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Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 8:59 pm
by wildweasel
I feel like The Darkening 2 really could use a themed weapon and/or monster set.

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 9:03 pm
by Dr_Cosmobyte
Great idea too. This would demand the weapons to be as Quake-ish as possible :D

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 9:35 pm
by Jeimuzu73
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.

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 9:41 pm
by -Ghost-
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.

Re: [V1] FINAL DOOMER

Posted: Thu Jan 26, 2017 9:43 pm
by MasoGuy
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

Re: [V1] FINAL DOOMER

Posted: Thu Jan 26, 2017 10:20 pm
by wildweasel
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?

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 10:51 pm
by zrrion the insect
Perdition's Gate would be pretty cool. (that's what I've been playing this with)

Re: [V1] FINAL DOOMER

Posted: Thu Jan 26, 2017 10:57 pm
by MasoGuy
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?

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 11:01 pm
by Kinsie
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...)

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 11:17 pm
by MasoGuy
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?

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 11:49 pm
by Jimmy
Icarus I feel would be the logical followup if we're going by TeamTNT's ensuing releases. :)

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 11:51 pm
by Jeimuzu73
Then Eternal Doom since they took it up from Team Eternal.

Re: [V1.1] FINAL DOOMER

Posted: Thu Jan 26, 2017 11:57 pm
by wildweasel
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.

Re: [V1.1] FINAL DOOMER

Posted: Fri Jan 27, 2017 1:23 am
by Wivicer
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.

Re: [V1.1] FINAL DOOMER

Posted: Fri Jan 27, 2017 1:43 am
by Big C
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.