The changelog posted by MS.Skelegant.Skelegant wrote:V3 is out! The link is on the first page.
New stuff this update:
-Zoom kicks with any weapon. Zoom on its own just kicks, zoom + jump does a drop kick, zoom + crouch does a megaman slide
-Munchy the baby caco can now be grabbed and carried with you (punch grabs) and then chucked into battle when you need an airborne turret
-Helper marines only spawn as random powerup replacements, dead marines will rarely spawn a caco egg but never a helper marine
-Sirius beam and bioshock punch have been moved to one weapon (on slot 1) to make scrolling through the weapons less tedious. You can upgrade it with pickups randomly replacing berserk and the plutonium handler.
Spoiler:
Lt. Typhon v6: massive guns
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- thedeathrunner123
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Re: Lt. Typhon v3: massive guns
- Skelegant
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Re: Lt. Typhon v4: massive guns
V4 is out! Link is on the first page as usual.
new stuff:
-Backpacks are sometimes replaced by ammo vests which increase your capacity a ton
-Backpacks often spawn an automag!
-Said automag can be charged to fire a stunning bullet or a bio blast
-Area scanners and Mystic Eyes will spawn as random allmap replacements
-The helper marines are nerfed a little and wear duller armor so as not to be as distracting
-If you're lucky, Doomguy himself will show up and kick ass alongside you! (try not to let his constant grunting bother you, he's busy looking for secrets)
-and if you're unlucky you may run into someone eerily familiar and hard as fuck to kill
-Bio powerups now spawn sequentially
-Gondolas can be recruited to fight for you! Hit use on them a few times to prepare them for battle
-Invulnerability now spawns sparkly energy around you that damages anyone who gets too close
-Added another bio powerup to let you throw energy balls/ki blasts
-Added a super secret powerup with slappin' music and some really cool sfx
-Charged uppercuts now send enemies flying into the air
new stuff:
-Backpacks are sometimes replaced by ammo vests which increase your capacity a ton
-Backpacks often spawn an automag!
-Said automag can be charged to fire a stunning bullet or a bio blast
-Area scanners and Mystic Eyes will spawn as random allmap replacements
-The helper marines are nerfed a little and wear duller armor so as not to be as distracting
-If you're lucky, Doomguy himself will show up and kick ass alongside you! (try not to let his constant grunting bother you, he's busy looking for secrets)
-and if you're unlucky you may run into someone eerily familiar and hard as fuck to kill
-Bio powerups now spawn sequentially
-Gondolas can be recruited to fight for you! Hit use on them a few times to prepare them for battle
-Invulnerability now spawns sparkly energy around you that damages anyone who gets too close
-Added another bio powerup to let you throw energy balls/ki blasts
-Added a super secret powerup with slappin' music and some really cool sfx
-Charged uppercuts now send enemies flying into the air
Spoiler:Here's a preview of the automag, cuz I know there were a few people after a bigger handgun
Last edited by Skelegant on Tue Aug 06, 2019 6:04 pm, edited 1 time in total.
- Captain J
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Re: Lt. Typhon v4: massive guns
Now this mod contains even more of fun and games stuff to enjoy! That last weapon pic looks very long and powerful enough to be collected in the name of Lt. Typhon!
-
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Re: Lt. Typhon v4: massive guns
Awesome work Skelegant! Pulling up the chaingun and having it rev up is a great touch.
- NTSM
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Re: Lt. Typhon v4: massive guns
Could it be that the Spidermastermind makes quite different sounds when he notices you or dies? That sounds strange.
- Skelegant
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Re: Lt. Typhon v4: massive guns
It does, I'm glad you noticed They're the tripod screams from Jeff Wayne's War of the Worlds, I added them for several reasons:NTSM wrote:Could it be that the Spidermastermind makes quite different sounds when he notices you or dies? That sounds strange.
1, it's an amazing album and was a big part of my childhood
2, the spider mastermind always made me think of the martian tripods (but with a machinegun instead of a heat ray lol)
and 3, Typhon loves 70s prog rock and the more references to it I can cram into the mod the better
- NTSM
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- Location: Now the hellish side of Germany.
Re: Lt. Typhon v4: massive guns
I understand. ^^Skelegant wrote:It does, I'm glad you noticed They're the tripod screams from Jeff Wayne's War of the Worlds, I added them for several reasons:NTSM wrote:Could it be that the Spidermastermind makes quite different sounds when he notices you or dies? That sounds strange.
1, it's an amazing album and was a big part of my childhood
2, the spider mastermind always made me think of the martian tripods (but with a machinegun instead of a heat ray lol)
and 3, Typhon loves 70s prog rock and the more references to it I can cram into the mod the better
Great idea.
What will happen next?
btw. Typhon has something heavenly about him lately. ;D
- Skelegant
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Re: Lt. Typhon v4: massive guns
She certainly will once you find that secret powerupNTSM wrote:Skelegant wrote: I understand. ^^
Great idea.
