mumblemumble wrote:I understand this might still be exploitable (griefing) but since its one rare weapons special, I doubt its that big of a problem.
And can you look into the timing of the special double tap prompt? I know you want it accessible, but it really is a pretty wide time gap. Seems almost the same amount of time between pistol shots in vanilla doom, which is a BIT fast. even shaving a little off would help these accidental specials.
If it can be exploited for griefing, people will exploit it. Already on a few test servers, I have people just spamming the special to try and lag out people. Adding the ability to kill other players would just be icing on the metaphorical cake. Except the cake is bad. Or something. It's an evil cake.
And sure, I'll look into it.
Rowsol wrote:Ok, guess I should do my part and provide some feedback on the mod.
I don't like +noautofire but I understand why you chose to go that route. I decided to enable it and bound zoom and reload to the special moves.
I feel the jumping would be greatly enhanced if you used the code from guncaster. Being able to change direction in the air provides a ton of freedom. As it stands now, I hate the double jump because it's hit or miss for me, sometimes it just doesn't work. And then there's the problem with "physics" where it's hard to jump on a ledge in front of you without forward momentum.
The BFG10k is a selectable weapon after using IDFA.
The sound when kicking a head is loud, and annoying. If it didn't happen so often it would be funny.
I find the pain elemental replacement to be extremely annoying. An effective monster for sure, but what a pain in the ass he is.
I feel the no recoil option should also remove A_recoil.
Maybe I didn't look hard enough, but I didn't see any documentation on the items in this mod. I've played it for quite a few hours and I'm still not sure what some things do.
The usefail sounds are a little ridiculous.
I'm really unsure of what the advantage of the alt fire on Kharon is.
The shotgun could really use more sprites. Seems as choppy as the SSG from Doom.
The cyberdemon is begging for a replacement.
Thank you for the input!
- Come the release of Zandro 2.0, I'll be able to add a
casual auto-fire setting for guns, and probably the sword. Technically it's possible now, but the advent of named states for A_Refire will make it so much easier it's not even funny.
- This is actually an engine difference between ZDoom and Zandronum, where you're able to adjust your velocity and position mid-air in Zandronum but in ZDoom you're married to the direction you're going in as soon as your feet leave the ground. After this next release, though, if it's not terribly ACS-intensive, I'll give the Guncaster jumping a look for if you're running in ZDoom--I might be able to reverse engineer it.
- Fixed, thank you.
- Okay, I'll tone down the volume a bit.
- Definitely.
- Will do, thank you.
- I plan on doing a retro-style game manual for this mod, hopefully in line with this next release. What items are you unsure about?
- Intentionally so. Love the WHOOPS. Stroke the WHOOPS.
- The sheathe was mainly added due to people on 2ch wanting the ability to do sword-only runs, but there's still a few tweaks and benefits to it. It blocks projectiles much better than the sword, each hit guarantees a temporary stun on enemies, drawing times on the sword are removed (ironic considering its the only weapon that explicitly sheathes the sword) so attacks start up three tics faster, etc. It's a nice little thing if you want to play more defensively, be stylish, or an
honorable warrior, but if you want to ignore it you won't be missing anything vital.
- Really? Well, you're not entirely inaccurate--the SSG has about seven-ish unique sprites, while the Testament has 11. While I doubt I'll be able to wring any more unique sprites from the Marathon 2 shotgun, Mike12's cooking up a few tweaks to its design. After this next release, I'll see if he's willing to do any in-between frames.
- The Cyberdemon is getting a replacement come the next build! I can guarantee you, he's going to be interesting to fight.
HexaDoken wrote:This, actually, is probably not a good thing. If everybody just oneshots your monster immediately, something is probably wrong with it.
One purpose of a Pain Elemental is to drain your ammo, especially of your higher-tier weapons, by being both resilient and spamming a bunch of little ammo sponges, and punishes you if you don't take care of it as quickly as possible. You can one-shot it with the BFG, but that doesn't make its purpose any less valid. This is exactly what the Blackened does, by being a priority target that drains you of your higher-tier attack equivalent (soul) or your ammo, moreso if you don't take care of it right away. You can't just W+M1 your way through the mod entirely.
Go ahead, one-shot it all you want. It's doing its job, in more than one way.
twinkieman93 wrote:Also he only made it worse when people said it was annoying so please stop complaining. ;_;
Next build gives it a melee attack (with 96 units of range) that blackens your screen, slows you down, and drains your soul.
Slax wrote:How about adding some optional wall jumping/dashing to make things even more chaotic?
I remember some fairly old mod (parkour something something?) doing something like that but no one ran with it. Uh, no pun intended.
Could be interesting. Tons of anime ninja jump around from building to building, wall to wall, back and forth. It was present in Dreadnought, but it was mostly ijon's code. After this next release, if I can figure out how to reverse-engineer it into something workable, I might do so.
Jump, wall-jump, doublejump, dash to another wall, and then wall-jump off that. Heh.
Oh, yeah! Random development screenshot.