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As good news for you, most of those issues are fixed, i just need to work better the ammo drops. Some sounds (mainly gunfire) changed, but they keep more consistency and oomph than it's predecessors. The PSX Medal of Honor explosion sounds are my favorites since i started this. They won't change
I can't promise a v2 tomorrow, but P R O B A B L Y I'll have something done during the week.
Edit: the difficulty names were taken from Blood 2 : the chosen.
Heeeeeeeeeeeeeeeeh, dropping in late to say all this is good and that I'm going to wait for the update before spewing feedback all over this little text box.
...
. . .
Okay, maybe not. The double barreled shotgun is functioning differently than it did in the prerelease, it shoots once, reloads, shoots once, reloads. Not sure if it's intentional or not but it makes it less fun to use (i.e. you can't kill a cyberdemon in under 20 seconds flat with it).
another thing i noticed is the shadow under the deathknight please get rid of it, that kinda thing might be fine for wolf 3d but it doesn't fit too well in doom 2.
Last edited by armymen12002003 on Sun Jul 09, 2017 7:46 pm, edited 2 times in total.
Suggestion: Make game easier or make more difficult settings, because game is quite hard even on lowest difficult setting, i think newbie player cant handle this modification. Maybe lower a bit damage taken form basic nazis.
Suggestion: double ammo limits, ammo limits is ridiculousy low. Make ammo drops a little bit bigger, especially heavy ammo.
Suggestion: make granade launcher more powerful, its quite weak weapon imo.
Suggestion: add zoom to this fg42 like explosive rifle, make it more powerful.
Suggestion: remove recoil from energy weapons, tesla and flamethrower
Suggestion: make dual wield weapon similar to Project brutality as a weapon special state or mode, not as seperate weapon because weapon cycling is messsssssssy.
Suggestion: make SSG more powerful and make spread bigger. SSG compared to double shotguns are useless because is so slow and damage is not to great.
Suggestion: make robots more badass. One robot is easier enemy than several nazis.
Suggestion: add zoom to STG-60 weapon
Bug report: when holding alt fire and using mp-40 like weapon, continuously zooming in and out. But super sniper nazi carabine works perfectyl.
It fixes many stuffs you all suggested and reported, but not all of them. The reasons are many. Either i couldn't find a good solution, or i couldn't reproduce the mentioned bug, or even i had to discard one idea to give place to another one. It doesn't mean i've discarded everything else, though! I'm still working full time on this!
But don't be sad!!! Here's what you can expect from this new update, with a GREAT SPECIAL THANKS to YukesVonFaust:
Spoiler:
- 3 new weapons!
- synth-fire system for ALL AKIMBOS!!!
- fixed tracer heights
- fixed nazis AI for a better gameplay
- raised ammo drop ammounts
- new sprites for some weapons
- new offset animations for many weapons
- new sounds for MANY weapons
- corrected some akimbo animations
- ADS for the STG-60
- sounds to almost all robots (shooterball still don't have some good ones)
- new title screen graphics
- new secret sounds
- Jadtfaust is more worthy to use now
- removed shadow on the death knight and gave him some sounds. (he still don't fire missiles, but i noted this down so i won't forget)!
- tracer speeds are ruled by difficulty settings and aren't so distant from each other anymore.
- fixed MP86 with perfect ADS accuracy
- fixed the bug where special deaths triggered drops apeshit.
- removed some frames from the disruptor android death
- new animations for the blitzgewehr
- lowered many sound volumes which were irritating.
- luger fires faster, as well as its akimbo sister.
- all sounds in ogg
- name on startup
- disruptor android takes explosive damage now.
- grenades are faster and have a great new design, courtesy of the amazing Captain J!
- enemies flinch more and health is padronized on all three settings
- new item and ammo sprites
I highly suggest removing splashing from all the casings. Could also be a problem with playing Brutal Doom monsters only with this as it may cause lag for some people since the splashes in that mod create TONS of particles. Also, the sound is just annoying in general. If you'd like you can leave the splashing in but make a new effect for when casing fall into water (smaller more subtle splash, softer and different sound). Also, like your previous mods you forgot about adding delays to barrel explosions (and maybe even an animation for the frames before they explode?). Lastly, it would be nice to use a key for dual wielding instead of having them assigned as different weapons in the same slot as it can make weapon swapping take long and fill up the list.
Everything else is really cool though. Keep up the good work.
Thanks! The map is called Warwick. I unfortunately can't help with links since i don't remember where i got it. But if you do find, remember to exclude some custom player classes that come inside it, or you won't be able to play with custom gameplay wads.
Oh yeah, also:
Someone64 wrote:I highly suggest removing splashing from all the casings. Could also be a problem with playing Brutal Doom monsters only with this as it may cause lag for some people since the splashes in that mod create TONS of particles. Also, the sound is just annoying in general. If you'd like you can leave the splashing in but make a new effect for when casing fall into water (smaller more subtle splash, softer and different sound). Also, like your previous mods you forgot about adding delays to barrel explosions (and maybe even an animation for the frames before they explode?). Lastly, it would be nice to use a key for dual wielding instead of having them assigned as different weapons in the same slot as it can make weapon swapping take long and fill up the list.
Everything else is really cool though. Keep up the good work.
Thanks! I'll see what i can do about barrels and casings. About Akimbos, i've moved all akimbos to slot 0 and all weapons call their pair with altfire key. I also've moved the ADS mode to the Zoom key and gave the Luger an ADS mode. But it'll be only implemented officialy on the next update.
Would there be a possibility to switch functionality between the zoom and altfire key? (it wouldn't matter i guess if there's no weapons with alt fires aside from plain zooming as people can rebind it without issue)