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Re: Hell Crusher 0.3 - Skilled based overpowered gameplay mo

PostPosted: Sun Sep 26, 2021 5:01 pm
by Void Warrior
Hell Crusher is a really cool mod! I would describe Arsenal in this way: "Take the guns from the DOOM Restart Dilogy and make it even cooler!" As soon as I started it, I said: "Kapets! H3LLW4LK3R, weren't you inspired by Pillowblaster?" However, if you play with this mod, then only with strong monsters or until the author himself adds his own.

Speaking of new monsters... It's a pity, of course, that in the next update you will remove the bosses, but I unfortunately agree with those who spoke about them. THEY CANNOT BE DEFEATED!!! What were you thinking about? The changes are fucking awesome, but there should still be a timing between attacks. DOOM EXP was also hardcore, but there was a challenge to the player's skill, and here it was just a shooting. Sorry.

Re: Hell Crusher 0.3 - Skilled based overpowered gameplay mo

PostPosted: Fri Oct 29, 2021 1:14 pm
by hakrosinteractive
Very nice mod, thanks for share it :D !!

Re: Hell Crusher 0.3 - Skilled based overpowered gameplay mo

PostPosted: Sun Nov 21, 2021 5:21 pm
by H3LLW4LK3R
HELL CRUSHER, 0.4 update DEALING WITH THE DEVIL

The took-way-to-long update

Changed The shotgun pump and pickup sounds.
Changed plasma alt fire to a full auto muilti shot with a long cool down.
Changed rocket launcher altfire to have seek missiles.
Changed grenade to hold two charges.
Changed Mammoth Tusk to have a new appearance, model by H3LLW4LK3R.
Changed Black Talons to have a new appearance, also a model by H3LLW4LK3R.
Changed Executioner Hand Cannon to have a new appearance, also model and sprites by H3LLW4LK3R.
Changed viewbob on weapons, so they each have there own custom view bob.
Changed BFG FXs to be less crap / more big and ebic.
Changed some code to be less dumb.
Changed dash to use a binable custom button.
Increased the amount of "Quick Switching" time.

Added Flame belch, works a bit like in doom eternal.
Added Ice bomb, also works a bit like in doom eternal.
Added Alt-fire to hammer.
Added Alt-fire to fists.
Added Inspect anim to Executioner Hand Cannon.
Added Inspect anim to Black Talons.
Added a Alt-fire to Black Talons, Shoot even faster now.
Added Inspect anim to Boom Stick.
Added Inspect anim to Mammoth Tusk.
Added a Alt-fire to Mammoth Tusk, charge up mega shoot.
Added Inspect anim to Infinity Magnum.
Added BFG tracers / tendrils, Thanks doomkrakken for letting me use stuff from EOA.
Added constant viewbob to all guns.
Added A bunch more crosshairs for guns.
Added more casing ejections to guns, like switching after firing the super shotgun with eject shells.
Added brightmaps for all weapon pickups.
Added gauss cannon alt fire FXs.
Added bright maps for rocket launcher.
Added more punch animations, and smoother to.
Added class icons.
Added Hud.
Added a option for casing management / deleting, for less beefy computers.
Added more lag.
Added main menu and ebic song I wrotted.

Fixed plasma alt fire to "beep" if no "heat".
Fixed melee sounds to be less butt.

Removed bunch of junk Internal files.

Updated credits.

Yell at me if I missed anything big or something, I don't know.

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Mon Nov 22, 2021 3:21 pm
by Rowsol
Some feedback for ya. I've only just begun to play this so here's some preliminary stuff.

• Nightmare has a typo, the word you're looking for is you're.
• The screen recoil on the rifle is too much.
• Isn't the minigun just better than the rifle? It seems odd that both drop from chaingunners and the rifle has slot priority to the minigun. I'd make the chaingunguys just drop the minigun and have the rifle replace level placed chainguns. Perhaps buff the rifle so it's stronger than the minigun if it's going to take priority.
• I'd honestly prefer if the special attacks were all bound to one key and it just cycled through them. Maybe I'm just lazy but I only have one spare button on my mouse.
• The HUD could definitely use some work. It's pretty ugly. I do like the prominence of the keys though.
• The radius on the rockets is much smaller than I would expect from a mod claiming OP gameplay.
• I've never liked the idea of switching off weapons before they reload and basically skipping the reload entirely. But hey, it's your mod.
• Consider adding EasyKey to the difficulties. It shows keys on the automap. Having the keys inherit from custominventory will break this feature. You also need to add Species "RedSkull" if you want the key to be the proper color on the map.
• Shotgunners drop a ton of ammo.
• The usefail and pain sounds are not my cup of tea. At the very least they could be lowered in volume.
• The gauss seems exceptionally weak, primary fire at least.
• Projectile speeds could stand to be increased, a lot.
• The BFG ball has quite the ugly effect upon spawning. It looks like the old teleport fog and it lasts very long on the screen.
• Ledge grabbing could be a bit quicker and better animated. After playing Guncaster for so long I may be spoiled.

