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Re: Lt. Typhon v2: massive guns

PostPosted: Tue Jul 02, 2019 5:49 pm
by Doctrine Gamer
Thank you! :D

Re: Lt. Typhon v2: massive guns

PostPosted: Tue Jul 02, 2019 8:51 pm
by GAA1992
Requesting permission to drop a Power Loader sprite for Lt Typhoon, sir!

Image

credits to "AFruitADay!! on Spriters Resource, sir!

Re: Lt. Typhon v2: massive guns

PostPosted: Tue Jul 02, 2019 10:19 pm
by Skelegant
I actually want to redesign the plutonium handler's pickup sprite at some point and that'll make a perfect base for editing, thanks!
also it's ma'am rather than sir but the gesture is appreciated :D At ease, private

Re: Lt. Typhon v2: massive guns

PostPosted: Wed Jul 03, 2019 12:30 am
by Yebudoom
Thank you for this new update, Ms. Skelegant! I've been waiting for it to properly give your mod a spin. I think playing Miasma with it would be a good fit :D

I got the impression that Lt. Typhon started as a fairly serious mod (you yourself mentioned inspiration by Final Doomer+), but then, as time went on, you just added more and more over the top stuff for shits and giggles. And it's all the better for it :mrgreen:

Re: Lt. Typhon v2: massive guns

PostPosted: Wed Jul 03, 2019 4:15 am
by GAA1992
Actually with sir i meant you, hahahaha

unless you are a girl and i didn‘t knew it :p

Re: Lt. Typhon v2: massive guns

PostPosted: Wed Jul 03, 2019 6:06 am
by Skelegant
I am lol no big deal tho we're all just meat suits piloted by skeletons, what really matters is whether or not the doom mods we make are fun :D
Anyway i had a fiddle around with the power loader sprite and it's kind of the wrong scale and size, despite looking really nice. I could probably chop it up and resize different parts tho, i just don't want it blocking the player's view while it's in the room :D I was also considering giving the loader a finite amount of hp, kinda like the ride armors in Mega Man X, and if it runs out you drop it and it blows up. You could then drop it if it's low on hp and use it as a time bomb :D That'd make future loader pickups way more useful too

Re: Lt. Typhon v2: massive guns

PostPosted: Fri Jul 05, 2019 3:22 am
by QuickWolfPT
First of all i want to say that i freaking love this mod, it's very funny and the weapons feel so good to use

But i have a little "problem" (it's no big deal), i'm playing with Vaccinated Valve and DoomRL monsters pack and sometimes when i pick up a Bivrost Overdrive pack i get the message 'Music "Spawning" not found'

I don't know if it matters in this case but my load order is
valve.wad
DoomRL_Monsters_Beta_7.1.pk3
TYPHON_v2.wad

Thanks for your attention and for making this awesome mod

Re: Lt. Typhon v2: massive guns

PostPosted: Fri Jul 05, 2019 4:12 am
by Skelegant
QuickWolfPT wrote:First of all i want to say that i freaking love this mod, it's very funny and the weapons feel so good to use

But i have a little "problem" (it's no big deal), i'm playing with Vaccinated Valve and DoomRL monsters pack and sometimes when i pick up a Bivrost Overdrive pack i get the message 'Music "Spawning" not found'

I don't know if it matters in this case but my load order is
valve.wad
DoomRL_Monsters_Beta_7.1.pk3
TYPHON_v2.wad

Thanks for your attention and for making this awesome mod

Glad you're enjoying the mod :D I had that bug a while ago and thought i fixed it, i wonder if it's something in doomrl monsters 7.1? I tried it with Valve and 7.0 and it didn't happen.

Re: Lt. Typhon v2: massive guns

PostPosted: Fri Jul 05, 2019 6:47 am
by QuickWolfPT
Ok i'll try with 7.0, thanks for the tip and the quick answer :D

Re: Lt. Typhon v2: massive guns

PostPosted: Fri Jul 05, 2019 8:49 pm
by Diode
I think we've descovered who has the highest testosterone level in the Doomiverse.

Got a real good chuckle when I died and my fucking ghost rose from my corpse and punched a spider mastermind to death.

Re: Lt. Typhon v2: massive guns

PostPosted: Sat Jul 06, 2019 6:37 am
by Tesculpture
Bug report:
-The alt fires of the Super Shotgun and Rocket Launcher can hurt/push enemies through walls.
-The Fists alert enemies, but the Bio Shock Punch is does not.
-Equipping the Plutonium Handler stops the Cigar from degrading your health (you still gain armour).
-I also got a "Music: Arachnotron not found" message on one occasion in vanilla Doom II.

Re: Lt. Typhon v2: massive guns

PostPosted: Sat Jul 06, 2019 8:26 am
by AschTheConjurer
I saw Icarus' video this afternoon and have spent most of tonight trying this mod out on Epic2 and a couple one-level WADs.

I was having a pleased chuckle for a while thinking about how Lt. Typhon is the perfect Brick-Shithouse-Hard-Bitch I've been looking for, to foil the Zero-Suit-Samus women I see being playable characters in most games in general, and thinking about how some kind of crossover between Metroid and Typhon would be great......

Then while playing Epic2 I found the baby Cacodemon.
And suddenly it all made sense.
The bad-bitch asskicking blonde, Chozo-like symbols (although the "Female" symbol is pretty obvious) on the Ancient Revolver, and the fucking stonking beast that is the Arm of Diana(?) which is literally A CANNON MADE FROM A MARBLE ARM.


Lt. Typhon is the cigar-chomping skull-crushing Doomiverse Samus Aran.

Re: Lt. Typhon v2: massive guns

PostPosted: Sat Jul 06, 2019 5:47 pm
by Skelegant
Tesculpture wrote:Bug report:
-The alt fires of the Super Shotgun and Rocket Launcher can hurt/push enemies through walls.
-The Fists alert enemies, but the Bio Shock Punch is does not.
-Equipping the Plutonium Handler stops the Cigar from degrading your health (you still gain armour).
-I also got a "Music: Arachnotron not found" message on one occasion in vanilla Doom II.

Most of that is intentional (she punches loud lol i might change that later if it gets annoying tho) but the music:arachnotron not found error can't have happened in vanilla doom, i assume you had something on autoload? Vanilla doom doesn't use acs scripts by default.
AschTheConjurer wrote:Lt. Typhon is the cigar-chomping skull-crushing Doomiverse Samus Aran.

I took a lot of inspiration from Ellen Ripley so it's natural Typhon reminds you of Samus :D Metroid and Typhon were both influenced a lot by Aliens

Re: Lt. Typhon v2: massive guns

PostPosted: Sat Jul 06, 2019 11:36 pm
by Tesculpture
Yeah, upon inspection I think it was something in my autoload, sorry. Fists alerting isn't a problem really, but it does seem odd the Shock Punch doesn't, despite having quite obviously noisy effects.

All in all, this mod is going awesome - the Cigar being my favourite new addition; it has great synergy with the Golden Armour. It wouldn't happen to inspired by the Cigarettes item in Metal Gear Solid 1, per chance?

Re: Lt. Typhon v2: massive guns

PostPosted: Sun Jul 07, 2019 2:42 am
by AschTheConjurer
Skelegant wrote:I took a lot of inspiration from Ellen Ripley so it's natural Typhon reminds you of Samus :D Metroid and Typhon were both influenced a lot by Aliens


Speaking of: It's off topic, but I'm keen to use the new Addon-only gun Pillowblaster added to Guncaster's newest update.
It looks like it's literally a Smartgun.