What will happen next?
btw. Typhon has something heavenly about him lately. ;D
I think the next thing I add will probably be the shop system (of sorts), that won't be anytime soon but it should be fun to figure out
- Tesculpture
- Posts: 187
- Joined: Sun Feb 07, 2016 3:22 am
Re: Lt. Typhon v4: massive guns
Having played through Plutonia, Plutonia 2 and Plutonia Revisited with this, I definitely had a blast. The Automag is a welcome addition, giving you slight beefier, consistently accurate weapon for when you can't/don't want to use the Ancient Revolver.
I do need to report some minor bugs though:
-Picking up a third Gatling Gun when you already have two will give you the single Gatling Gun as well. Picking up a forth will then take the single one away again, and grabbing a fifth will then give it back, etc.
-If you exit a level with a Cigar in your mouth, on beginning the next level the cigar's effects have stopped...but the cigar is still visible above the HUD, and will remain there permanently until you use another Cigar.
-Activating a Cigar when one is already active will not refresh the timer on the "Buddha" powerup it grants, causing it to finish while the second Cigar is still active.
-Not a bug, but a balance issue: the Pulse Rifle is outclassed by the other slot 6 weapons, not to mention the Gatling Gun. The Strange Rifle is more useful simply because it doesn't have an enforced delay when you release the trigger, and while the Old BFG has both an wind-up, a wind-down, and wider spread, its greater DPS makes it a consistently superior choice nonetheless. One thing I think would immediately make the Pulse Rifle a lot more useful would be removing the enforced delay - the end-firing-animation could still play, but could be made interruptible, allowing you to fire again if necessary.
Either way, this mod started off good and is only getting better. I look forward to what your plans for a shop bring.
I'm also kind of wondering if you are going to reveal anything more about nature/motivations of the Outsiders. They were hinted at in your other mod Nun With A Gun, and I'm curious as to what their deal is...
...Or are they common knowledge and I've missed it like a moron?
I do need to report some minor bugs though:
-Picking up a third Gatling Gun when you already have two will give you the single Gatling Gun as well. Picking up a forth will then take the single one away again, and grabbing a fifth will then give it back, etc.
-If you exit a level with a Cigar in your mouth, on beginning the next level the cigar's effects have stopped...but the cigar is still visible above the HUD, and will remain there permanently until you use another Cigar.
-Activating a Cigar when one is already active will not refresh the timer on the "Buddha" powerup it grants, causing it to finish while the second Cigar is still active.
-Not a bug, but a balance issue: the Pulse Rifle is outclassed by the other slot 6 weapons, not to mention the Gatling Gun. The Strange Rifle is more useful simply because it doesn't have an enforced delay when you release the trigger, and while the Old BFG has both an wind-up, a wind-down, and wider spread, its greater DPS makes it a consistently superior choice nonetheless. One thing I think would immediately make the Pulse Rifle a lot more useful would be removing the enforced delay - the end-firing-animation could still play, but could be made interruptible, allowing you to fire again if necessary.
Either way, this mod started off good and is only getting better. I look forward to what your plans for a shop bring.
I'm also kind of wondering if you are going to reveal anything more about nature/motivations of the Outsiders. They were hinted at in your other mod Nun With A Gun, and I'm curious as to what their deal is...
...Or are they common knowledge and I've missed it like a moron?
- Skelegant
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Re: Lt. Typhon v4: massive guns
Just addressed those bugs (the cigar graphic one i actually fixed in v4 tho) and now the gatling gun pickup won't act funky, the pulse rifle's delay is interruptible, and using a cigar while one is already in use doesn't mess with the buddha mode
There are references to the Outsiders in Doomstar too viewtopic.php?f=43&t=58561
I'll reveal more about them eventually but I prefer keeping them semi-secret as it makes them scarier (plus they're not fully explainable in human terms), suffice to say Typhon knows they exist and they're the only thing that scares her
There are references to the Outsiders in Doomstar too viewtopic.php?f=43&t=58561
I'll reveal more about them eventually but I prefer keeping them semi-secret as it makes them scarier (plus they're not fully explainable in human terms), suffice to say Typhon knows they exist and they're the only thing that scares her
Re: Lt. Typhon v4: massive guns
Will this work with colorful hell? It seems to freeze on ultimate doom.
- BradmanX
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Re: Lt. Typhon v4: massive guns
It should, I've played this with a few different monster mods and they have worked with little to no issues, I can't imagine CH would be any different.Gourry wrote:Will this work with colorful hell? It seems to freeze on ultimate doom.
Re: Lt. Typhon v4: massive guns
Thank you very much for creating great mods!This one is among my favorites.Just one wish? Is it possible to change the system of using inventory items a little? Add shortcuts that can be assigned from the options menu.As this done,for example in Vogue Guncaster or Complex Doom Legendary?
- LossForWords
- Posts: 672
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Re: Lt. Typhon v4: massive guns
if i could do a chef kiss through a forum comment, i would. cuz that automag looks fantastic.Skelegant wrote: Here's a preview of the automag, cuz I know there were a few people after a bigger handgun
- MrRumbleRoses
- Posts: 331
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Lt. Typhon v4: massive guns
this mod is pretty cool. been thinking of doing a let's play with it with Sigi's episode 3 compatibility version. and like do a Road To Sigil: Ultra Violence Edition thing. where i play through classic Doom's episodes 1 & 2 as a continuous thing and reach the 3rd episode all in UV