up's of weapon change? and no about the sprites .. example ... rocket launcher is now the "Heavy Hitter"?? and so on
I only have 6 weapons, while Doom has 9 (Fists, Chainsaw, Pistol, Shotgun, Super Shotgun, Chaingun, RL, Plasma Rifle, and BFG.), so I had to randomize the spawners a bit.
3... the ammo capacity no get higher when ammo pack is take it?
Nope, I can't really remember why I did this, most likely due to the power of some of the weapons, they will still give you ammo for everything though!
4... will be good to find or make new sprite for the weapons pick ups, they are nice but too small?
Really? I don't find them to be that small, but maybe it's just that I'm used to them.
great work so far :) keep it up
Cheers :D
Hey glad you're liking it! Also your feedback has been most useful :)
wolf00 wrote:what is your replacment for pump action shotgun ?, player can have one beretta at startup,second can be found in later game levels... btw this is a nice mod,i must found some megawad,& test it on longer playtime
There is no replacement for the shotgun, I might add one in the future, but only as an add on.
Also, glad that you're liking it!. Looking forward to your long-term impressions :)