Shades of Doom v2.0 - The Spice of Life (03/11/19)

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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby shadstarn » Mon Jun 04, 2018 1:21 pm

Cyanide wrote:
shadstarn wrote:you wont do it or is it not possible to do that at all?

Jesus f... I've answered your question before!


jesus is not available

also okay thank you its been a while ... i appologize.

i never remember the strange names so i always forget also waht they contain but as you know now atleast there is one person here who would love options and i for one would love that option if you ever consider it you know i be very happy! :D
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby dljosef » Mon Jun 04, 2018 1:46 pm

I'm looking forward to whatever monsters and other stuff you'll add next. Well, I'll wait however long it takes. (The champions thing would definitely work great with this as well, especially in chaos mode.)

I, unlike shadstarn, would think the de-randomization option would be a bad idea, by the way. I like the randomization nature.
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby shadstarn » Mon Jun 04, 2018 2:10 pm

dljosef wrote:I'm looking forward to whatever monsters and other stuff you'll add next. Well, I'll wait however long it takes. (The champions thing would definitely work great with this as well, especially in chaos mode.)

I, unlike shadstarn, would think the de-randomization option would be a bad idea, by the way. I like the randomization nature.


isnt it possible for a mod to have both? or should maybe someone make a separate mod... with choice for choosing your sett of enemies?
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Cyanide » Mon Jun 04, 2018 2:19 pm

shadstarn wrote:isnt it possible for a mod to have both? or should maybe someone make a separate mod... with choice for choosing your sett of enemies?

Take it somewhere else, shadstarn.
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby 0mrcynic0 » Tue Jun 05, 2018 12:55 am

shadstarn wrote:
isnt it possible for a mod to have both? or should maybe someone make a separate mod... with choice for choosing your sett of enemies?


I don't know if you're just a total idiot or a troll that's trying too hard...stop annoying people with your ridiculous requests.

Moving on...

I'm also curious as to what kind of enemies will be added next if ever. This mod is a nice alternative to Colorful Hell.
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Cyanide » Tue Jun 05, 2018 6:03 am

dljosef wrote:I'm looking forward to whatever monsters and other stuff you'll add next.

0mrcynic0 wrote:I'm also curious as to what kind of enemies will be added next if ever.

I'll add more. I'm currently looking through some more Strife enemies, where at least some of them could be added.
I would like to find more resources to expand the beastiary, but they have to match the visual style of the other monsters in Shades. And that's the hard part. :)

I've been focusing more on making compatibility patches for weapon mods lately. I have no idea if people actually use them, since Google Drive doesn't let me monitor the download amount. Maybe I should poll it on the OP?
In any case, making the patches is quite tiresome, and I don't know how many more I'm going to make. At this point I'm just waiting for Guncaster 3.0 to release, so I can start working on a patch for that.

As far as other stuff, I think the mod is feature complete. Of course a rewrite to ZScript would be great, but I simply don't have the time to learn it (right now, that is). Ideas and thoughts are still welcome. :D

In any case, I'm happy to know people play and enjoy Shades of Doom. :D
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Neophyte_Ronin » Fri Jun 08, 2018 1:25 pm

With Chaos Mode, the plethora of similar-but-different-in-feel enemies lends unpredictability to a game, especially when picking a level pack you're unfamiliar with. You know there's a creature there, but you're unsure of what caste it is and how hard it will attack, especially when you're starting out. This changes your tactics. Chaos Mode is great for keeping you on your toes. And since it approximates vanilla play, there's no actual balancing issue except for the lack of insight into what you're beholding.

Another thought I came up with is that there might actually be infighting within "vanilla castes". By that, I mean the bloody-looking cacodemon palette-swapped blood-spitting thing can toss blood and hit a regular cacodemon that it's patterned after, and let the fun begin! That might take the edge off of Chaos Mode, but it might require setting an option so to shut it off if things get too easy.

What if you combine Chaos Mode with the Demon Counterstrike Mod? I bet that would fly straight into crazy-land!

It's a good wad. Very good wad. Most wads want to make the new creatures arrogantly outperform the originals until you are forced to resort to some terrible and frustrating strategies just to survive, while at the same time, nobody ever does an Item randomizer WAD where Medikits could heal for full and stimpacks up to 40 points just to keep up with the new blood. This wad, though? It takes those monster variants and puts them at the same footing as the rest. At least make that consistent.
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Cyanide » Fri Jun 08, 2018 2:07 pm

Neophyte_Ronin wrote:Another thought I came up with is that there might actually be infighting within "vanilla castes". By that, I mean the bloody-looking cacodemon palette-swapped blood-spitting thing can toss blood and hit a regular cacodemon that it's patterned after, and let the fun begin! That might take the edge off of Chaos Mode, but it might require setting an option so to shut it off if things get too easy.

Hmm. Hadn't thought of that. First of all, Shades is meant to be close to a simple skin replacer with minimal changes to gameplay. I think allowing interspecies infighting would result in to much of a balance change to the point of breaking maps (slaughter maps in particular). Second of all, I don't know how to implement an option to allow it. I'm guessing a script that adds +DOHARMSPECIES to all added enemies.
Neophyte_Ronin wrote:What if you combine Chaos Mode with the Demon Counterstrike Mod? I bet that would fly straight into crazy-land!

If Shades and Demon Counterstrike are compatible, Chaos mode would surely be... well... chaotic. :)
Neophyte_Ronin wrote:Kind words

Thanks dude. Glad you're having fun. :mrgreen:
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Whoah » Fri Jun 08, 2018 2:24 pm

Still love the shit outta this mod, but I have a small suggestion. Do you think there'd be a way to see which variants of certain monsters are active? So when I lock the current variants, I know which monsters are which? I don't know exactly how this would work, and I totally get it if this would be too difficult to implement
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Cyanide » Fri Jun 08, 2018 2:54 pm

Whoah wrote:Do you think there'd be a way to see which variants of certain monsters are active? So when I lock the current variants, I know which monsters are which? I don't know exactly how this would work, and I totally get it if this would be too difficult to implement

If you switch on Debug Mode, it gives a list of the numbers the mod generates. 0 is the original enemy, so if you look in the Roster you should be able to find out which variants have been chosen.
With that said, I can try to make Debug Mode give the monster names instead of a number. :)
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Whoah » Fri Jun 08, 2018 3:13 pm

Oh! Didn't know that was a thing! Yeh, names would be handy, but numbers should work fine
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Someone64 » Fri Jun 08, 2018 3:45 pm

I think infighting does happen between the same species in chaos mode. Seemingly not all types of the same kind of enemy do this but some do which can make the game easier.
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Cyanide » Fri Jun 08, 2018 3:51 pm

Someone64 wrote:I think infighting does happen between the same species in chaos mode. Seemingly not all types of the same kind of enemy do this but some do which can make the game easier.

The different kind of Zombiemen, Shotgunners, Heavies and Souls will infight with their own variants. This is in line with Vanilla Doom, as Zombiemen, Shotgunners, Heavies and Souls can infight with their own species.

If anyone has noticed "non-Vanilla infighting" I would really like to know which enemies does, cause that's just not right... :)
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Gorec » Sat Jun 09, 2018 12:31 am

defiler explodes faster than other pain elementals
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Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)

Postby Cyanide » Sat Jun 09, 2018 3:11 am

Gorec wrote:defiler explodes faster than other pain elementals

I'll fix that. :) Thanks.
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