Spawn: Path to Damnation (v1.1b)

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Which Titlemap do you prefer?

Poll ended at Sat Oct 10, 2020 9:26 am

1 - Old titlemap (16 bit graphics, orchestral music)
16
36%
2 - Alternate titlemap (moody music, cartoon Spawn)
28
64%
 
Total votes : 44

Re: Spawn: Path to Damnation (v1.1b)

Postby Ac!d » Tue Jan 12, 2021 11:37 am

Laid wrote:One thing that confuses me about this mod is why the Shotgun gets replaced by the Boomstick and the Supershotgun by the Automatic Shotgun. Should it not be the other way around?

Since the Supershotgun is nowhere near as common as the Shotgun, I find myself having to rely mainly on the Boomstick, which can be a problem as it cannot fire single shots.


The difference is the rate of fire. The Boomstick take some time to refire, but not with the Automatic Shotgun. Also, the Automatic Shotgun is more precise than the Boomstick and can be dual-wield.
In my opinion, it's all about a question of balance.
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Perfection is a way, not an end. - Korean Proverb
 
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Re: Spawn: Path to Damnation (v1.1b)

Postby JohnnyTheWolf » Tue Jan 12, 2021 11:53 am

I suppose, but I still do not see why the Boomstick would replace the Shotgun and not the SSG; it is kind of annoying to have go through Ultimate Doom mapsets with only the Boomstick and it sucks to be forced to have to waste one shell every shot. And I admit I much prefer the look and the feel of the Automatic Shotgun, as the Boomstick's sprite looks a bit too cartoony for me.

Anyway, some more suggestions:

- Rather than just a single Scroll Spell key, give us Next Spell and Previous Spell so that we do not have to go through all the spell list. Heretic and Hexen already has a similar system for their inventory, so why can't this mod?

- It would be nice if Spawn had some defensive spells as well: since he does not have armor, how about removing an offensive spell to make room for one that creates a protective magic barrier that acts as an armor? This would further justify replacing armor pickups with necroplasm orbs. And maybe make the Necroguardian orbs able to absorb projectiles?

Finally, the Handcannon feels rather underwhelming: in theory, it is supposed to be more powerful and accurate than the Pistol, but in action, the difference is oftentimes hardly noticeable and as such its use of two bullets per shot does not feel justified. I wonder if giving its own ammo type and make it use only one bullet per shot would make it better.

Regardless, still a great mod - although Ultra Crispy remains my favorite! :P
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Re: Spawn: Path to Damnation (v1.1b)

Postby Dr_Cosmobyte » Tue Jan 12, 2021 8:21 pm

Thanks for the suggestions Laid! Will take notes for the next update!
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Re: Spawn: Path to Damnation (v1.1b)

Postby Wolve » Thu Jan 14, 2021 7:17 pm

Some suggestions.

-Will it be too much if we can also dual wield the Double Barrel Shotty too?

-Spawn needs like a gun enchantment spell, where he imbues his gun with necro then blasts it with chockful of damage. This would be great if each gun enchantment have a different function, kinda like an alt-fire. For example the enchantment for the Super Shotty would be a powerful explosive pellet blast, the revolver unloading 10 rounds of ricocheting projectiles, grenade launcher dealing like a wider AOE necro blast, and so on.

-A small one but I think Spawn needs a gliding mechanic like he does on MK11.

-I agree with the above comment, the handcannon feels underwhelming. Maybe beef it up and make it strictly a one-handed weapon with piercing rounds.

-Also would it be possible if Spawn's necro spells can be picked up instead of being available at the start? Maybe limit his starter spells to the dash and basic projectiles. Because some of these spells like the Necrobomb is basically Spawn's BFG fire. I get that it uses up Necropoints like in the comics, but his points are easily replenished. Maybe start him off with half for balance purposes, so that I would have the incentive to conserve NP and save the spells for situational use.

-Last, Spawn needs his sword. Maybe have that as the BFG replacement.
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Joined: 11 Jan 2021

Re: Spawn: Path to Damnation (v1.1b)

Postby Josko » Fri Jan 15, 2021 3:23 pm

I don't like the look of the boomstick, it's ugly and the reload animation for it is weird. Otherwise top notch stuff!

The Hud ammo counter and the rest isn't on the edge of the screen on wide screens, maybe you can make a separate version for wide screen users so the HUD is correctly placed on the side of the screen?
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