After an hour of playing here's my take on weapon balance and what I'll personally do on my end.
• Shotgun cooldown on triple fire is too long. Even with it reduced it still kills about 40% slower than the super shotty.
• Chaingun does too much damage. I lowered the bullet damage from 15 to 10. It still kills faster than the rifle but not by much. It stun locks enemies, that's good enough and the increased bullet spread really isn't an issue. In it's current state I don't see a reason to use the rifle over it.
• Rocket speed and explosion radius were doubled.
• Plasma rifle projectile speed increased 4x.
• Gauss rifle damage and ammo cost doubled. Tested against the plasma rifle it now does similar DPS.

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Mon Nov 22, 2021 8:01 pm
by H3LLW4LK3R
Rowsol wrote:Some feedback for ya. I've only just begun to play this so here's some preliminary stuff.

• Nightmare has a typo, the word you're looking for is you're.
• The screen recoil on the rifle is too much.
• Isn't the minigun just better than the rifle? It seems odd that both drop from chaingunners and the rifle has slot priority to the minigun. I'd make the chaingunguys just drop the minigun and have the rifle replace level placed chainguns. Perhaps buff the rifle so it's stronger than the minigun if it's going to take priority.
• I'd honestly prefer if the special attacks were all bound to one key and it just cycled through them. Maybe I'm just lazy but I only have one spare button on my mouse.
• The HUD could definitely use some work. It's pretty ugly. I do like the prominence of the keys though.
• The radius on the rockets is much smaller than I would expect from a mod claiming OP gameplay.
• I've never liked the idea of switching off weapons before they reload and basically skipping the reload entirely. But hey, it's your mod.
• Consider adding EasyKey to the difficulties. It shows keys on the automap. Having the keys inherit from custominventory will break this feature. You also need to add Species "RedSkull" if you want the key to be the proper color on the map.
• Shotgunners drop a ton of ammo.
• The usefail and pain sounds are not my cup of tea. At the very least they could be lowered in volume.
• The gauss seems exceptionally weak, primary fire at least.
• Projectile speeds could stand to be increased, a lot.
• The BFG ball has quite the ugly effect upon spawning. It looks like the old teleport fog and it lasts very long on the screen.
• Ledge grabbing could be a bit quicker and better animated. After playing Guncaster for so long I may be spoiled.

After an hour of playing here's my take on weapon balance and what I'll personally do on my end.
• Shotgun cooldown on triple fire is too long. Even with it reduced it still kills about 40% slower than the super shotty.
• Chaingun does too much damage. I lowered the bullet damage from 15 to 10. It still kills faster than the rifle but not by much. It stun locks enemies, that's good enough and the increased bullet spread really isn't an issue. In it's current state I don't see a reason to use the rifle over it.
• Rocket speed and explosion radius were doubled.
• Plasma rifle projectile speed increased 4x.
• Gauss rifle damage and ammo cost doubled. Tested against the plasma rifle it now does similar DPS.


Fixed the nightmare typo
I guess the screen shake is to much? idk, will mess around with that.
I guess the mini-gun is better, I find my self always using the rifle more then the mini-gun, it is just way more satisfying over the mini-gun. But Yea, will think about buffing the rifle, could use more power.
Not sure how to do that, if I did would make that an optional way of using the cannons.
What do you mean by ugly? I get it if you're talking about the bars and maybe the opacity, will have to change that, someone else talked about adding scaling to the HUD, not sure how to do that...
Yea... need to change that find my self rarely using the rocket launcher.
Quickswitching is one of the main pillars of this mod, so it's staying in.
Will add the EasyKey thing to the difficulties, thanks for telling how set up.
Well, to bad. I might turn them down though.
True I think, I find it satisfying to use though, but yea, I think it might need a buff.
I guess... Just not sure what else to use.
I want to figure out how to make it faster, just not sure how.


I know you said you don't like quickswitching, quickswitching is the main reason why the cooldown is so long, same on the plasma rifle's alt-fire, might lower it tho... maybe...



So I guess mainly focusing on buffing some of the guns, like the rocket launcher, guass cannon and rifle. Also increasing the speed of the plasma rounds and tweaking the BFG FXs.

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Mon Nov 22, 2021 8:21 pm
by Rowsol
About rifle recoil, I'm talking about zoomfactor. I changed it to .94 and it's much more reasonable now. Before it felt like I'm breaking my neck with each shot.
As for the Feel states in general, they are a bit all over the place. For instance, the dual pistols shake the screen a ton and the chaingun barely moves it.

A couple more:
• +FORCERADIUSDMG is a good flag.
• The default radius of 11 and 13 for the rocket and plasma are quite large and it's causing me to hit corners and walls.

