[3.2!] FINAL DOOMER +

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Re: [3.2!] FINAL DOOMER +

Postby Smashhacker » Sat Sep 21, 2019 3:32 pm

Don't forget Going Down Guy. He'd probably start off with office setting weapons inspired by Office Space and Falling Down, but the later weapons like the plasma gun and BFG would evoke the absurdist fractal imagery seen in Cyriak's works.
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Re: [3.2!] FINAL DOOMER +

Postby whatup876 » Sat Sep 21, 2019 5:21 pm

When i think about a wad's theme, i think of the texture work, including new/additional textures and how some levels can look iconic on their own.
Memento Mori seems to have something to do with ancient wood and something gothic related.

Dark magic/wood weapons that look like something out of Hell forged/Heretic but refined to fit Doom could be a fit for MM.

For Final Doom enemies, i like to imagine an Oni as a Baron for JPCP and an Anibus/(that egyptian god with the head of a black dog) enemy for Epic.
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Re: [3.2!] FINAL DOOMER +

Postby Metalworks41190 » Sat Sep 21, 2019 6:58 pm

Zaratul wrote:Whitemare pack has fire weapons so Sunlust weapon set should be ice oriented? Btw Final Hexen and Final Heretic when?

I was thinking along the lines as more like solar,laser,thermal and/or energy type weapons with there frames carved out rock and stone.
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Re: [3.2!] FINAL DOOMER +

Postby Tartlman » Mon Sep 23, 2019 4:53 pm

Valiant definitely deserves a pack. The pistol & chaingun are also pretty much done already for that wad!

I think that if valiant did get a pack, it should have weapons themed on episodes. I'd say that fists, pistol, chaingun should be episode 1-ey, shotguns are episode 2, rocket launcher is episode 4, plasma rifle is episode 3, and bfg and chainsaw are episode 5.
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Re: [3.2!] FINAL DOOMER +

Postby Zaratul » Tue Sep 24, 2019 12:33 am

Nobody asked the most important question: Kama Sutra weapon set when?
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Re: [3.2!] FINAL DOOMER +

Postby Smashhacker » Tue Sep 24, 2019 1:08 am

A Kama Sutra weaponset would probably mainly consist of Indian and Czech-themed weapons, if that could somehow work.
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Re: [3.2!] FINAL DOOMER +

Postby Slax » Tue Sep 24, 2019 4:10 pm

64 is a pretty good number.
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Re: [3.2!] FINAL DOOMER +

Postby Tartlman » Thu Sep 26, 2019 7:34 pm

small complaint - it still says that you picked up an uzi mag when picking up mag ammo with the tnt set.
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Re: [3.2!] FINAL DOOMER +

Postby PRIMEVAL » Fri Sep 27, 2019 5:53 pm

Zaratul wrote:Nobody asked the most important question: Kama Sutra weapon set when?


I did. Last post, previous page. :P

Well, more of a tongue-in-cheek demand, but still.
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Re: [3.2!] FINAL DOOMER +

Postby Gideon020 » Sat Sep 28, 2019 8:38 am

Heh, why not a No End In Sight Guy or even an Eviternity Guy? :D
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Re: [3.2!] FINAL DOOMER +

Postby Princess Viscra Maelstrom » Sat Sep 28, 2019 8:42 am

Eviternity doesn't run with the source port version that this mod is designed for, IIRC.
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Re: [3.2!] FINAL DOOMER +

Postby fatlarry » Sat Sep 28, 2019 8:58 am

Man, this mod already has a truly impressive amount of content and you're adding more? You're gonna spoil us
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Re: [3.2!] FINAL DOOMER +

Postby eltiolavara9 » Sat Sep 28, 2019 11:37 am

i've been following this mod since like 2017 and recently found there was this new update
this mod is a blast to play, but i'd like to see more weaponsets, maybe split into more mods so it's not a massive mod but idk
i'd really like to see a Going Down one, or a scythe one or etc (i don't know all that much about doom wads so idk maybe there are bigger better ones)
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Re: [3.2!] FINAL DOOMER +

Postby Slax » Sun Sep 29, 2019 7:07 am

You end up doing a lot of clicking with VendettaGuy if you decide to conserve ammo. So, I whipped up a new and more... uh, gratifying pistol sound. Just feels nicer to have more of a ping in your gun when you click away.
Try it out.

Spoiler:
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Re: [3.2!] FINAL DOOMER +

Postby Papaga » Wed Oct 09, 2019 5:50 pm

Found a bug with the C4. You're not supposed to have more than 10 out at a time, but it doesn't count toward the limit if you're extremely close to the thing you stick it on. Just had to rub against any wall to do it.
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