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[MOD] Demon Slayer 1887 (Update 1.5 FEB.01.2018)

Posted: Tue Dec 26, 2017 1:50 pm
by willkuer
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I compiled a small mod from the sprites I have been sharing in the Spriting Carnival thread. Its a steampunk flavoured weapon set. This is an early test release to gather feedback, bug reports, balance reports etc.. Have fun! :)

It's for DOOM 2 with the latest GZdoom port. Mouse aim and full screen HUD required.

Title map
[spoiler]Image[/spoiler]

Screenshots
please don't be too big :?
[spoiler]Image
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Weapons:
[spoiler]All weapons have secondary fire modes (alt-fire).
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From left to right: Arc Coil, Ember Dynamo, Fiery Temper, Salt'n'Pepper, Hailstorm, Hellfire, Plasma Hose

Fist fighting:
You punch. Simple. Pressing alt fire while pressing strafe or backwards keys lets you dodge in the according direction. Pressing alt fire while moving forward you steam ahead and punch even harder.

Arc Coil:
A portable spinning quartz manifold generator able to produce incredibly high voltage arc lightning over short distances. Since it pulls its energy directly from something the eggheads describe as crystaline void it never runs out of ammo.
Pressing alt fire and any directional key lets you dodge move in the according direction.

Ember Dynamo:
A bolt gun like contraption that is fueled by a cylinder filled with a volatile gas mixture, which stores energy from your movement. The gun emits a blast of ionized air - essentially, a purple and red glowing ball of plasma.
Tapping alt fire shoots a double burst, holding lets you charge up to four shots as indicated by the lights on the back of the gun. Recharges by moving.

Fiery Temper:
A bulky gas loaded automatic shotgun. Slow, inaccurate close to mid range workhorse. Can be loaded with a maximum of eight Dragons Breath shells, which can be fired by pressing alt fire.

Salt'n'Pepper:
A double barreled short range shotgun. Its slow reload may apall but its workings are quite peculiar: It fires a shower of stone salt and a silver coated slug from both chambers, both of which are electrostatically charged by the barrels' special alloy.
Alt fire lets you dual wield - more barrels, more punch.

Hailstorm:
A mechanical marvel! A housing full of springs and pistons enables this gun to fire a hail of good old Henrys in rapid succession. Effective at mid range and very accurate if tap-fired. A second mechanism can store up to eight high explosive impact cartridges which may be fired by pressing alt fire.

Hellfire:
A flame thrower. Throws flames over short distances. Alt fire compresses the fuel in a seperate chamber and releases a mid range fire ball at high pressure.

Plasma Hose:
Industrious eggheads found a way to use the extradimensionals' ectoplasm as fuel for a pressure operated portable plasma hose. Primary fire mode spews green plasma balls with a certain spread, while alt fire channels the plasma into a tight coherent stream, eating up the tanks reserves very fast.

Stop Watch:
A strange artefact. This pocket watch was found beneath a dimensional rift on a dead soldiers body... [work in progress] for now, its primary and only fire mode is to stop time for ten seconds or blast a cuboid area (1024 map units) around the player with 1024 points of "time" damage, which basically kills everything. Tap fire to stop time and auto-switch to high priority weapon in inventory, hold fire to unleash the blast. Depletes all reserves but recharges on a 28 second cooldown. There is an accurate alt fire planned and there are no visual effects (custom damage deaths) yet. The concept of the weapon is either stop time for repositioning and dealing burst damage; blast an area with high damage, thus expiring or aging monsters to death; or doing the same accurately in a line, maybe even ripping through monsters, over a certain amount of time.

There is a custom damage system in the works.

(The Arc Coil is still missing a pickup sprite and appears as the chainsaw)[/spoiler]

This should be a more or less stable test release. It will stay for a while 'cause I need time to overhaul graphics and add on mechanics and stuff. Still, if you find bugs or something that bugs you personaly, please report :D

Update 1.5
DOWNLOAD:
http://www.mediafire.com/file/frx8yky45i4sky9/%5BMOD%5DDemon_Slayer_1887_%5B1.5%5D.pk3


Old versions
[spoiler]http://www.mediafire.com/file/5b9ffw2lncu1s5m/%5BMOD%5DDemon_Slayer_1887_%5B1.4%5D.pk3
http://www.mediafire.com/file/942ljj4hpwjt3um/%5BMOD%5DDemon_Slayer_1887_%5B1.3%5D.pk3
Hotfix update:
https://www.mediafire.com/file/c9aamtlcvdaosnq/%5BMOD%5DDemon_Slayer_1887_%5B1.1%5D.pk3
Original test release:
http://www.mediafire.com/file/s19nlo5f22vcvm2/%5BMOD%5DDemon_Slayer_1887.pk3[/spoiler]

Credits:
Spoiler:


Merry Christmas! :)

Re: [MOD] Demon Slayer 1887

Posted: Tue Dec 26, 2017 5:03 pm
by Thedarkcube
These weapons are pretty strong they should be just a little weaker and a reload mechanic would be pretty cool too.

Re: [MOD] Demon Slayer 1887

Posted: Tue Dec 26, 2017 6:22 pm
by shadstarn
it looks good .. does it play good?
i really want reloading in all mods lol am i the only one?

Re: [MOD] Demon Slayer 1887

Posted: Tue Dec 26, 2017 8:11 pm
by shadstarn
the double shotgun is too weak ... also the akimbo mode doesnt even work
please buff the double barrel shotgun because it feels as weak as the single barel one

Re: [MOD] Demon Slayer 1887

Posted: Tue Dec 26, 2017 8:50 pm
by Galtar
Everything seems to work fine right now. Guns are quite satisfying to use, especially the Hail Storm. Perhaps the cacodemon could be a brazen head of sorts that spews just as many insults as it does projectiles.

