JohnnyTheWolf wrote:So you decided not to go with my suggestion of switching ammo type between the Zombieman and the Chaingunner? I could be wrong, but making the former drops nails instead of cells would make more sense from a balance perspective.
As I've said before, this makes the zombieman OP. I've done quite a lot of testing before even beta 1 was ready for release.
And I've got no intention of giving them a one shot nailgun as it doesn't seem right.
In The scourge of Armagon, there is a much stronger creature like thing that uses a nailgun.
JohnnyTheWolf wrote:I also think it is rather absurd to have the Nailgun spawn in place of the Double Shotgun, given their radically different purpose. You simply cannot do that in levels that were designed with Doom's default arsenal in mind and expect it to work.
I've also played around with this quite a bit.
I've switched ammo and weapon types from Shells and Nails as that's pretty much how Quake is. Back when I had the shotgun and SSG spawn Quake's SSG and the Shells drop actual Quake shells, I found that you'd run out of ammo quite quickly in early levels and you'd be picking up nails that all you can do is stockpile until you found the Nailgun which replaced the Chaingun, which of course is in later levels.
If I make it spawn a weapon that uses a different ammo type, then the ammo balance would be thrown off. It's already a bit thrown off as the Plasma Rifle is replaced by the Super Nailgun and the BFG is replaced with the Rocket Launcher, but the cells just replace cells.
Also, my doom design is based around Doom 1 where there is no SSG.
The only thing I'd consider doing is making the SSG drop the Super Nailgun, however that means the Plasma Rifle also drops it.
The Super Nailgun is supposed to be really powerful and not meant to be acquired in early levels like the SSG in Doom is.
Doom is not a good match for Quake replacements. This mod's main focus is Heretic and Hexen with support for Doom and Strife.
JohnnyTheWolf wrote:I am confused by this one. Does it mean I should be starting with a Laser Rifle rather than the Shotgun?
Because if that is the case, then it is not working, as I still start Doom and Doom II with the default Shotgun.
No, you start with it as well. It's my method of making the cells more useful than stockpiling them up until you find the Thunderbolt.
JohnnyTheWolf wrote:Assigning the Laser Rifle to weapon slot 9 is definitely not intuitive.
The scourge of Armagon's original laser cannon was assigned to slot 9
Edit:
Hotfix Released
Fixes
- Fixed invisible backpack
- Fixed broken rune models
- Fixed some custom maps with no levelinfo always being detected as first few maps.
Download Hotfix for Beta 4