[2.4] FINAL DOOMER +

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Re: [V1.1] FINAL DOOMER

Postby wildweasel » Thu Jan 26, 2017 9:59 pm

I feel like The Darkening 2 really could use a themed weapon and/or monster set.
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Re: [V1.1] FINAL DOOMER

Postby GAA1992 » Thu Jan 26, 2017 10:03 pm

Great idea too. This would demand the weapons to be as Quake-ish as possible :D
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Re: [V1.1] FINAL DOOMER

Postby Jeimuzu73 » Thu Jan 26, 2017 10:35 pm

Sgt. Shivers wrote:Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?

I'd love to see what you guys could come up with for Ancient Aliens and the Japanese Community Project.
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Re: [V1.1] FINAL DOOMER

Postby -Ghost- » Thu Jan 26, 2017 10:41 pm

wildweasel wrote:I feel like The Darkening 2 really could use a themed weapon and/or monster set.


Yeah, I agree. As GAA1992 said, a Quake feeling weapon set would go perfect with it.
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Re: [V1] FINAL DOOMER

Postby MasoGuy » Thu Jan 26, 2017 10:43 pm

Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?


Back To Saturn X Episode 1 & 2

Ancient Aliens

Sunlust

Going Down
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Re: [V1] FINAL DOOMER

Postby wildweasel » Thu Jan 26, 2017 11:20 pm

MasoGuy wrote:
Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?


Back To Saturn X Episode 1 & 2

Hmm...is that not what Weapons of Saturn was designed for?
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Re: [V1.1] FINAL DOOMER

Postby zrrion the insect » Thu Jan 26, 2017 11:51 pm

Perdition's Gate would be pretty cool. (that's what I've been playing this with)
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Re: [V1] FINAL DOOMER

Postby MasoGuy » Thu Jan 26, 2017 11:57 pm

wildweasel wrote:
MasoGuy wrote:
Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?


Back To Saturn X Episode 1 & 2

Hmm...is that not what Weapons of Saturn was designed for?


Wait there's a weapon set for it?
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Re: [V1.1] FINAL DOOMER

Postby Kinsie » Fri Jan 27, 2017 12:01 am

Sgt. Shivers wrote:P.S. Hypothetically, if we were to make a weapon set for another megawad, which one would you guys choose?

zrrion the insect wrote:Perdition's Gate would be pretty cool. (that's what I've been playing this with)
This would be a fun "canon" choice, since Perdition's Gate was nearly part of Final Doom, so it'd be keeping with the theme.

Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)
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Re: [V1.1] FINAL DOOMER

Postby MasoGuy » Fri Jan 27, 2017 12:17 am

Kinsie wrote: Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)


Now that I think about it, would Ancient Aliens benefit from a separate weapons set for each of its episode to match their slight changes in theme?
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Re: [V1.1] FINAL DOOMER

Postby Jimmy » Fri Jan 27, 2017 12:49 am

Icarus I feel would be the logical followup if we're going by TeamTNT's ensuing releases. :)
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Re: [V1.1] FINAL DOOMER

Postby Jeimuzu73 » Fri Jan 27, 2017 12:51 am

Then Eternal Doom since they took it up from Team Eternal.
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Re: [V1.1] FINAL DOOMER

Postby wildweasel » Fri Jan 27, 2017 12:57 am

MasoGuy wrote:
Kinsie wrote: Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)


Now that I think about it, would Ancient Aliens benefit from a separate weapons set for each of its episode to match their slight changes in theme?

I dunno, I feel like a Prey-esque mishmash of weapons from various origins would actually fit the episode really well. A basic man-made weapon and an ancestral spirit weapon, various alien analogues to the usual FPS archetypes.
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Re: [V1.1] FINAL DOOMER

Postby Wivicer » Fri Jan 27, 2017 2:23 am

You mean Prey as in the game where you play as the native american, or prey as in the upcoming game?

If the former, I agree, though maybe the alien weapons could be a fusion of alien and human technology.
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Re: [V1.1] FINAL DOOMER

Postby Big C » Fri Jan 27, 2017 2:43 am

wildweasel wrote:
MasoGuy wrote:
Kinsie wrote: Ancient Aliens and Back to Saturn X would also be great choices, but they'd be pretty difficult to do since they're so aesthetically unique among Doom mods.
(In addition, balancing a weapon set for AA might make it a bit overpowered in other map sets...)


Now that I think about it, would Ancient Aliens benefit from a separate weapons set for each of its episode to match their slight changes in theme?

I dunno, I feel like a Prey-esque mishmash of weapons from various origins would actually fit the episode really well. A basic man-made weapon and an ancestral spirit weapon, various alien analogues to the usual FPS archetypes.


Noisy Cricket for slot 7. :P It'd fit on multiple levels.
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