Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

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.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

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
JohnnyTheWolf
 
Joined: 05 Oct 2015

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!
User avatar
Dr_Cosmobyte
Also known as: GAA1992
 
Joined: 04 Jun 2015
Location: Killing spiders.

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.
Wolve
 
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?
Josko
 
Joined: 22 Sep 2017

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Dr_Cosmobyte » Sat Mar 06, 2021 6:42 pm

So, after months and months (Last update was in 01/10/20!!!) without anything related to this, Spawn comes back!

There is tons of new stuff i want to show. I try to compile all the feedback and do whatever possible to satisfy you all. So, we have new weapons, a new spell, some new functions, new sprites, etc etc etc. To make it easier, The changelog will be categorized, so have a little read on it! Download link here or in the first page as always, have fun!

Spoiler: changelog


DOWNLOAD!

edit: reuploaded with some small but necessary fixes, sorry.
Last edited by Dr_Cosmobyte on Sat Mar 06, 2021 11:04 pm, edited 1 time in total.
User avatar
Dr_Cosmobyte
Also known as: GAA1992
 
Joined: 04 Jun 2015
Location: Killing spiders.

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Doctrine Gamer » Sat Mar 06, 2021 8:38 pm

The mod is excellent! The idea of Spawn himself killing demons instead of Doomguy is a good one. :D

I noticed in Heretic and Hexen that the cursor to select the options does not exist, this problem does not occur with Doom or Chex.

It is not a serious problem in fact, it can disturb those who play on the joystick.

In addition, the supports you give your mods to be compatible with other wads are always welcome. :thumb:
User avatar
Doctrine Gamer
Holger Danilchenko
 
Joined: 30 Jan 2013

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Netheritor » Sat Mar 06, 2021 10:51 pm

Why the dash still weird? Sometimes when I dash forward, it dash forward-right or forward-left instead. I experimented it, the dash will go weird based on where you look (horizontal).

For Necroguardian; maybe also add block projectiles?
Also, add 'necroplasm'? Invul, invis, intangibility, fly, but cannot attack? (like the SNES version where you fall down from the stage)
Netheritor
 
Joined: 03 Dec 2019

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Ac!d » Sun Mar 07, 2021 1:38 am

Found a scaling problem
Spoiler:
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Yebudoom » Sun Mar 07, 2021 4:15 am

Oh man! The changes/new additions sound awesome! Can't wait to try them later today.

Unfortunately I'm in the middle of recording a playthrough with Spawn and Going Down with the previous version of the mod. But I'd like to show the new additions in the videos, so maybe I'll just start over and skip to map 11 with cheats :D

Dr_Cosmo, I love many of your mods (most, in fact), but I think I adore Ultra Crispy and Spawn the most. They just have that special something, at least for me. Thank you and keep up the good work!
User avatar
Yebudoom
 
Joined: 24 Jun 2019
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Dr_Cosmobyte » Sun Mar 07, 2021 10:08 am

Doctrine Gamer wrote:I noticed in Heretic and Hexen that the cursor to select the options does not exist, this problem does not occur with Doom or Chex.

It is not a serious problem in fact, it can disturb those who play on the joystick.


Thanks! I am on my way to find the solution to this problem, it's a common thing on my mods.

Netheritor wrote:Why the dash still weird?

I'll find my way to fix that. I have a script by Keksdose that works just like in The Trailblazer, however i can't get it to behave like the actual dash (short distance, low slippering, fast stopping).

Netheritor wrote:For Necroguardian; maybe also add block projectiles?

I am thinking on giving this property to melee weapons, but it's still a work in progress.

Netheritor wrote:Also, add 'necroplasm'? Invul, invis, intangibility, fly, but cannot attack? (like the SNES version where you fall down from the stage)

Hmmm... way too OP. I also don't even have the idea on how to code something like this.

Ac!d wrote:Found a scaling problem

Merci! I've tried defining the size with TEXTURES.txt, but the image refused to appear. I'll try ye'olde HiRes folder, and if nothing else, i'll just take the black part out.

Yebudoom wrote:Oh man! The changes/new additions sound awesome! Can't wait to try them later today.

Unfortunately I'm in the middle of recording a playthrough with Spawn and Going Down with the previous version of the mod. But I'd like to show the new additions in the videos, so maybe I'll just start over and skip to map 11 with cheats :D

Dr_Cosmo, I love many of your mods (most, in fact), but I think I adore Ultra Crispy and Spawn the most. They just have that special something, at least for me. Thank you and keep up the good work!


Thank you friend! I am very aware of your videos, i just haven't posted them yet! Have fun with the new additions, i look forward to see your thoughts on them.
User avatar
Dr_Cosmobyte
Also known as: GAA1992
 
Joined: 04 Jun 2015
Location: Killing spiders.

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby JohnnyTheWolf » Sun Mar 07, 2021 11:41 am

I honestly prefer the Autogauge as a supershotgun replacement and I still wish the Combat Shotgun would replace the regular shotgun, as it does not make any sense to me that the most commonly-found shotgun would use two shells per shot. Unless of course you could give the Boomstick an alternate fire mode that makes it fire one shot at a time?
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Ac!d » Sun Mar 07, 2021 11:52 am

Dr_Cosmobyte wrote:+ Added a zoom mode for the rifle, so you have a reason for using it.

I also forgot to say that the mod doesn't have any controls for aiming with the rifle/sniper rifle.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby JohnnyTheWolf » Sun Mar 07, 2021 1:42 pm

I can aim with the "Weapon Zoom" function.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby StraightWhiteMan » Sun Mar 07, 2021 9:10 pm

Awesome update Dr C! The new Agony weapon is perfect and now it really feels like you're playing as Spawn. It does the perfect amount of damage too, not too op, but packs a nice punch. Thank you for adding the previous spell button as well, it was needed for sure. The updated and changed spells are all really good. The Necrokinesis is handy in almost every scenario and I love it. I pretty much like everything about the new update, besides a few minor things.

- The updated Boomstick sprite looks really cool, but it's positioned too far to the right of the screen and looks kind of weird. As are most of the other 2 handed weapons. It looks totally fine with pistols, but with the 2 handed weapons it looks odd and misplaced. Only by like 10-20 pixels though.
- Could you add an option to have dual wield weapons fire with just the primary fire button, instead of both?
- Also, would it be possible to have the dual wield weapons only available by pushing the duel wield button/key? It defeats the purpose of having that button if they show up when scrolling with the mouse wheel, and it also makes them show up when using a weapon wheel which creates a lot of bloat. Just a good old QoL request.
- Preferred the old title screen, but to each his own. Could you maybe provide a patch like you did with the previous version to have it show instead?
User avatar
StraightWhiteMan
 
Joined: 02 Jul 2020
Graphics Processor: nVidia (Modern GZDoom)

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Arcterezion, kipo, Lybro2134, ZikShadow and 5 guests