Accessories to Murder (ww-doomnukem): on Github

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

Postby Captain J » Fri Sep 26, 2014 10:07 pm

Lava Grunt wrote: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.
well, i say. if voxelbro is online or other people who talented to voxel spriting can refine them. i always thought it was still not enough, too. anyway i was used to be going to refine 'em, but slab6 just caused my computer a BSoD somehow.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Zhs2 » Tue Sep 30, 2014 9:52 pm

Lava Grunt wrote: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.
I like this because it allows me to distinguish easily between what I can pick up and what I can't on the fly. Doom can get pretty chaotic.

Also, I finally remembered what it was I wanted to post, so I'm leaving this suggestion here right here right now: IMO, zombiemen should always drop a randomspawner with the clip weighted heavily against the spare pistol (and both have 100% chance to drop). This would prevent such things as a run of zombiemen either dropping both the clip and the pistol at the same time or nothing at all, and definitely guarantee that the player always reaches the middle ground (if not an eventual upgrade) and thus a fair refill from a spate of pistol guys. Not sure if the revolver should be on the same randomspawner since it is much rarer anyway.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Tue Sep 30, 2014 10:16 pm

Zhs2 wrote:Also, I finally remembered what it was I wanted to post, so I'm leaving this suggestion here right here right now: IMO, zombiemen should always drop a randomspawner with the clip weighted heavily against the spare pistol (and both have 100% chance to drop). This would prevent such things as a run of zombiemen either dropping both the clip and the pistol at the same time or nothing at all, and definitely guarantee that the player always reaches the middle ground (if not an eventual upgrade) and thus a fair refill from a spate of pistol guys. Not sure if the revolver should be on the same randomspawner since it is much rarer anyway.

Hmm. Should I make the zombieman drop two randomspawners at once, or perhaps nest one inside the other, so that if the randomspawner comes up as "revolver" it'd then decide whether to drop ammo or the gun?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Captain J » Tue Sep 30, 2014 10:24 pm

wildweasel wrote:or perhaps nest one inside the other, so that if the randomspawner comes up as "revolver" it'd then decide whether to drop ammo or the gun?
this, doubled taste means doubled refilling goods.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Zhs2 » Sat Oct 04, 2014 11:18 am

If the revolver is meant to be that rare, I'd say dropping ammo is a bit of a 'fuck you' when playing wads highly lacking in chainsaws... That's a non-issue though. I'm all for the plan with one randomspawner dropping either a clip, pistol, or revolver.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Freaklore1 » Sun Oct 05, 2014 6:46 pm

I always find myself using the normal shotgun more often than the supershotgun,like its more precise since all bullets are focused in one spot instead of a horizontal line and its quite powerful even when i shoot an ennemy from afar.

The supershotgun on the other hand,feel a bit nerfed,it still has near the same firepower than the vanilla version at close range but the bullets are spread much more widely than the vanilla version which make it less powerful from a longer range.i understand that it was probably made to make the weapon a bit more realistic since a sawed off shotgun does that,but if the point of the supershotgun is originaly supposed to feel stronger than the normal shotgun in firepower then at least increase its firepower a bit,even a single canon shot from the SS feel weaker than a shot from the normal shotgun.

Like that the supershotgun will feel useful again.

I tested the weapons on a cyberdemon to see the differences in firepower/number of shots and i did it at point blank range to make sure every bullets hit him.

(all tested on cyberdemon at point blank range)
vanilla shotgun: near 67 shots
vanilla SuperShotgun: 20-21 shots
wwdn shotgun (with no aim): 27-29 shots
wwdn shotgun (aim):27-29 shots
wwdn SuperShotgun: 21-22 shots

wwdn shotgun with aim from a certain distance : 29 shots
Last edited by Freaklore1 on Sun Oct 05, 2014 7:21 pm, edited 1 time in total.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Sun Oct 05, 2014 7:04 pm

When you say "super shotgun," are you referring to the double barrel or the pump action? The pump action is the Super Shotgun's replacement. I switched them.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Captain J » Sun Oct 05, 2014 7:17 pm

I think he meant about the one barreled pump action hunting shotgun. obvious, but pretty confuse to hear.

So i always call it as the hunting shotgun, just like i said before.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Freaklore1 » Sun Oct 05, 2014 7:19 pm

I was reffering to the double barreled.

I see so the pump action is the SS now,but i still think that the double barrels feel kinda useless once i get my hand on the pump action.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Captain J » Sun Oct 05, 2014 8:26 pm

But it does useful when your hunting shotgun is out of ammo while you're against with horde of weak monsters. Also, cannot underestimate the fastest fire rate than hunting shotgun, too.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Abba Zabba » Mon Oct 06, 2014 1:27 pm

The normal (double barrel) has really good push-back though.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Carbine Dioxide » Thu Oct 23, 2014 5:53 pm

I hope you don't mind Weasel, but I did something.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Thu Oct 23, 2014 5:54 pm

Carbine Dioxide wrote:I hope you don't mind Weasel, but I did something.

What did you do?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Carbine Dioxide » Thu Oct 23, 2014 5:57 pm

Accessories to Murder made compatible for Brutal Doom Lite. BFG catches things on fire, making it quite useful, electric sledge turns things to ash, and for some reason, the revolver likes to make everything splode.

EDIT: Revolver, Why do you like to make Baron's splode? I also would like to add that Chain gun is OP as hell with Brutal Doom, and the Trench gun is like a sniper. Brutal Doom with this mod makes it hard to progress, but it's a lot of fun.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Thu Oct 23, 2014 6:32 pm

Carbine Dioxide wrote:Accessories to Murder made compatible for Brutal Doom Lite. BFG catches things on fire, making it quite useful, electric sledge turns things to ash, and for some reason, the revolver likes to make everything splode.

EDIT: Revolver, Why do you like to make Baron's splode? I also would like to add that Chain gun is OP as hell with Brutal Doom, and the Trench gun is like a sniper. Brutal Doom with this mod makes it hard to progress, but it's a lot of fun.

If you're planning on making that available to download, all I ask is that credit be given to me and Doom Nukem, and that it require the original file(s) to run. Mostly, though, I would kind of prefer that players give the standard mod a chance first, since I've tried my hardest to make it work well on its own.
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