Re: [MOD] Demon Slayer 1887

Posted: Tue Dec 26, 2017 10:24 pm
by 0mrcynic0
No reload please. These weapons are good as is.

Re: [MOD] Demon Slayer 1887

Posted: Tue Dec 26, 2017 10:31 pm
by Captain J
shadstarn wrote:it looks good .. does it play good?
I think it is if you played the mod!

[spoiler=here are my hot feedback and suggestions!]- Fist's animation looks so nice and such... I think it needs some more beefy sound effect. And wall hitting sfx doesn't exist.

- When i switch weapon, the weapon tag seems shows up six times in a row, as written in the console. And i think this is unnecessary because reading it only first time is enough.

- Ember Dynamo is really cool. But i think it needs a charging sfx.

- Salt n' Pepper's muzzle flash is red, but it shoots blue plasma pallets. Also new reloading sfx would be nice.

- Fiery Temper's Alt-fire spends two shotgun shells and one special fire round. Intentional?

And is fire spawned on the floor after shooting certain weapons does anything? Or just for decoration?

- Speaking of Alt-Fire, they'll alert the monsters.

- Hailstorm's Missile is kinda weak. Make the Splash damage wider and stronger, i guess?

- Plasma Horse's Alt-fire Fires both Laser and a baron ball. Looks overpowered, if you ask me.

- I hope other weapons can have own Alt-Fire as well. Especially Stop Watch; Revive or Expire a group of monsters with time power, maybe?
[/spoiler]And that's it! Other than those and lacks additional sfxs, it looks great. Interesting and good choice of genre! I haven't seen any Steampunk doom mods before. Keep up the good work!

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 4:35 am
by chronoteeth
as much as i like the stopwatch, as a bfg replacement it can mess with the ebb and flow of a lot of custom maps

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 5:31 am
by willkuer
Thanks for the feedback guys! You're awesome! :) Keep it coming please!

Some quick replies:

shadstarn wrote:These weapons are pretty strong they should be just a little weaker and a reload mechanic would be pretty cool too.


Can you describe your play experience? Your reports will help balance the weapons. Sorry, there will be no modern reload mechanic. It just doesn't fit my basic idea of the weapon set in it's Doom 2 context. :?

shadstarn wrote:the double shotgun is too weak ... also the akimbo mode doesnt even work


Can you elaborate on how it doesn't work please? Does it switch, does it fire? Which source port and version are you using etc. Thanks! :)

@ Captain J (you're the best and you know it! :) thanks, man):
Spoiler:


chronoteeth wrote:as much as i like the stopwatch, as a bfg replacement it can mess with the ebb and flow of a lot of custom maps


Good point! I have to admit I don't know too many custom wads. I know Scythe 2, Waterlab, Weapons of Saturn, etc... the "famous" releases of course. So I already feared this could be the case. I'm really not sure about this issue... Any ideas?
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Again, thanks for the feedback, I'll try to push out an update this week :) In the meantime, I wish you all good holidays if you took the week off, like me ;) Cheers!

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 5:40 am
by chronoteeth
everything seems to sorta have a theme

electric ssg and chainsaw
flamethrower and fire shotgun
plasma pistol and plasma gun
any sorta main elements missing would fill in the gap and make good for like a 4 elemental subset

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 6:05 am
by willkuer
chronoteeth wrote:everything seems to sorta have a theme

electric ssg and chainsaw
flamethrower and fire shotgun
plasma pistol and plasma gun
any sorta main elements missing would fill in the gap and make good for like a 4 elemental subset


Yeah, I already have the color coding in there... maybe add a yellow/gold theme time/devine power? Move the Stop Watch time freeze to alt-fire and have the primary mode basically do the same as the BFG9000 but as an AoE effect (360 degrees around player, certain distance - maybe 1024 units?) or something like this? (Like aging the monsters to death or something? I'm thinking Singularity mechanics here...but maybe this is too much for my skills, dunno)

Another concern: If I add custom damage types I will have to edit the monsters - this will probably make the mod incompatible with other monster changing gameplay mods or even some maps/wads :/

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 7:10 am
by chronoteeth
you could have it so the alt is the slow motion, but the primary faces the watch and does maybe a flashing glowing light that accellerates anything its facing. basically hyper aging them to death. the coding is rather easy since it'd just an alt death state, its the spritework that'd be hard to do

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 7:29 am
by Captain J
Many thanks for your kind and detailed replies! And oh my gosh, i think i just messed up that Alt-Fire part... What i wanted to say was When Pressing Alt-fire key, while out of ammo, the clicking sound will alert the monsters.

That's about it! Once again, much appreciated.

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 7:58 am
by willkuer
Captain J wrote:And oh my gosh, i think i just massed up that Alt-Fire part... What i meant to say was When Pressing Alt-fire key, while out of ammo, the clicking sound will alert the monsters.

Hehehe, what a mean but funny idea! Will put this in :twisted:

Also, there IS a logic bug in the Salt'n'Pepper ammo managment code... just noticed it. Happens, when you run out or low on ammo in akimbo mode and pick up fresh ammo later. The weapon won't update the loaded ammo stat and stops functioning... this is a tricky one - I'd appreciate some coding help from the veterans, if you guys have time :roll: my logic brain is twisted from all the christmas food and treats :D

Re: [MOD] Demon Slayer 1887

Posted: Wed Dec 27, 2017 8:57 am
by Deii
Gave it a go in the first few maps of Doom 2, I'll just be like J and leave a feedback wall:

Spoiler: