Captain J wrote:Grammar-fixing aside, I would like to show how is making enemy sprite going;And yes. The mod have been updated with at least better secret text!
insightguy wrote:Not bad! though is that the helmet or do their heads really look like that?
No worries. They won't drop so many ammo graciously!PlayerLin wrote:I only hope new enemies do not drop too many ammunitions/weapons...I just sick of lot of shotgun shells in original DooM/DooM 2 like someone switched "infinite ammo" on but only for shells...![]()
Whoops! Almost forgot to reply this question. Anyway as you can see this Picture, their head does looks like that; Big shark mouth with Compound eye on the left side. And Off-topic, but Lud call them lego oompa loompas for some reason.insightguy wrote:Not bad! though is that the helmet or do their heads really look like that?
Captain J wrote:this Picture, their head does looks like that; Big shark mouth with Compound eye on the left side. And Off-topic, but Lud call them lego oompa loompas for some reason.
Because... Alien stuff, honestly!
Captain J wrote:Grammar-fixing aside, I would like to show how is making enemy sprite going;And yes. The mod have been updated with at least better secret text!
I'd like to keep the rule here; 'Only Unique, Melee, and Super Weapons have Alt-fire'.I know Hand Sweeper have Alt-fire, but It's a very reasonable case that many people suggested.lwks wrote:1 - Add secondary fire to the other weapons
Just like the other Unique weapons, it uses own ammo. So you probably could use a different weapon until it's full or enough. When something's useful, Disadvantage always exists!2 - Why does the Semi Auto Rifle uses a different ammo type? It seems that I never have a decent amount of ammo for it.![]()
Unfortunately I'm not the type of making the game able to fidget around by setting and such, no offence. And i'm sure you can un-limit the weapon limit by cheating in the console. But i'll consider about it.3 - Consider a CVAR to deactivate reloading and weapon limit.
You mean like Heavy Pistol? I had to make it inaccurate because that would make the gun overpowered, and it's not a sniper weapon but mid-range weapon. And i'm sure you still can snipe with anything like Service Pistol or Combat Rifle.4 - Some of the weapons don't have a 100% accuracy in the first shot, and this sucks because sometimes you need to carefully and strategicaly deal with far away enemies in some maps.
I'll consider about that. When i finish the enemy sprite and stuff!5 - Write down your stuff. Itens, weapons, ammo, everything. It's good so people know what they're playing with.
Captain J wrote:Thanks for your helpful opinion there. But you can download the addon Chronoteeth made that makes each guns' design separate.
Captain J wrote:I'd like to keep the rule here; 'Only Unique, Melee, and Super Weapons have Alt-fire'.I know Hand Sweeper have Alt-fire, but It's a very reasonable case that many people suggested.lwks wrote:1 - Add secondary fire to the other weapons
Captain J wrote:Unfortunately I'm not the type of making the game able to fidget around by setting and such, no offence. And i'm sure you can un-limit the weapon limit by cheating in the console. But i'll consider about it.lwks wrote:3 - Consider a CVAR to deactivate reloading and weapon limit.
bind Z "take WeightToken 6"
Captain J wrote:You mean like Heavy Pistol? I had to make it inaccurate because that would make the gun overpowered, and it's not a sniper weapon but mid-range weapon. And i'm sure you still can snipe with anything like Service Pistol or Combat Rifle.lwks wrote:4 - Some of the weapons don't have a 100% accuracy in the first shot, and this sucks because sometimes you need to carefully and strategicaly deal with far away enemies in some maps.
Yes, i know. But the point is i only replied 'Can't notice the difference between the SSG and the CR' part.PlayerLin wrote:I think he means the NC enemies designs, not the weapons.
Yeah. That's what i actually thought. I say, The more the merrier, but know the limit until it gets messier!I don't get it, why needs more alt-fires? Too many of them may cause confusing and some weak ones may nobody cares, and balances problem is other mess.
That sounds not bad, actually! Still i'm weighing my options here. But this code might be useful.I would suggest using the engine cheat(console) if tired about the 6 weapons limitation, just open the damn console and input...
- Code: Select all • Expand view
bind Z "take WeightToken 6"
In my extra-opinion, They're still clown to me because accurate first shots already exists in vanilla doom! And that's why chaingun is mostly useful in sniping situations.In my own opinion, 100% accuracy will make those weapons(not only HP) overpowered, at least for DooM monsters(I hate to say, even SSM and Cybie just like shitty clowns on these powerful NC weapons!)...but when NC's enemies completes, maybe this problem would getting better...I hope.
They will replace each one of the monsters, i'm afraid! However i have planned to work on more. I'm going to make an addon that includes more weapons/monsters soon after i'm done with other mod. Thanks for the comments!Just a (silly?) question : Does those NC enemies do totally random spawns or have tier-based/monster-type based spawns? Or players can do customizing the spawn setting if possible?
Captain J wrote:In my extra-opinion, They're still clown to me because accurate first shots already exists in vanilla doom! And that's why chaingun is mostly useful in sniping situations.
Captain J wrote:They will replace each one of the monsters, i'm afraid! However i have planned to work on more. I'm going to make an addon that includes more weapons/monsters soon after i'm done with other mod. Thanks for the comments!
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