I just discovered that the rifle pierces enemies. Well, that certainly changes my perspective on it. I'd say it's pretty close to the minigun after all.

Okay, I'm pretty much done tinkering with this. I have a few more things of note.
• The dual pistol has an absurd alternate fire rate. A starter weapon that kills faster than the SSG?
• As plentiful as shells are, bullets are low compared to the other ammo. Ammo in general is extremely generous.
• It doesn't strike me as something you care about, but having the special attacks charge so fast greatly reduces the need for health and ammo pickups.

To give a comparison, they are very similar to the syphon grenades in D4D, which basically nullified any need for health pickups if you always threw one when you could.

It took me way too long to realize there are multiple sprites for health items. I think making them heal for different amounts would be good. For instance, because medikits heal for 25, you could make one heal for 20 and the other heal for 30.

Ammo pickups could use some scaling done to them. Shells in particular are hard to distinguish between the box and singles because they are both a similar size. Cells as well.

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Thu Nov 25, 2021 7:42 pm
by H3LLW4LK3R
Rowsol wrote:About rifle recoil, I'm talking about zoomfactor. I changed it to .94 and it's much more reasonable now. Before it felt like I'm breaking my neck with each shot.
As for the Feel states in general, they are a bit all over the place. For instance, the dual pistols shake the screen a ton and the chaingun barely moves it.

A couple more:
• +FORCERADIUSDMG is a good flag.
• The default radius of 11 and 13 for the rocket and plasma are quite large and it's causing me to hit corners and walls.

I just discovered that the rifle pierces enemies. Well, that certainly changes my perspective on it. I'd say it's pretty close to the minigun after all.

Okay, I'm pretty much done tinkering with this. I have a few more things of note.
• The dual pistol has an absurd alternate fire rate. A starter weapon that kills faster than the SSG?
• As plentiful as shells are, bullets are low compared to the other ammo. Ammo in general is extremely generous.
• It doesn't strike me as something you care about, but having the special attacks charge so fast greatly reduces the need for health and ammo pickups.

To give a comparison, they are very similar to the syphon grenades in D4D, which basically nullified any need for health pickups if you always threw one when you could.

It took me way too long to realize there are multiple sprites for health items. I think making them heal for different amounts would be good. For instance, because medikits heal for 25, you could make one heal for 20 and the other heal for 30.

Ammo pickups could use some scaling done to them. Shells in particular are hard to distinguish between the box and singles because they are both a similar size. Cells as well.


Yea, messed around with the zoomfactor made it a little less intense. I think I might still buff the rifle though just because it doesn't really feel that strong, like I guess the sound makes feels like it should at least one shot an imp idk. will mess around with that.

Yes they do just wasn't sure what to do for an alt fire for them that wasn't just shoot them at the same time or something.
Yea, had someone else tell me that the ammo capacity in general is low, lol. so I'm not sure what to do about that.
I don't know, I care a decent amount at the same time I find my self forgetting about them and dying occasionally.
Yes there are multiple sprites for health items, most likely wont change how much health you get for the different types just because over complication, besides you can tell them apart by what sound plays when you pick them up.
Also all the ammos have different sounds when you pick them up.

Here is a version with some of the changes that you talked about

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Thu Nov 25, 2021 7:59 pm
by Rowsol
That's okay, I've already edited this myself. I tweaked all the Feel states, lowered the ammo, and did a bunch of other shit. I just played the second half of Chronicles of Ghost Town and I actually had to start hammering demons because my ammo was so low.
Keep an eye on my youtube channel if you want to see what I'm talking about.

I noticed that the cell icon on the HUD is pink. That's odd.
GCNCYCLE.ogg is physically painful. The pitch is so high.
I think many of the pickups look better with the brightmaps removed.
The hammer needs the DONTREFLECT flag. I was playing with Corruption Cards and a reflective enemy hurt me when I swung at it.
Why do the seeking rockets have FORCEPAIN?
I suggest changing your custom damage types of "explosive" and "railgun" to something more ambiguous. Playing Pandemonia with this results in the revenants not hurting you since they use the "explosive" damage type.
Some of the lights attached to the items are so dim it's nearly impossible to see them. Keys are a good example.

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Tue Dec 07, 2021 12:45 pm
by Vodka

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Sun Jan 09, 2022 3:39 pm
by ShinjukuCafe
hello! new user here and this is my first message
this mod is awesome and i have been using it a lot at the moment!

I would like to see that how this develops in the future because i like using it so much
currently using it with *obsidian* level maker/generator software and it has been fun using it
i am not that good player myself but i like using powerful weapon's
thank you for the mod!
cheers!

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

PostPosted: Sun Jan 23, 2022 11:00 am
by Krigeris
Dash does not seem to work with controllers, its forcing me to dash forward instead of whatever direction I'm pressing on the stick.