Accessories to Murder (ww-doomnukem): on Github

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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Zhs2 » Tue Sep 09, 2014 5:42 pm

The Cyberdemon and Spider Mastermind have taken no damage from explosive radii ever since their conception. It would be nice if the BFG projectile had +FORCERADIUSDAMAGE but while this is not the case your other weapons are still very good at murdering the bosses. Break out that chaingun instead, save the BFG for large groups of smaller monsters. Also, the sledgehammer, in terms of balance, isn't much different at all from the Doom fist; still a very satisfying kill when you have a berserk pack-- er, Mjolnir Device.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Onar4241 » Tue Sep 09, 2014 6:16 pm

Zhs2 wrote:The Cyberdemon and Spider Mastermind have taken no damage from explosive radii ever since their conception. It would be nice if the BFG projectile had +FORCERADIUSDAMAGE but while this is not the case your other weapons are still very good at murdering the bosses. Break out that chaingun instead, save the BFG for large groups of smaller monsters. Also, the sledgehammer, in terms of balance, isn't much different at all from the Doom fist; still a very satisfying kill when you have a berserk pack-- er, Mjolnir Device.


Without the berserk pack it is even more useless than the normal Doom's fists. The sledgehammer probably deals the same damage, just much slower which is a pain in the ass.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Ed the Bat » Tue Sep 09, 2014 6:19 pm

Onar4241 wrote:The sledgehammer probably deals the same damage...

The fist randomly deals between 2 and 20 damage. The sledge always deals 40 damage, and has a reach of 1.5x the distance of the fist.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Princess Viscra Maelstrom » Tue Sep 09, 2014 6:45 pm

plus, the Sledgehammer always stuns the target. this means that, with the Mjolnir Device, you can kill a Spider Mastermind without it being able to do anything to you. hell, you can still kill it WITHOUT USING IT. the Sledgehammer is therefor a very, very great weapon, saving you tons of precious ammo on killing those pesky things.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby DEDLI » Tue Sep 09, 2014 8:11 pm

i can confirm, i can't believe i've never tried this
Spoiler:
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Captain J » Tue Sep 09, 2014 10:08 pm

truly sums up much about guns are for wussies.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby lizardcommando » Tue Sep 09, 2014 10:20 pm

Dreadflame wrote:i can confirm, i can't believe i've never tried this
Spoiler:


To be fair, it looked like that imp fireball took the last hit to kill the Spider Mastermind :P
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Zhs2 » Tue Sep 09, 2014 10:49 pm

Princess Viscra Maelstrom wrote:plus, the Sledgehammer always stuns the target.

Wow, I can't believe I never knew this. Just checked the DECORATE - I think I like this flag called +FORCEPAIN.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Eric_ » Wed Sep 10, 2014 9:41 am

4. The Sledge is also a completely useless weapon. Please improve it's speed otherwise scrap it.

Somebody's never stunlocked a mastermind with it.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Kostov » Wed Sep 10, 2014 9:44 am

Is the actor in this post going to be implemented anytime? If not, I'd appreciate if someone could turn it into a player skin.

I'll do it myself if no one else will, but I'm bad with offsetting.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Captain J » Wed Sep 10, 2014 9:55 am

Onar4241 wrote:5. Where's the Plasma Gun?
well, chaingun replaces plasma rifle and it's doing a damn good for it's job and since wildweasel said he don't wanna follow the vanilla doom much, so it'll won't happen, obviously.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Fri Sep 12, 2014 11:44 am

Okay, massive reply time, now that I'm settled into a new house and have a not-shit keyboard to hammer out a reply with.
Onar4241 wrote:1. The weapon smoke. Either improve it's effect or scrap it completely. Not only it's tad distracting, but the effect is awful.

Do you have suggestions for improving the effect, or replacements for it? "It's awful" does not help me.
2. The new BFG9000, it is a COMPLETELY USELESS WEAPON. I can't even believe how many shots I fired to take down a single Cyberdemon.

I have added +FORCERADIUSDMG to the BFG blast now. Hopefully I haven't just massively unbalanced the game.
3. The Assault Rifle sprite looks weird.. I dunno what's going on with it, but it doesn't look like an Airsoft Assault Rifle.

It's not supposed to be Airsoft. Where did that come from?
4. The Sledge is also a completely useless weapon. Please improve it's speed otherwise scrap it.

Sledgehammer's just fine. Ignoring this.
5. Where's the Plasma Gun?

If you want a plasma gun, play something else.

undead003 wrote:Is the actor in this post going to be implemented anytime? If not, I'd appreciate if someone could turn it into a player skin.

I'll do it myself if no one else will, but I'm bad with offsetting.

I should really get around to that. I should go look and see if someone finished doing the two-tone green version, otherwise I can use the base one as is.

Plans for next version:
- Get around to adding randomized angles to all the voxelized pickups; this makes large banks of bonuses look a lot nicer.
- Perhaps I'll swap out the Mjolnir Device's puff effect for the one on the Cacos' lightning balls.
- Ed the Bat's implementation of SynthFire is now canon to the mod.
- Uh, I guess further playtesting will occur so I can remember what the hell I was doing.
- Dual pistols now alert monsters. Whoops.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Princess Viscra Maelstrom » Fri Sep 12, 2014 12:18 pm

i do wonder if you're actually gonna make the boss enemies being immune to being put in pain-state, so as to not horribly break apart Masterminds with just a Sledgehammer. then again, having the enemies not being able to be put in pain-state at all might massively unbalance the game, though.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby jdredalert » Fri Sep 12, 2014 12:38 pm

Flawless mod, and i really like the pistol(s) reload animation. The more i play it, the more i love it. 10/10
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Kostov » Fri Sep 12, 2014 12:43 pm

Auto-offsetting wasn't as bad as I thought it would turn out. I extracted the sprites from the hazmat (?) trooper's sprite sheet and they are ready for my own use, and I've already made a skin file for it.

Glad to see you've settled, Weasel.
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