MrRumbleRoses wrote:kabuto wrote:MrRumbleRoses wrote:i have that Duke Nukem Zero Hour weapons mod made by MetroidJunkie. chaingun's shooting sound does need a bit of work though
Really ? i didnt know that mod. Can you share ?
https://drive.google.com/file/d/148gVTO ... sp=sharing
Thanks for sharing. That's interesting.
Curunir wrote:The only thing that sticks out and seems to bother me is that the shotgun has no penetration. I understand that Duke's shotgun worked that way but Duke levels never had the sort of monster placement, clustering and sheer numbers that most Doom maps have. In Doom you sort of need that shotgun penetration by design, to be able to survive some encounters on higher difficulties. The much more intense Duke AND souped-up Doom enemies in this mod make things even harder without shotgun penetration.
I could be wrong in this, but I believe doom's penetration is due to the fact that zombiemen have very low health, so it's not really penetration, but rather the remaining shotgun bullets keep going through the dying corpses and hitting the targets behind. You can see there's not much penetration in imps since their health is higher. The real penetration in gzdoom is through railgun-like bullets, or ripper/ripperlevel stuff but that's another story. In brutal doom, even though the zombies have higher health, you can feel a similar effect because sgt. mark fine-tuned the damagefactors for shotgun/ssg in each monster, replicating the penetration effect (I think).
In my mod, I've tried to balance things out by giving lots of options for "mass control". For example, there's the explosive shells, fire rounds, accurate and useful pistol, plasma cannon's splash damage to nearby enemies and it's alf fire which rips through enemies, explosive weapons in general obliterate the smaller foes, incinerator's regular fire to keep the enemies away, expander's alt fire, freezethrower's alt fire, plus there's easy to use pipebombs and sticky mines. All those options lets you clear the areas with not much trouble. And for bigger foes you can one-hit kill them with the shrinker (except for the really big bosses, but even those can die easily with rockets to the head, plasma cannon's alt fire to the head, or the incinerator which pretty much disables them). Not to mention additional stuff, like headshots, plasma cannon usefulness for metal enemies, you get to heal yourself and accumulate health up to 200 hp, the dukebots, and the ability to have friendly cops (shrinker's alt fire), items hidden in decorations, enemies with friendly fire, higher enemy pain chances, etc.
I don't consider myself a pro or anything like that, but by having all those options my performance is similar than in maps loaded with other enhanced mods like brutal doom.
With all that said, I think you can still get the desired effect by adding damagefactors to smaller foes, like this (although I'd rather recommend to get used to the other options first):
damagefactor "Shotgun", 2.0
damagefactor "SSG", 2.0
If that doesn't work, then there's some more magic to bullet penetration that I'm not aware of.