Lt. Typhon v5: massive guns

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Re: Lt. Typhon v5: massive guns

Postby MrRumbleRoses » Fri Sep 06, 2019 11:21 pm

so where does the vo come from for Typhon?
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Re: Lt. Typhon v5: massive guns

Postby hammer oz » Fri Sep 06, 2019 11:32 pm

Loving the new update however a couple of things are bothering me/could be changed

Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on certain map packs specifically ones where you are unable to rush around and need to pick off targets carefully at choke points take plutonia 2 for instance I am currently on map 3 near the blue door and there is two of those teleporter things there and since this is a spot you cant just rush without taking a lot of damage these damn things keep on spawning making this area more frustrating.
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Re: Lt. Typhon v5: massive guns

Postby Skelegant » Sat Sep 07, 2019 2:12 am

MrRumbleRoses wrote:so where does the vo come from for Typhon?

It's Diane Salinger's voicework for the orcs from Skyrim :)

hammer oz wrote:Loving the new update however a couple of things are bothering me/could be changed
Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on certain map packs specifically ones where you are unable to rush around and need to pick off targets carefully at choke points take plutonia 2 for instance I am currently on map 3 near the blue door and there is two of those teleporter things there and since this is a spot you cant just rush without taking a lot of damage these damn things keep on spawning making this area more frustrating.

Grab the mod again, i removed the ghouls earlier cuz they were causing too many issues :D
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Re: Lt. Typhon v5: massive guns

Postby MrRumbleRoses » Sun Sep 08, 2019 12:18 am

Skelegant wrote:
MrRumbleRoses wrote:so where does the vo come from for Typhon?

It's Diane Salinger's voicework for the orcs from Skyrim :)

hammer oz wrote:Loving the new update however a couple of things are bothering me/could be changed
Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on certain map packs specifically ones where you are unable to rush around and need to pick off targets carefully at choke points take plutonia 2 for instance I am currently on map 3 near the blue door and there is two of those teleporter things there and since this is a spot you cant just rush without taking a lot of damage these damn things keep on spawning making this area more frustrating.

Grab the mod again, i removed the ghouls earlier cuz they were causing too many issues :D

if ya removed the ghouls. i would of thought the link might of changed or something. cause i was expecting it to have like a different name
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Re: Lt. Typhon v5: massive guns

Postby Skelegant » Sun Sep 08, 2019 12:20 am

Mediafire lets you update files without needing to update the links :)
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Re: Lt. Typhon v5: massive guns

Postby Tohg7. » Sun Sep 08, 2019 12:13 pm

Excuse me Skelegant, do you think it would be a good idea for Gondolas to be able to be Grabbed (Picked up with a single punch) and carried in weapon slot 10, The Gondola on pickup will lose it's helmet and shotgun and you will have to equip it and put it down with M1 in order to give the helmet and shotgun back to The Gondola?
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Re: Lt. Typhon v5: massive guns

Postby Skelegant » Sun Sep 08, 2019 4:02 pm

Tohg7. wrote:Excuse me Skelegant, do you think it would be a good idea for Gondolas to be able to be Grabbed (Picked up with a single punch) and carried in weapon slot 10, The Gondola on pickup will lose it's helmet and shotgun and you will have to equip it and put it down with M1 in order to give the helmet and shotgun back to The Gondola?

I considered adding that in this update but i'll probably add it in the next one (there's gonna be one or two new weapons in the next update too :D )
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Re: Lt. Typhon v5: massive guns

Postby NTSM » Sun Sep 08, 2019 5:57 pm

Skelegant wrote:
Tohg7. wrote:Excuse me Skelegant, do you think it would be a good idea for Gondolas to be able to be Grabbed (Picked up with a single punch) and carried in weapon slot 10, The Gondola on pickup will lose it's helmet and shotgun and you will have to equip it and put it down with M1 in order to give the helmet and shotgun back to The Gondola?

I considered adding that in this update but i'll probably add it in the next one (there's gonna be one or two new weapons in the next update too :D )

The never-ending madness. Yay! :lol:

I love it. ^^
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Re: Lt. Typhon v5: massive guns

Postby Skelegant » Sun Sep 08, 2019 6:51 pm

Just made a Typhon vanilla reskin for anyone who enjoys the character and guns but prefers vanilla gameplay, it's available here: viewtopic.php?f=46&t=61919
few screenies cuz why not

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Re: Lt. Typhon v5: massive guns

Postby Captain J » Sun Sep 08, 2019 11:17 pm

Vanilla reskin? So we can play good ol' DOS doom with the graphical change like this? That's very interesting!
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Re: Lt. Typhon v5: massive guns

Postby Skelegant » Sun Sep 08, 2019 11:36 pm

Captain J wrote:Vanilla reskin? So we can play good ol' DOS doom with the graphical change like this? That's very interesting!

Exactly :) There's instructions for loading them in chocolate doom on the download page
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Re: Lt. Typhon v5: massive guns

Postby Tohg7. » Mon Sep 09, 2019 10:03 am

I've also been thinking if there could be a new Melee weapon that you can get by Picking up (Punching) a Long Torch to use it as a Staff.
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Re: Lt. Typhon v5: massive guns

Postby Skelegant » Mon Sep 09, 2019 5:27 pm

Tohg7. wrote:I've also been thinking if there could be a new Melee weapon that you can get by Picking up (Punching) a Long Torch to use it as a Staff.

I'm not planning on making primary light sources breakable as they're often put in maps for a reason (like the torches at the end of tnt map30) plus they're all a bit too weedy for Typhon to be using as weapons :D I will be adding more grabbable probs at some point tho
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Re: Lt. Typhon v5: massive guns

Postby NTSM » Wed Sep 11, 2019 5:40 am

She already grabs balls and crushes them when the enemy is not paying attention.
You should not mess with this woman. :P
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Re: Lt. Typhon v5: massive guns

Postby Tohg7. » Wed Sep 18, 2019 6:03 pm

I think i just came up with an idea! What if Melee weapons also activated Switches?
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