Zagemod (v1.5 In Development, pg 23)

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Re: Zagemod (v1.2 Preview, Page 3)

Postby silentzora » Wed Oct 03, 2018 5:20 pm

Sneak preview on Zagemod v1.2. I'm not done with the mod yet, that's for sure.



Currently no ETA on the v1.2 release. There is still one player class I want to add to the mix. Maybe two. We'll see.
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Re: Zagemod (v1.2 Preview, Page 3)

Postby Nems » Wed Oct 03, 2018 7:15 pm

Looking good so far! :D That's the Doom 64 class, I'm guessing?
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Re: Zagemod (v1.2 Preview, Page 3)

Postby silentzora » Tue Oct 09, 2018 6:28 pm

Nems wrote:Looking good so far! :D That's the Doom 64 class, I'm guessing?

Naturally! Also decided to add a second class with some Alpha content. Still a work in progress, though.
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Re: Zagemod (v1.2 Preview, Page 3)

Postby Captain J » Tue Oct 09, 2018 11:33 pm

Looks flawless, as always!
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Re: Zagemod (v1.2 Preview, Page 3)

Postby YasuoProjectX » Wed Oct 10, 2018 3:53 pm

The weapons are still powerful than Brutal Doom
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Re: Zagemod (v1.2 Preview, Page 3)

Postby Dwailing » Wed Oct 10, 2018 10:34 pm

So we're gonna have ClassicGuy, SkulltagGuy, Doom64Guy, and AlphaGuy? Badass!
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Re: Zagemod (v1.2 Released, Page 3)

Postby silentzora » Wed Oct 31, 2018 2:14 pm

Zagemod v1.2 is live!


Download Zagemod v1.2
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Re: Zagemod (v1.2 Released, Page 3)

Postby Nems » Wed Oct 31, 2018 3:14 pm

I really loved playing as AlphaGuy. He surprised me in a good way. He's a lot more tactical but not so tactical that it disrupts Doom's core gameplay flow. His playstyle encourages more precision kills versus absolute slaughter. Speaking of, 64Guy really excels at the whole "slaughter everything violently" thing. :V

Congrats on releasing 1.2, dude!
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Re: Zagemod (v1.2 Released, Page 3)

Postby Someone64 » Wed Oct 31, 2018 8:54 pm

I'm really into the new classes! It's odd that ST Guy is just an objectively better version of Doomguy, though.

Also, may I request making footsteps optional and the tilt module be placed in a separate wad? I'm using this with Josh's Immerse mod which adds tilting, bobbing, and proper footsteps that are synchronized with its other aspects. I know I can just manually remove all this stuff myself but it would be convenient for other people using it, too. Maybe you can even ask Josh if you can implement it into Zagemod? (but it's literally several mods stitched together and it wouldn't be an issue at all for separated footsteps and tilting. Could just link it in the main post instead)

Lastly, the chainsaw is in dire need of balance. It does MASSIVE amounts of damage and gives so much ammo that I ended up with 50 shells in MAP01 before I even got to kill all the monsters and took no damage using only the chainsaw the whole time.

EDIT: I made it to the crusher with nothing but the chainsaw and full ammo in everything, killed the Spider mastermind with the chainsaw then died to the toxic waste while fighting pinkies.
Last edited by Someone64 on Wed Oct 31, 2018 9:12 pm, edited 1 time in total.
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Re: Zagemod (v1.2 Released, Page 3)

Postby 0mrcynic0 » Wed Oct 31, 2018 9:11 pm

Really like the 64-Guy right now and the Alpha-Guy is cool as well it puts the ST-Guy to shame in my opinion.
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Re: Zagemod (v1.2 Released, Page 3)

Postby 0mrcynic0 » Wed Oct 31, 2018 9:15 pm

Someone64 wrote:Lastly, the chainsaw is in dire need of balance. It does MASSIVE amounts of damage and gives so much ammo that I ended up with 50 shells in MAP01 before I even got to kill all the monsters and took no damage using only the chainsaw the whole time.


