MoneyDoom v15.9 - reload reload never changes

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MoneyDoom v15.9 - reload reload never changes

Postby doony » Sun Jul 26, 2015 12:27 am

MoneyDoom
its doom with score, the expansion is designed to be harder than doom, so the main version is more balanced, exploding enemies gives you more score, the supershotgun has 35% chance of giving a special gun, this guns are not available on doomstore, every new enemie gives you bonus score, so shoot this new sprites, I don't have the code for add the other guns in money 2016 yet, but maybe soon, I can't promise by the way, in any case zion is awesome you know. :o

yeah, the new awesome angled DooM sprites!

Image

money 2016:
http://www.mediafire.com/download/ye5i96mmtbk8ep2/money2016_v0.6.wad

download the other versions here
http://halflifethreeconfirm.wix.com/moneydoom

you can see what is included in money_v14EXP.wad here:
Spoiler:


good mods to play with moneydoom or without it:

NAHDS Project (ZDoom HD item sprites)
http://forum.zdoom.org/viewtopic.php?f=19&t=50240
Updated Hellspawn + Voxelbro
http://forum.zdoom.org/viewtopic.php?f=19&t=45526
Music Covers by Xeotroid
http://forum.zdoom.org/viewtopic.php?f=19&t=48937
Footsteps - v5 released!:
http://forum.zdoom.org/viewtopic.php?f=37&t=35388
Beam Flashlight:
http://forum.zdoom.org/viewtopic.php?f=37&t=37763
Take a look at ScoreDoom ! its awesome !:
http://scoredoom.com/
Maximum HUD:
http://forum.zdoom.org/viewtopic.php?f=19&t=50877
Custom HUD:
http://forum.zdoom.org/viewtopic.php?f=37&t=50635
Fiendzys Other M Visor HUD V2! release:
http://forum.zdoom.org/viewtopic.php?f=19&t=48953
Quake-style strafe tilting (GZDoom):
http://forum.zdoom.org/viewtopic.php?f=19&t=47811
Original Style Fullscreen HUD for ZDoom & Zandronum:
http://forum.zdoom.org/viewtopic.php?f=19&t=49788
Varia Doom Visor:
http://forum.zdoom.org/viewtopic.php?f=19&t=49261
HXRTC HUD for classic Doom & more:
http://forum.zdoom.org/viewtopic.php?f=19&t=47539
Jimmy's Jukebox -- Instant Randomizer for v9!:
http://forum.zdoom.org/viewtopic.php?f=19&t=29117&hilit=jimmy+jukebox
DOOM SNES Jukebox - Ultra pack!:
http://forum.zdoom.org/viewtopic.php?f=19&t=49073
Last edited by doony on Fri May 20, 2016 5:11 pm, edited 246 times in total.
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Re: MoneyDoom - your score is doomed

Postby Project Dark Fox » Sun Jul 26, 2015 12:35 am

Why is the status bar on top, if you're not going to make any modifications to it?
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Re: MoneyDoom - your score is doomed

Postby doony » Sun Jul 26, 2015 12:43 am

Project Dark Fox wrote:Why is the status bar on top, if you're not going to make any modifications to it?


(...) well I like it like this, idk why :mrgreen:
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Re: MoneyDoom - your score is doomed

Postby SamuraiSTALIN » Sun Jul 26, 2015 12:46 am

A cool idea, but lacks alot of polish. :(
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Re: MoneyDoom - your score is doomed

Postby doony » Sun Jul 26, 2015 12:55 am

SamuraiSTALIN wrote:A cool idea, but lacks alot of polish. :(

:3 the code is available to mess around btw
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Re: MoneyDoom - your score is doomed

Postby SamuraiSTALIN » Sun Jul 26, 2015 1:24 am

doony wrote:
SamuraiSTALIN wrote:A cool idea, but lacks alot of polish. :(

:3 the code is available to mess around btw


But...but I suck :(
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Re: MoneyDoom - your score is doomed

Postby doony » Sun Jul 26, 2015 1:33 am

lol me too
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Re: MoneyDoom - your score is doomed

Postby chronoteeth » Sun Jul 26, 2015 4:24 am

reminds me of that old ww-cash mod
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Re: MoneyDoom - your score is doomed

Postby doony » Sun Jul 26, 2015 12:49 pm

chronoteeth wrote:reminds me of that old ww-cash mod

:P this looks cool
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Re: MoneyDoom V3.5 - $core for guns! (special edition)

Postby doony » Wed Aug 26, 2015 1:45 pm

I did a huge update in the mod, enjoy everyone ! = D
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Re: MoneyDoom V3.7 - $core for guns! (special edition)

Postby LanHikariDS » Wed Aug 26, 2015 9:52 pm

Hey, my VariaDoomVisor! Glad you liked it, man :D (By the way, it looks better when you set 'Force Aspect Ratio' to 4:3)
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Re: MoneyDoom V3.7 - $core for guns! (special edition)

Postby Fonze » Wed Aug 26, 2015 10:05 pm

This looks and sounds cool. Ima have to give it a shot one of these nights.

