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[Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Wed Apr 01, 2009 5:10 pm
by Xim
Here's a fairly simple wad (well two wads) that replaces the weapons and a few of the enemies and adds some new ones. The new weapons can be obtained by picking up dropped weapons and the new enemies will spawn randomly where previous ones did. You're probably all familiar with this sorta deal. Enjoy!

Image Image Image Image


(New Release) Download Here!

Old Versions
Spoiler:

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Wed Apr 01, 2009 9:16 pm
by wildweasel
You've got a good start here, but you really need to bear a few things in mind:

  • Credit where credit is due. There's a lot of resources that appear taken directly from other wads, including my own unfinished Stranger Part 2 (you don't even appear to have modified the sprite offsets on the pistol you lifted from there), and I see no readme or credit list.
  • Your weapon animations are slow and jerky. Start analyzing other mods to figure out how to make your animations look smoother.
  • The weapons feel very sluggish to use, with heavy triggers being a major problem on some of them (there is a noticeable delay between clicking Fire and the weapon actually firing, especially with the pistols).
  • The railgun appears to shoot at an angle?
  • Some weapons are wildly inconsistent about when they allow you to reload. You can reload the pistol anytime, but not the flamethrower?
  • The pump shotgun and the assault rifle look similar enough (being based on the same graphic) that it can be confusing at times.
If you want, I can assess the mod a little further and give more feedback on what else could be fixed. But as it stands, you've done a pretty good job learning from your mistakes.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Thu Apr 02, 2009 9:30 am
by Xim
Thanks for the feedback. But yeah, I wouldn't mind some more. Because I wouldn't mind fixing this up a bit.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Thu Apr 02, 2009 10:07 am
by Imp Hunter
Also, the weapon capacity of the Machinegun and Chaingun is too much low!

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Thu Apr 02, 2009 10:22 am
by Mr.Green
Imp Hunter wrote:Also, the weapon capacity of the Machinegun and Chaingun is too much low!

Yeah,especialy machinegun!! :lol:

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Thu Apr 02, 2009 3:19 pm
by AlphaSoraKun
Some time ago, I sold the rights of devolopment for Stranger 3 to wildweasel because I figured that he would never let me work on it.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Thu Apr 02, 2009 6:10 pm
by wildweasel
SSJKlonoa wrote:I plan on featuring that in my Stranger 3 mod, but I have to get wildweasel's permission in order to do a Stranger 3.

I, unfortunately, am not willing to grant such permission. Please make up your own idea.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Thu Apr 02, 2009 8:16 pm
by Snarboo
I like how the guy has two left legs, as evidenced by the kicking animation. :p

Weasel has said what I would have. It's not necessarily a bad mod for a beginner, but there are a lot of newbie mistakes, namely using graphics from Shadow Warrior and Scuba Steve's Action Doom BFG. The animation in a lot of cases is also rather stiff or sloppy. The new shotgun graphics are pretty terrible, also.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Fri Apr 03, 2009 9:15 am
by Xim
Two left legs? Heh, guess I didn't notice that XD. And you'll be happy to know I just recently made a new shotgun graphic (which I might also submit to replace the graphic at Realm667). I like the Action BFG a lot, but if it's overused, I guess I could give it a good edit, as it is a pretty good sideview BFG. I'm also planning on making a new chaingun sprite.

Once I'm done fixing it up more, I'll make a new release.

EDIT: New Release

Here's what's different

-Added Credits lump
-Fixed up the animations (Tell me what you think)
-Removed the "slow triggers"
-New shotgun graphic
-Machinegun has it's own ammo, and a bigger clip
-Machinegun no longer has perfect accuracy
-Fixed Railgun fire a bit

As for what Snarboo said about the kicking animation, I'm not too sure. He kicks with his left leg from the left side, so I don't see what's wrong.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Fri Apr 03, 2009 12:56 pm
by Snarboo
I guess I meant two right legs. The graphic you are using is for the Marine's right leg, and you adjusted the offset to the left, making it seem like the player has two right legs. Try flipping the kick animation and adjusting the offset a bit.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Fri Apr 03, 2009 2:50 pm
by DoomRater
Problems I feel are worth mentioning:
-chainsaw doesn't really feel like it's being used.
-gun magazines are not marked with the "don't double ammo on difficulties that double ammo" +ignoreskill flag. As a result the shotgun and rocket launcher puts in two rounds at once on easiest.
-can you do the charging up of distance for the grenade BEFORE you start the throwing animation? To me that would feel more smooth. Or, if you're skilled enough, WHILE the animation is playing!
-Zdoom crashes on exit when I play just the weapon enhancements. Probably nothing of critical importance.

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Fri Apr 03, 2009 2:58 pm
by Xim
I'll keep the chainsaw thing in mind, and I guess I'll fix the skill level thing. Then again who plays on "I'm Too Young To Die" these days anyways? :P

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Fri Apr 03, 2009 3:09 pm
by DoomRater
I ALWAYS test that mode, although I have a better excuse for it- in case you decide to use this with a mod with custom difficulties that might double or triple ammo. But it's an easy fix- just make sure all magazines (like the shotgun's current ammo) have +ignoreskill on them.

Edit: IT NEEDS TO BE ON THROW STRENGTH TOO!!!!!!

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Fri Apr 03, 2009 3:45 pm
by Imp Hunter
Dude, a Demoniac weapon WITH RELOAD? WTF :?

Re: [Release/WIP] Xim's Weapon and Enemies WAD

PostPosted: Fri Apr 03, 2009 3:51 pm
by DoomRater
I know... but it eats ammo, so heh.