I think the option to lessen item drops should be included instead. Quite frankly, I don't mind the extra item drops.
Last edited by 0mrcynic0 on Thu Nov 01, 2018 1:50 am, edited 1 time in total.
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Re: Zagemod (v1.2 Released, Page 3)

Postby Dwailing » Wed Oct 31, 2018 11:07 pm

I feel like Alphaguy's shotgun should have a big muzzle break just for that real alpha feel. :P

Seriously, though, awesome work and I look forward to playing the new version.
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Re: Zagemod (v1.2 Released, Page 3)

Postby StroggVorbis » Thu Nov 01, 2018 3:22 am

The random z-height of the +SPAWNFLOAT flag ignores 3D floors, making Lost Souls occasionally get stuck in some levels.
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Re: Zagemod (v1.2 Released, Page 3)

Postby namsan » Thu Nov 01, 2018 5:17 am

Hey, thanks for update.

In current build, the throwing distance of grenades is too short for me. It limits the usage of greandes.
I hope 64Doomguy get more unique weapons in future. (Especially shotguns and rocket launcher)
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Re: Zagemod (v1.2.1 Released, Page 3)

Postby silentzora » Thu Nov 01, 2018 10:11 am

Hey guys, been reading your feedback on the last update. I was actually writing up a response on my phone before that decided to crash on me, but here goes again.

Someone64 wrote:Also, may I request making footsteps optional and the tilt module be placed in a separate wad? I'm using this with Josh's Immerse mod which adds tilting, bobbing, and proper footsteps that are synchronized with its other aspects. I know I can just manually remove all this stuff myself but it would be convenient for other people using it, too. Maybe you can even ask Josh if you can implement it into Zagemod? (but it's literally several mods stitched together and it wouldn't be an issue at all for separated footsteps and tilting. Could just link it in the main post instead)

Yeah, I'm thinking I could implement a CVAR to disable the footsteps. It wouldn't be too hard. Wouldn't be necessary to remove them from the file. I'll address it in a minor update soon.

Someone64 wrote:Lastly, the chainsaw is in dire need of balance. It does MASSIVE amounts of damage and gives so much ammo that I ended up with 50 shells in MAP01 before I even got to kill all the monsters and took no damage using only the chainsaw the whole time.

EDIT: I made it to the crusher with nothing but the chainsaw and full ammo in everything, killed the Spider mastermind with the chainsaw then died to the toxic waste while fighting pinkies.

To be honest, I did notice this myself, especially when developing the Combat Chainsaw, which does even more damage. I'm glad you actually brought this up to kind of confirm my suspicion, since no one in my testing team mentioned it. This is the kind of feedback I need, honestly. I'm going to see about nerfing the damage a bit to be closer to the original damage formula from Vanilla. The Combat Chainsaw will likely use the formula from the standard Chainsaw as used by the other classes. It's got two blades, so it should do more damage. Anyway, I'll change it up.

DabbingSquidward wrote:The random z-height of the +SPAWNFLOAT flag ignores 3D floors, making Lost Souls occasionally get stuck in some levels.

This sounds like an engine bug. But I always hated having all the Lost Souls spawn on the floor uniformly. I guess this will have to be just an acceptable quirk of the mod, because I'd rather not change this.

namsan wrote:In current build, the throwing distance of grenades is too short for me. It limits the usage of greandes.
I hope 64Doomguy get more unique weapons in future. (Especially shotguns and rocket launcher)

I'm always on the lookout for new sprites to use for weapons like this. I did think about changing up the Shotgun and SSG for 64-Guy, but in all honesty, I wasn't totally sure how I'd be able to vary up the weapons from their default variants without feeling to samey, so I left them alone. If you've got any ideas, though, feel free to shoot.

As far as the grenades go, they're supposed to be kind of a limited use item. I mostly use them for bouncing around corners and tossing them through windows to eliminate targets I can't see. Think of it as a tactical feature instead of something to take down multiple Barons in wide open arenas.

I'll see if I can address a few of these issues in a minor update soon.

EDIT: Speaking of...
Download Zagemod v1.2.1

Changelog:
Spoiler:
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