CherubCorps wrote:Health and armor drops have custom art and will fade away if not picked up quickly. Angelic health bonus can stack your maximum health to 250.
KynikossDragonn wrote:Does this mean they wont get replaced by mods? Because, Doomreal replaces health bonuses with bandages and armour bonuses with tiny decorative shields that form into it's own separate 200 armour item. (It even becomes stronger the close you get to 200 total with it)
In any case, I decided to take a look at how does this play in Heretic. Ironically, I think it goes way better there than in Doom. The colorful nature of the enemies kinda fits more, imo.
I was about to write some (presumably) long paragraphs giving feedback and suggesting changes for balance in Heretic but I'm not sure how much you intend to polish the gameplay for that. If you only want to focus in Doom, that's fine for me.
Oh, but something that I do want to point out at least, is that Forgotten Maidens that appear as replacements for Disciples of D'Sparil drop shotgun shells. Or maybe is just the pickup message that is messed up, I couldn't confirm if I was picking up something for real or not. I leave you an screenshot so you can see the pickup messages:
Spoiler:
having bonuses expire encourages players to not wait and immediately pick them up. I
Tomed Hellstaff rain was never really useful, because each drop knocks enemies back. While I was glad to find the slow movement of the Seraph makes her a perfect target for that (which is not something bad, I like it), the issue is that she is too vulnerable to the rain. She gets shredded in 5 seconds. Funnily, the egg resists more..
Eve needs a BOSS/BOSSDEATH property, I'd said. I went looking for a little extra challenge in E5M8 and turned all Seraphs in Eves (and let the last one became a Great Seraph too) but the tagged sectors didn't lower at the end. Seraphs work well in E2M8 and also Great Seraph in E3M8, so Eve is the issue here. Or is it the egg?
On a note about the Great Seraph, does she really need to have those absurdly OP projectiles
I was a little sad when I noticed the ShadowSphere is utterly pointless with your mod.
I didn't find the Timebombs making an actual compensation in early levels.
Some Forgotten Maidens that spawn instead of barrels
On that note, one enemy I particularly miss from the Doom counterpart is the Dollmaykr.
I tried this mod out in GZDoom v4.7.0 and GZDoom v4.7.1g and with version v0.97.1 I have massive performance degradation (heavy lag), I tried your mod with the lambda weapon set, universal gib mod and for maps I tried out anta_regcd.wad and zpack.wad, after around 10-15 minutes of playing the game became almost impossible to play. When I use angelic aviary 0.91 version, I do not have this performance issue.
Any chance to have it as a cvar option instead? Or maybe longer expiration time option at least.
Also is there a reason why the majority of the monster have "+NOBLOOD" flag? I had to edit this mod manually to make the monsters spawn blood effect when getting hit by projectiles/hitscan attacks. The other changes I did to your mod was also turning the Butterfly projectiles into regular seeking projectiles as I find it ridiculous that a single monster is capable of almost killing the player, there was a instance when I was playing the ar.wad and I found myself stuck on a area then the Iris monster comes along and almost reduced my health from 150(I think) down to about 30-50 hitpoints.
CherubCorps wrote:This is part of the lore
The Queen of Queens is an uber boss designed to be insanely powerful and who you must go out of your way to fight
have more enemies drop more timebombs
Users browsing this forum: thedeathrunner123 and 15 guests