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Re: Lt. Typhon v5: massive guns

PostPosted: Wed Sep 30, 2020 10:40 am
by <rd>
Thank you both, I'm happy you liked it.

Re: Lt. Typhon v5: massive guns

PostPosted: Mon Jan 11, 2021 9:20 pm
by Wolve
It has a lot of potential. Big guns and unique looking armaments it's great overall.

That being said I have small nitpicks about it.

-The rocket launcher sprite looked like it needs some rework in the aesthetic side. I get that it's going for a more Bio-punk theme but what am I holding exactly? I can't quite see the barrel. Look like I'm holding a mossed-up veiny box.

-The sawn-off super shotty is a bit underwhelming, it doesn't help that it shares the same alt fire with the shotgun, just with more aoe. I feel like this weapon should be dual-wielded but that's just me.

-The BFG is a bit underwhelming and too close to the vanilla, I feel like the alt-fire should have been its default fire. But that's just me.

-The Evil Twin's RNG seemed too unforgiving and can show up when you least expected it. I think this is just my bad luck, but this boss character, always show up at the WORST of times. Most of the time, she spawns when I'm out of health and less ammo to deal with, making my level progress grind to a halt. I get that she's supposed to be the Marauder equivalent of this mod but her attack patterns are so random and gung ho, The Marauder at least telegraph his attacks and has specific patterns for you to memorize. . Especially when she does hitscan attacks that you absolutely can't avoid, which is a total nightmare in earlier levels. Not to mention, she's completely immune to the pressure point attack which she just Musou Tensei the fuck out of the way.

Maybe have her do strictly projectile-based attacks or have the option to disable it completely.

Anyway that's just my nitpicks.

Re: Lt. Typhon v5: massive guns

PostPosted: Wed Jan 13, 2021 6:56 am
by Tc_667
ahh yes, pettable cacodemons

Re: Lt. Typhon v5: massive guns

PostPosted: Sat Jan 30, 2021 9:53 am
by Bochulain
Wolve wrote:-The Evil Twin's RNG seemed too unforgiving and can show up when you least expected it.

Note that I love this mod to no end and the negative tone I have is just my natural pessimistic mode of speech.

I did find a pattern to this, and it's worse than you'd think. There's an alternative super-backpack (I forget the name) that you can pick up, and she spawns when you're near one. That means if you're in a mapset that has a backpack at the start, and you happen to roll the alternative backpack, you start the game having to pistol whip a goddess before you can play. There's a few maps with multiple backpacks, and I've had to fight 3 Evil Twins at a time (always god mode through them, they're frankly BS).

The other thing I realized after poking through text in the WAD is that the decoration skull stones, those floating upside-down conical brimstone platforms with skulls on them, are the reason monsters revive spontaneously. You can blow them up (and they hurt), but keep an eye out on maps with limited ammo, because they never run out of revives. If I could undo either of these, I would, but my comprehension of programming in general is pretty minimal, and I've only ever made modifications to WADs via explicit instructions from actual modders.

I haven't figured out what draws Doomguy in to the game, or that meme character I don't remember the name of, but I keep almost killing meme boy by mistake (I can't live with myself if I do), and any level with Doomguy's help is basically complete without your input. I once had 3 scythe maps in a row with him in them. Don't get me wrong, I love that he's there and I love his tag, but if he maybe didn't teleport around or if he stuck to a zone or something, that'd be cool too. Meme boy is fun to equip though, so he's got that going for him. Kinda wish I could turn off rescued marines too; I'm just too neurotic to have pets in a game where friendly fire is a thing.

This mod has SOOO much hidden content that I'm loving what I discover, even when it annoys me. I've been playing others more recently, but I need to get back on this one and see if I can add to that infodump <rd> did a while ago.

Re: Lt. Typhon v5: massive guns

PostPosted: Sun Jan 31, 2021 5:32 pm
by Skelegant
Just so you folks know, I don't have any attachment to gameplay features present in this version, while i'm keeping most of the lore and reasons for stuff being the way it is I'm definitely not planning to keep the shadow typhons the way they are lol fuckin unfair cheapass pieces of shit
I'm still ready to work on the mod again but I've been slowly putting together a better idea of how i want it to play, so when I do get around to messing with it it'll hopefully end up a lot tidier and clearer in terms of which things do what :D

Re: Lt. Typhon v5: massive guns

PostPosted: Tue Feb 02, 2021 5:58 am
by Bochulain
Skelegant wrote:Just so you folks know, I don't have any attachment to gameplay features present in this version

Hey, you don't have to please anyone but yourself. Still, if you want to nerf Shadow Typhon, I totally back you =)

If you're keeping the backstory and all, I'm really hoping to have more about the Outsiders' interest in Typhon (traditionally elder gods and cosmic horrors are above heaven vs. hell type conflicts and I love the idea of some of them trolling the demons by empowering a human they particularly like for some reason). I also REALLY want to see a mapset based around Typhon; like, story wise, where would this take place in Doom's timeline? Is she fighting off an Amazon invasion while Doomguy is busy on Phobos and Deimos, when he's back on Earth in SoCal? Did she ever meet Captain Caveman, or was she just a Hanna Barbara fan?

