Accessories to Murder (ww-doomnukem): on Github

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

Postby romancochi94 » Wed Sep 17, 2014 2:37 am

Is there a way to disable those Voxels?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Kostov » Wed Sep 17, 2014 2:41 am

Either enter r_drawvoxels 0 in the console, or enter +r_drawvoxels 0 in a shortcut.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby TheBadHustlex » Wed Sep 17, 2014 8:32 am

I played XWeapon before I even knew this mod, so I expected it to be just as relentless, but it seems to be the right difficulty for me. With this, I can beat Doom2 at UV. With XWeapon, I definitly can't.

Weapons are nice, enemies to. The only thing I more or less want in there are ricochet-sounds for the bulletpuffs, but maybe I'm just too used to them.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Princess Viscra Maelstrom » Wed Sep 17, 2014 2:11 pm

it's very finely balanced, i agree, and each weapon actually serves a useful purpose, with the possible exception of the Sawed-Off (i feel its job of firing off a few quick rounds can easily be replicated with the Dualies or Revolver.) and the Sledgehammer is ironically the best weapon to deal with bosses in certain circumstances.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby DEDLI » Wed Sep 17, 2014 3:37 pm

Viscra Maelstrom wrote:it's very finely balanced, i agree, and each weapon actually serves a useful purpose, with the possible exception of the Sawed-Off (i feel its job of firing off a few quick rounds can easily be replicated with the Dualies or Revolver.) and the Sledgehammer is ironically the best weapon to deal with bosses in certain circumstances.

I believe wildweasel said himself that the primary function of the Sawed-Off is to push monsters back when they get too close. Regardless, I usually find use in it for quickly picking off two successive zombies/imps at mid-range, minimizing the longevity of hitscans/fireballs coming your way (compared to the pump-action of Trench Gun maybe allowing one of the enemies to start firing in the meantime)
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby -Ghost- » Wed Sep 17, 2014 7:32 pm

Yeah, I actually didn't like the sawn off being the regular shotgun at first, but I see its purpose now. It's good for that one-two shot to take out weaker enemies like you said, or knock back pinkies getting too close so you can get a followup shot in. Though once I find the regular shotgun I usually stick with that.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby NeuralStunner » Wed Sep 17, 2014 8:30 pm

I like the Sawed-Off/Trench Shotgun setup for, if nothing else, shaking up player expectations. :P
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Wed Sep 17, 2014 8:46 pm

NeuralStunner wrote:I like the Sawed-Off/Trench Shotgun setup for, if nothing else, shaking up player expectations. :P

And that's pretty much what I do in all of my mods. =P
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Princess Viscra Maelstrom » Wed Sep 17, 2014 9:31 pm

i think i dislike the Sawed-Off because of its somewhat unreliability to kill a Imp in one shot. of course, that makes it more like the regular Doom shotgun, but i found the Trench to be much more useful overall.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Captain J » Wed Sep 17, 2014 10:12 pm

Well, i thought sawed off was least useful to be a sidearm when trench gun out of ammo in a mean business.

Oh, also it's something different and opposite, after all.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby TheBadHustlex » Thu Sep 18, 2014 1:23 am

The SawedOff is my favourite, actually. I love the gameplay-style of it. The Trenchgun isn't bad, but I enjoy playing with the SawedOff way more.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Zhs2 » Fri Sep 19, 2014 5:21 pm

I played all the way through Ultimate Doom with this mod *because* I like the feel of the Sawed-Off in place of the normal shotgun. A reason not to use the Trenchgun (e.g. not having it) makes you appreciate the alternative all that much more.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Stormblade » Fri Sep 19, 2014 8:41 pm

Lovely mod! A really great mod, and I like to play it with Doom. I'm just curious though, do you have any plans for any new mods? Or any new features or additions to this mod? If so, well I'm just so giddy thinking about new features!

Dual-wielding pistols.... or dual-wielding revolvers... or dual wielding sawed-off shotguns! :D Oh boy, that just makes me feel extremely excited at that thought!
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Onar4241 » Sun Sep 21, 2014 5:08 am

So I realized why the Sledgehammer was useless for me, turns out I had an older version of the mod...
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Abba Zabba » Fri Sep 26, 2014 9:39 pm

This mod is very balanced, that's one of the things I like about it so much. One thing I notice whether I'm playing with voxels or not, is that the ammo pickups are inconsistent with the casings the weapons eject. It would be cool to see higher definition for them.
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