Doomzone Mod (TNT Patch Added)

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Re: Doomzone Mod

Postby epiccolton26 » Sun Oct 15, 2017 6:33 pm

Good to know that the issue is all patched up! It was pretty annoying, as you can imagine. :P
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Re: Doomzone Mod

Postby Gorec » Sun Oct 15, 2017 11:34 pm

even if you have better armor you can still pick up "security armor set" and it wont give you anything
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Re: Doomzone Mod

Postby silentzora » Sun Oct 15, 2017 11:47 pm

Gorec wrote:even if you have better armor you can still pick up "security armor set" and it wont give you anything

Armor sets will give you ammo if you're full on armor. The amount of ammo depends on the armor's quality. If you're full on both armor and ammo, you won't pick it up at all.
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Re: Doomzone Mod

Postby Gideon020 » Sun Oct 15, 2017 11:48 pm

The only annoyance, minimal as it is with this great mod is that the sheer amount of guns makes it hard to get the ones for your chosen char, but considering this was clearly made for Co-Op play, it's not that bad a flaw.
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Re: Doomzone Mod

Postby Someone64 » Mon Oct 16, 2017 12:53 am

May I suggest adding an explosion delay to barrels same as vanilla so as not to break maps that use it in a creative way? Also, in general those are needed due to the fact that sometimes you're forced to take out barrels at close range and the delay provides you some leeway so you don't just die doing it.
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Re: Doomzone Mod

Postby Captain J » Mon Oct 16, 2017 12:56 am

With those barrels, The O' of Destruction would be very hard to go through.

Also i noticed that Hand Grenade's Explosion is kinda small, too.
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Re: Doomzone Mod

Postby silentzora » Mon Oct 16, 2017 9:38 am

Frag grenades' splash radius is currently set to 144 dmu, so it's only a little bit larger than the classic Doom rocket. I feel that hand grenades probably make sense having a lower explosive yield than HE grenades or RPGs. I can probably rebalance that a little bit by allowing the player to carry more grenades in the next update, though. Any thoughts on that?

I'll look into adding some more delay to the explosive barrels. Oh, I have also thought about maybe creating a fuel barrel that would act like the explosive barrels currently do, and rework the green-ooze for their smoke to be corrosive. Haven't made a move on that just yet, though.
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Re: Doomzone Mod

Postby Captain J » Mon Oct 16, 2017 10:57 am

silentzora wrote:Frag grenades' splash radius is currently set to 144 dmu, so it's only a little bit larger than the classic Doom rocket. I feel that hand grenades probably make sense having a lower explosive yield than HE grenades or RPGs. I can probably rebalance that a little bit by allowing the player to carry more grenades in the next update, though. Any thoughts on that?
No no, i mean its sprite. It's way too small compared to other explosion sprites. Forgot to mention it.
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Re: Doomzone Mod

Postby silentzora » Mon Oct 16, 2017 10:58 am

I'll see what I can do to adjust that.
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Re: Doomzone Mod

Postby -Ghost- » Mon Oct 16, 2017 6:31 pm

silentzora wrote:Frag grenades' splash radius is currently set to 144 dmu, so it's only a little bit larger than the classic Doom rocket. I feel that hand grenades probably make sense having a lower explosive yield than HE grenades or RPGs. I can probably rebalance that a little bit by allowing the player to carry more grenades in the next update, though. Any thoughts on that?

I'll look into adding some more delay to the explosive barrels. Oh, I have also thought about maybe creating a fuel barrel that would act like the explosive barrels currently do, and rework the green-ooze for their smoke to be corrosive. Haven't made a move on that just yet, though.


A higher frag grenade count would be good. They don't quite have as much utility as some of the other types, since those let you do more area denial.
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Re: Doomzone Mod

Postby silentzora » Mon Oct 16, 2017 7:02 pm

-Ghost- wrote:A higher frag grenade count would be good. They don't quite have as much utility as some of the other types, since those let you do more area denial.

At this point, increasing the frag count would also increase all the other grenade type counts. I dunno, maybe I should increase their potency a bit further.
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Re: Doomzone Mod

Postby 0mrcynic0 » Tue Oct 17, 2017 3:50 am

Is there also a possible option that item pickups be restricted to whatever class you choose when you start the game instead of having random weapons scattered around that can't be picked up most of the time?

For example, when I start at Map 30 in Doom 2, I can only pick around 3 to 4 weapons only instead of getting all of the weapons at the start before confronting the boss.
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Re: Doomzone Mod

Postby SiFi270 » Tue Oct 17, 2017 7:35 am

So I just found out that this isn't compatible with TNT, even if it's loaded as a PWAD for Doom 2 instead of an IWAD:
"Script error, "doomzone.pk3:dzbase.wad:ANIMDEFS" line 338:
Unknown texture wfall2"
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Re: Doomzone Mod

Postby silentzora » Tue Oct 17, 2017 7:39 am

SiFi270 wrote:So I just found out that this isn't compatible with TNT, even if it's loaded as a PWAD for Doom 2 instead of an IWAD:
"Script error, "doomzone.pk3:dzbase.wad:ANIMDEFS" line 338:
Unknown texture wfall2"

I've added a patch wad to the OP. In the load order, load tnt-dzfix.wad after doomzone.pk3.
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Re: Doomzone Mod (TNT Patch Added)

Postby SiFi270 » Tue Oct 17, 2017 7:47 am

Wow. Thanks for responding so quickly.
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