Oh! If he only showed up in Hell levels Doomguy teaming up with Typhon would make sense as happening around Doom II! Ok, I've gotta stop trying to write other people's stories. The internet has enough of that goin' on.

Re: Lt. Typhon v6: massive guns

PostPosted: Tue Feb 09, 2021 5:46 pm
by Skelegant
I figured rather than waiting til I was ready to overhaul everything I'd just fix what's here for now and focus on the big stuff later :D
http://download1072.mediafire.com/ule1k ... HON_V6.wad
The shadow typhons are less beans now (lower health, lower damage output) and you start with the automag instead of 1911. I also gave the gondola a ton of extra health to ensure no gondeath happens. I messed with the shotgun's altfire timing too, gonna see how it feels now and tweak later if need be

Re: Lt. Typhon v6: massive guns

PostPosted: Wed Feb 10, 2021 6:43 pm
by Dr_Cosmobyte
Thanks for this Skelegant!

Finally i'll have some time to blast demons :)

Re: Lt. Typhon v6: massive guns

PostPosted: Tue May 04, 2021 2:54 pm
by Bobby
For some reason I can't use the dumbells. Also I can't get the starter melee weapons to work unless I have exhausted all ammo. Can you please fix this?

Re: Lt. Typhon v6: massive guns

PostPosted: Tue May 04, 2021 3:47 pm
by Skelegant
That depends on whether it's a problem with the mod or with the player lol
Are you running any mods alongside it? It works fine for me

Re: Lt. Typhon v6: massive guns

PostPosted: Tue May 04, 2021 6:54 pm
by Bobby
It works when not using Beautiful Doom.

Re: Lt. Typhon v6: massive guns

PostPosted: Sun May 09, 2021 8:53 am
by marco.nadal.75
DRLA monsters goes particularly well with it


I tried it with DoomRL_Monsters_Beta_7.3.pk3 and the hell knight bugs out.
He is stuck in his dying animation and cannot move, though he can die and disappear.
Which version of DRLA monsters are you using?

Everything works fine without the monsters patch.

My current load order:

valve.wad
hqpsxmus.wad
doors-stay-open.pk3
typhon_v6.wad
DoomRL_Monsters_Beta_7.3.pk3
livereverb.pk3
nashgore.pk3

Using GZDoom 4.4.2

Thanks for making this mod, it is awesome.
I have over 100 mods configured in my launcher, and Typhon is one of those that get a repeat play now and then.
Thanks for updating it!
I find it quite challenging with valiant vaccinated edition and -fast option enabled.
Some aspects are a bit mysterious, like how does the Hokuto Shinken work?
Also with Typhon_v5 I found a captive marine, he was quite useful and not annoying like the old BD marines.
I liked that he had many different guns, like a Metal Slug style tumbling bullet.
With Typhon_v6 I found an ancient revolver instead, it looked like it was possessed by a Stand! But I could not select it.
Also the avenging spirit that emerges after you die, can you revive somehow or is it there to console the player?

Re: Lt. Typhon v6: massive guns

PostPosted: Mon May 10, 2021 5:45 pm
by Skelegant
The shock punch deals one delayed explosive punch uncharged and a flurry of em when charged. The revolver and marines spawn randomly from the same powerup, there's also a petrified arm which uses the same ammo as the revolver and has a chance to spawn instead of it.
The ghost Typhon is less of a gameplay addition and more just for fun, it represents the fact that Typhon is so pissed off about being killed that her ghost keeps fighting :D

Re: Lt. Typhon v6: massive guns

PostPosted: Tue May 11, 2021 8:31 am
by marco.nadal.75
I continue Lt Typhon's mission against the Valiant project. valve.wad is split into episodes, so I use a different monster replacement mod for each.
In my headcanon, different factions have gotten hold of the Valiant data and are creating their own abominations.
So far I have tried DoomKrakken's Monster Randomizer (Base) v5a.pk3, MT-DoomLess.pk3 and ColourfulHell97CCC.pk3, with no bugs found.

During my last session, a homage to the Carl Weathers / Arnold Schwarzenegger "Manly Handshake of Ultimate Muscle" from Predator covered the screen,
and Guile's theme from Street Fighter started playing. I looked to see if maybe some ally had entered the fray, but could not see anyone like that.

Another meme was the dog with long legs and no body, which I think I have seen on 4chan.org, but I don't what it's called or what it means. Cute tho!

This mod just keeps up the intrigue, and it keeps me going through this megawad!

Also livereverb.pk3 and hqpsxmus.wad make for some amazing atmosphere.