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The Holy Water's alt-fire is the best against multiples, probably. A lot safer than the hammer.
Fun stuff in general. The jetpack gives you cool new ways of breaking maps playing maps differently. Same with the grappling hook, which also doubles as a hilarious low-grade weapon, with unexpected tactical uses...
I can see someone getting inspired by some of the abilities and making a map specifically for this mod. A lot of them basically shout at you with specific scenarios that would be great for them.
Tho it penetrates the enemies and sometimes would miss the actual target, here's the tip: Throw Holy Water to your feet if you're surrounded yet too closer to them. The flame projectiles spread much wider than you can expect and are also have the RIPPER effect! Plus make them go right to the pain state.
I just played through a bit of Lunatic.wad with this mod and I'm thoroughly impressed with the animation and responsiveness of each weapon! A part of me wants to think that these graphics don't go well with the Doom aesthetic but it's all so well done and the sounds are so nostalgic that it doesn't hurt the experience at all.
Spoiler: (subjective) Feedback:
The NOAUTOFIRE flag occasionally got in the way of the otherwise very responsive controls. I disabled this and realized that it breaks the timing for just about everything and would be a lot of extra work for such a minor complaint. It's not even a big deal overall, but there were a few moments that it snagged on me so I thought it was at least worth mentioning.
I like that the spread gun's altfire replaces the super shotgun, but the other weapons are so creative that it makes me want to see how you would pull off a full on ssg replacement.
The hunter's knives might be a contender for one of my favorite weapons in any mod, the animation is superb and it feels really addictive to use. No critical feedback, I just wanted to gush about it.
The wrecking crew's altfire seems to be going over my head a little. Is there a way to cancel the attack or is it like a timed powerup thing? It also uses no ammo after the initial swing which is a little confusing since the attack lasts for such a long time and does so much damage. It feels like it would make more sense to at least use ammo when making contact with an enemy. You seem very confident in your creative choices for each weapon, so take this with a grain of salt, but it might feel more appropriate to be a held attack that uses ammo continuously and stops once released. At the very least it could be active for a shorter amount of time and/or use more ammo.
Overall this mod is absolutely spectacular. Very creative and most importantly, fun to play. It's definitely going in my favorites folder, and I look forward to future updates. Great job!
Lippeth wrote:I just played through a bit of Lunatic.wad with this mod and I'm thoroughly impressed with the animation and responsiveness of each weapon! A part of me wants to think that these graphics don't go well with the Doom aesthetic but it's all so well done and the sounds are so nostalgic that it doesn't hurt the experience at all.
Spoiler: (subjective) Feedback:
The NOAUTOFIRE flag occasionally got in the way of the otherwise very responsive controls. I disabled this and realized that it breaks the timing for just about everything and would be a lot of extra work for such a minor complaint. It's not even a big deal overall, but there were a few moments that it snagged on me so I thought it was at least worth mentioning.
I like that the spread gun's altfire replaces the super shotgun, but the other weapons are so creative that it makes me want to see how you would pull off a full on ssg replacement.
The hunter's knives might be a contender for one of my favorite weapons in any mod, the animation is superb and it feels really addictive to use. No critical feedback, I just wanted to gush about it.
The wrecking crew's altfire seems to be going over my head a little. Is there a way to cancel the attack or is it like a timed powerup thing? It also uses no ammo after the initial swing which is a little confusing since the attack lasts for such a long time and does so much damage. It feels like it would make more sense to at least use ammo when making contact with an enemy. You seem very confident in your creative choices for each weapon, so take this with a grain of salt, but it might feel more appropriate to be a held attack that uses ammo continuously and stops once released. At the very least it could be active for a shorter amount of time and/or use more ammo.
Overall this mod is absolutely spectacular. Very creative and most importantly, fun to play. It's definitely going in my favorites folder, and I look forward to future updates. Great job!
Glad to hear you've been enjoying it. Not sure if I'll remove the +NOAUTOFIRE thing though. As for the golden hammer thing, making it consume energy per hit would leave it in an even worse spot as you'd burn through cells too quickly most of the time. The idea is you commit to it, the tradeoffs being short range and stuck spinning that thing constantly. I also kept the ammo consumption the same for both the primary and altfire for the sake of consistency. Honestly this mod won't be receiving any major updates, this was a bit of a one-off thing, as I need to stay focused on my two main projects.
Though I might nerf the holy water a little from the sounds of things, seems too strong.
Great weapon set all-in-all. The inspirations lead to some really fun and satisfying weaponry. I think I'm a big fan of the Bionic Commando rifle, even if the blaster has the upside of being hitscan, there's just something about the rifle that makes it deceptively fun to shoot even at stronger enemies. Another pro is the mobility of the bioclaw and the jetpack which made for some fun/funny combat scenarios and shenanigans. Seriously, the rifle is super stellar. Another aspect I enjoyed was the decision to craft the SSG's functionality onto the normal SG while also making it semi-auto, thus making it a bit of an ammo-sink weapon. It lends itself really well in the megawads I played since they often had much abundance of shells that allowed me to burn through in much shorter time span. The last change I like is giving weapons the ability to fire (albeit weaker) projectiles once ammo is depleted. It definitely helps a lot early game before you start growing an ammo pool (plus the burst Spread Gun is quite nice). You have a real knack for making great mods. Great work, Kegan!
The solar jetpack + pistol is still subject to Doom's 1d3 randomization, making each shot deal between 6 and 45 damage. Is this intentional or is it supposed to only deal between 6 and 15 versus the bionic rifle's 18? Noticed this cuz I have Xaser's DamNums in my autoload :P Wondering cuz it would make the bionic rifle pretty much obsolete. It's hitscan, has higher DPS, and the jetpack + lower gravity is more versatile than the bionic claw.
P.S. I also can't unsee that it's the Quake 2 blaster in disguise :D
StroggVorbis wrote:The solar jetpack + pistol is still subject to Doom's 1d3 randomization, making each shot deal between 6 and 45 damage. Is this intentional or is it supposed to only deal between 6 and 15 versus the bionic rifle's 18? Noticed this cuz I have Xaser's DamNums in my autoload Wondering cuz it would make the bionic rifle pretty much obsolete. It's hitscan, has higher DPS, and the jetpack + lower gravity is more versatile than the bionic claw.
P.S. I also can't unsee that it's the Quake 2 blaster in disguise
Whoops. Yeah that's my bad for neglecting to remove the 1d3 dicerolls. I should probably fix that. I'll wait to see if there's any other fixes and tweaks that can be done before applying this update though.