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Aracnocide [11/01/20] 3 New Classes!

PostPosted: Fri Jan 01, 2016 2:18 am
by Dr_Cosmobyte
Image

Description
Spoiler: What is this?


Spoiler: Weapons(Barely outdated)


Spoiler: Add-ons


Spoiler: Videos


Download Links:

Enemies pack

Weapons pack

Play the full Aracnocide gaming experience and HAVE FUN!!!

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Fri Jan 01, 2016 3:17 am
by chronoteeth
very nice! Though I have to admit that m60 sprite is starting to get overused

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Fri Jan 01, 2016 3:26 am
by Dr_Cosmobyte
Yeah, i agree. I tried to resize NAM sprites, but it became a mess. :P

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Fri Jan 01, 2016 3:28 am
by chronoteeth
its more just overused! I think a nice center aimed machine gun would be better tbh

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Fri Jan 01, 2016 3:37 am
by Dr_Cosmobyte
I dicarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)
a gatling gun (Overpowered and out of context) and some melee weapons (good for nothing).

About the SMG, i have my doubts about making a modern one or some classical ones, like the AK or the STG-44.

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Fri Jan 01, 2016 6:09 am
by chronoteeth
I just think to keep consistency the m60 should have a sprite change to be center aimed, thats all! :o

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Fri Jan 01, 2016 6:44 am
by YukesVonFaust
GAA1992 wrote:I discarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)

oh, not the flamethrower!
maybe you should use the Reelism Burning states instead

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Fri Jan 01, 2016 11:34 am
by wildweasel
YukesVonFaust wrote:oh, not the flamethrower!
maybe you should use the Reelism Burning states instead

Just make sure you ask permission to use them first.

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Sat Jan 02, 2016 8:07 am
by Dr_Cosmobyte
YukesVonFaust wrote:
GAA1992 wrote:I discarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)

oh, not the flamethrower!
maybe you should use the Reelism Burning states instead


Yes, killing spiders with fire would be amazing. I'll download reelism to see the burnin' states.

wildweasel wrote:Just make sure you ask permission to use them first.


Don't worry, i'll contact the creators :D

And, Here are some weapon sprites i discarded from this one or other projects (actually i considered using them on Aracnocide):

Spoiler:

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Sat Jan 02, 2016 8:09 am
by chronoteeth
truth be told the minigun and flamethrower look great! i'd have them in over that overused m60 anyday

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Sat Jan 02, 2016 8:25 am
by Dr_Cosmobyte
chronoteeth wrote:truth be told the minigun and flamethrower look great! i'd have them in over that overused m60 anyday


Thanks! I'm reconsidering them in-game :D

Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

PostPosted: Sun Jan 03, 2016 5:02 am
by chronoteeth
cause i enjoy the center aimed sprites a lot more (and to coax you to change the overused m60 to help keep center aimed sprites balanced and thematically consistent) heres cleaned up center aimed sprites for the two best guns so you can make em look better

Image

Re: Aracnocide [Released!] - Weapon/Enemies Mod

PostPosted: Thu Apr 21, 2016 10:45 pm
by Dr_Cosmobyte
Game is finally released! See first post!

Re: Aracnocide [Released!] - Weapon/Enemies Mod

PostPosted: Thu Apr 21, 2016 10:57 pm
by -Ghost-
I'd say go for ammo drops, I've always hated infinite ammo stuff.

Re: Aracnocide [Released!] - Weapon/Enemies Mod

PostPosted: Fri Apr 22, 2016 9:42 am
by Zhs2
I would say that anything would nice over grinding away with the crowbar. Case in point: Doom 2's own MAP02. The map practically forces you to rely on dropped shotguns to survive, and without them you are very, very shanked. The pistol here wouldn't help much even if it did have infinite ammo, but the chainsaw would at least be a boon.