Head Hunter.v6 - Rebalancing and TNT

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Head Hunter.v3b - meet new hero!

Post by wildweasel »

Oberron wrote:Erm, where are you from? Don't tell me if you are from the Eastern Europe or I'll slap you hard.
Please don't make posts like this. We have users from lots of places around the world, and yes, some of them have difficulty with English sometimes, but they're trying, and that's what matters. Threatening violence doesn't help them learn.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: Head Hunter.v3b - meet new hero!

Post by Oberron »

Oops, my mistake. This was my thought that was where the heck did he came from.
comet1337_old
Posts: 179
Joined: Thu Aug 01, 2013 1:10 pm

Re: Head Hunter.v3b - meet new hero!

Post by comet1337_old »

that's hardly releveant to the topic

this is though:
the higher tier weapons feel really underwhelming

and an open letter to all bfg replacements:
don't have self damage, do have wide area coverage
User avatar
TheUnbeholden
Posts: 114
Joined: Sat Jan 22, 2011 5:12 am

Re: Head Hunter.v3b - meet new hero!

Post by TheUnbeholden »

comet1337 wrote: the higher tier weapons feel really underwhelming

and an open letter to all bfg replacements:
don't have self damage, do have wide area coverage
I agree.

I'm wondering what this mod is supposed to be about, I mean besides being run n' gun which alot of mods are geared towards in order to not change it to a cover shooter. Whats the mods tagline and design philosophy for weapon types or balancing? Having to switch them around regularly is one balancing aspect, but higher tier I'm not seeing the theme or how you balance it.
User avatar
TheSkyBug
Posts: 124
Joined: Mon Mar 09, 2015 4:58 am

Re: Head Hunter.v3b - meet new hero!

Post by TheSkyBug »

Oberron wrote:Erm, where are you from? Don't tell me if you are from the Eastern Europe or I'll slap you hard.
I'm from Ukraine. And i know that my English is very bad. Sorry =(
TheUnbeholden wrote:I'm wondering what this mod is supposed to be about, I mean besides being run n' gun which alot of mods are geared towards in order to not change it to a cover shooter. Whats the mods tagline and design philosophy for weapon types or balancing? Having to switch them around regularly is one balancing aspect, but higher tier I'm not seeing the theme or how you balance it.
The 6 weapon slot usefull against large hords of enemies (You can check that on Sunder first map with horde of imps). 7 slot usefull for killing very strong enemies, like Arch-viles or even bosses. But i also agree that 7 slot useless in situations, where BFG solve all problems, and i have some ideas how to fix it.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: Head Hunter.v3b - meet new hero!

Post by Oberron »

Aha..."You gotta do better than that." Try the sounds I added on the post that I accidently told you that where the heck were you from.
User avatar
TheSkyBug
Posts: 124
Joined: Mon Mar 09, 2015 4:58 am

Re: Head Hunter.v3b - meet new hero!

Post by TheSkyBug »

Oberron wrote:Aha..."You gotta do better than that." Try the sounds I added on the post that I accidently told you that where the heck were you from.
Thank you a lot, but... I want to try to make player sounds with my own voice (Editet, of course). If it doesn't work out, i'll find some sounds somewhere else.
User avatar
TheSkyBug
Posts: 124
Joined: Mon Mar 09, 2015 4:58 am

Re: Head Hunter.v4 - barrels of fun

Post by TheSkyBug »

Updated again:

-Added Quad-shotgun that rarely replaces SSG.
-Now you can load 1 shell in sawed-off, if only 1 barrel was shooted. The same thing with QSG.
-Now you can see how many shells left in sawed-off/QSG.
-Changed leg sprites again. I don't like that black BD boot.
Last edited by TheSkyBug on Sun Aug 09, 2015 4:00 am, edited 1 time in total.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: Head Hunter.v4 - barrels of fun

Post by Oberron »

(slightly off-topic) Oh, and how old are you? You asked me that you are in Ukraine, so: I had some decent sounds for you, so uhh, I'm going to add some more via Mediafire.

Skill level GFX:
Attachments
Hard skill, enemies are easier to react.
Hard skill, enemies are easier to react.
hard.png (792 Bytes) Viewed 500 times
Easy skill, you just have plenty of ammo.
Easy skill, you just have plenty of ammo.
easy.png (785 Bytes) Viewed 500 times
Easiest skill of the lot.
Easiest skill of the lot.
kids stuff.png (1.2 KiB) Viewed 500 times
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm
Location: Somewhere off Kanagawa

Re: Head Hunter.v4 - barrels of fun

Post by Mikk- »

Those text graphics could seriously do with some Kerning
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: Head Hunter.v4 - barrels of fun

Post by Oberron »

What?
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Head Hunter.v4 - barrels of fun

Post by Captain J »

Oberron wrote:What?
Mikk- wrote:Kerning
click it and read it, would you mind.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: Head Hunter.v4 - barrels of fun

Post by Oberron »

I have only four skill levels (as of now).
Here is another:
Attachments
Hardest and enemies are fast!
Hardest and enemies are fast!
impossible.png (1.26 KiB) Viewed 414 times
Last edited by Oberron on Sun Aug 09, 2015 6:15 am, edited 1 time in total.
User avatar
TheSkyBug
Posts: 124
Joined: Mon Mar 09, 2015 4:58 am

Re: Head Hunter.v4 - barrels of fun

Post by TheSkyBug »

Oberron wrote:(slightly off-topic) Oh, and how old are you? You asked me that you are in Ukraine, so: I had some decent sounds for you, so uhh, I'm going to add some more via Mediafire.

Skill level GFX:
You'll laugh, but i'm only 15 years old.
And thanks again, but i really want to make myself all i can. If i need help, i will ask.

Anyway, new update:
-Improved sawed-off and QSG "two barrel system". Now it works much better.
-Added secondary fire mode for 6 slot. It shoots like more powerfull plasmagun, but very fast can eat your ammo. The same thing i want to make with 7 slot - add fire mode with large area cover.
-Player now explode on XDeath, dealing strong damage. Mostly a coop feature, but can be used fr fun in singleplayer.
-Now QSG sprites are above on the screen.
User avatar
grouchbag
Posts: 579
Joined: Thu Dec 06, 2012 1:48 am

Re: Head Hunter.v4a - barrels of fun

Post by grouchbag »

I'll try this out later today,SkyBug.It doesn't matter how old you are, you show some talent.Best of luck on this and future projects! :D
Post Reply

Return to “Gameplay Mods”