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Sgt. Shivers wrote:This is a very fun mod! It simplifies the doom gameplay in a good way, and makes it quicker.
I threw together an alternate wand morph animation, what do you think?:Spoiler:
I was also wondering are you planning on making the wand orb bright in it's impact animation? It looks kind of weird at the moment when it hits a wall.
Again, this mod is a blast to play and I hope to see it developed further!
Combine_Kegan wrote:Sgt. Shivers wrote:This is a very fun mod! It simplifies the doom gameplay in a good way, and makes it quicker.
I threw together an alternate wand morph animation, what do you think?:Spoiler:
I was also wondering are you planning on making the wand orb bright in it's impact animation? It looks kind of weird at the moment when it hits a wall.
Again, this mod is a blast to play and I hope to see it developed further!
Holy shit, that animation is beautiful. I might look into use that later. Wow.
and what do you mean bright in the impact animation? You make just add BRIGHT to the impact frames or that actual fancy lighting you see on mods?
Sgt. Shivers wrote:Combine_Kegan wrote:Sgt. Shivers wrote:This is a very fun mod! It simplifies the doom gameplay in a good way, and makes it quicker.
I threw together an alternate wand morph animation, what do you think?:Spoiler:
I was also wondering are you planning on making the wand orb bright in it's impact animation? It looks kind of weird at the moment when it hits a wall.
Again, this mod is a blast to play and I hope to see it developed further!
Holy shit, that animation is beautiful. I might look into use that later. Wow.
and what do you mean bright in the impact animation? You make just add BRIGHT to the impact frames or that actual fancy lighting you see on mods?
Just add BRIGHT to the impact frames, it will help to let the player know if they're hitting things when shooting in the dark.
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Endless123 wrote:Well well well ... and i though you couldn't do any better you actually did![]()
The only problem is your HUD, maybe you could consider to re-size it a bit
Note that the screenshot have been take at an in-game resolution of 1024x768. It's no big deal though, only a downsize is necessary for a correct display.
I suggest you change this to the SBARINFOSpoiler:
Your HUD With the corrections i suggested :Spoiler:
That's how i solved my oversized elements on my HUD. The resolution doesn't matter i think as long as there is one defined.
Despise that, the changes you made are big improvements. Not that it really needed some if you ask meThe gameplay becomes really challenging on some maps but i don't think it's a problem since i suck at playing Doom
Keep it up
Crudux Cruo wrote:The gameplay in this is actually pretty fun, but its TOO simple! while this works out decent for the first few maps of doom2, the harder the monsters are, the less powerful you become, and that is the problem with starting out with everything. to solve this i recommend....
PALLET SWAPS!
as the player finds weapon pickups, the sword and wand is upgraded into more powerful versions. (which would require a nerf for the starter weapons) it really doesnt matter which colors, but each time they upgrade their alternate attacks should change somewhat as well, making the upgrade an absolute improvement over the last. one last thing, there is no long range weapons, or weapons with explosions (to beat the end boss), so i recommend a crossbow (sprites already exist with the fighters hands.) to round out the set.
for more information on pallet swap upgrades... see Daggerfall http://www.uesp.net/wiki/Daggerfall:Weapons
Good mod overall so far!
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