The Varia Doom Visor looks nice too :)
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Re: MoneyDoom V3.7 - $core for guns! (special edition)

Postby doony » Thu Aug 27, 2015 6:29 am

Hey, my VariaDoomVisor! Glad you liked it, man :D (By the way, it looks better when you set 'Force Aspect Ratio' to 4:3)


oh yeah ! this hud is exactly what I was searching, 4:3? hmm ok thanks :ugeek:

Fonze wrote:This looks and sounds cool. Ima have to give it a shot one of these nights.

The Varia Doom Visor looks nice too :)


thank you very much, have fun, notice that you can add your own custom weapons and give they price if you open my project with Slade 3, the DoomStore acs code is there :wink:
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Re: MoneyDoom V3.7 - $core for guns! (special edition)

Postby Henix_Aurorus » Thu Aug 27, 2015 8:06 pm

The mod sounds and looks cool.

Unfortunately, playing it isn't. This is loaded with a lot of poor design choices, ranging from the surprisingly poor performance of the Zombieman Rifle to the Boomstick, not to mention what else I may have missed after flat-out giving up on the thing because it wipes your weapons at the start of each level. In fact, why don't I start by going over the various issues?

First and foremost, the most obvious issue- Script 1, AKA the script that wipes your inventory entirely and then gives you a few preset items every time you enter a level. There is no single good justification for this to exist, as while VANILLA levels can be played from pistol start, the same cannot be said of NON-VANILLA levels in a lot of cases. Not to mention, it's just annoying.

Second issue- the set of weapons you can access without using money. The Glock is decent, but the Zombieman Rifle isn't that good. I don't know if it's because of accuracy or damage, but it took me on average twice as many shots from the rifle to kill a single zombie, as it did to kill the same zombie... with the Glock. That's pitiful. Additionally, across all weapons, the presence of a reload is incredibly stupid and when I first ran into it I thought I'd ran out of ammo completely. The problem is, because of the way you handled it, there is no indicator for how much ammo you have left. In other words, though the weapons are drawing on a 'clip' of ammo, they're still displaying as using ammo directly from your main pool. If you want to use reloads, you HAVE to make an ammo type for the clip (FOR EACH WEAPON), make that the primary ammo, and then make the secondary ammo the ammo type the weapon draws on (IE Clips). Otherwise, it does not work very well.

Disregarding that and moving back to the topic I was on, the Boomstick. It is by far the worst 'Super Shotgun' I have ever had the displeasure of using (and it has to compete with the Coachgun from Realm667 for that title). There is no good reason for the barrels to fire separately, but in sequence. You either fire them separately or simultaneously. Not to mention, the gun itself does not look very good (there's no real reason for the barrels to be THAT short), and the fact that you have to manually press the R key every time you fire to reload it is incredibly annoying. It's a single-fire gun. You're going to fire it and then reload it no matter what. Even DoomRL, which DOESN'T have you automatically go into the reload animation when you fire, goes into the animation when you try firing again. There's also the, what I assume is supposed to be a sniper rifle. Let me be blunt here- the way you implemented it works horribly. Very briefly 'zooming' before firing is both annoying and pointless. The autoshotgun also briefly cuts into regular shotgun frames when fired.

The third issue is less of a big deal, but the shop interface isn't implemented spectacularly well (I can't imagine it working well on a small screen), and there are WAY too many guns of mismatching styles and with too-similar functionality. Having a variety of weaponry available is not a bad thing, but when you have so many weapons with near-identical functionality, it gets pretty bland pretty quickly.

And finally, there's two additional problems in the form of files in your archive that seriously should be removed- namely, your HUD and 'terrain' wads that contribute absolutely nothing to the mod and don't need to be there. The latter makes water look ugly, the former makes the HUD a pain in the ass (I get it, you said you like it that way, but pretty much no one else does- if you like it so much, you can load it in yourself), and overall they just don't serve any productive purpose.

Ultimately, if I want to play a variant of Doom with a shop and money, I'd much rather play with DoomRPG and suffer through lag in later levels than play... this. It's a good concept, but it's not executed very well. (If I were to recommend anything, go back to the original weapons instead of having 20 different additional weapons, possibly add ammo to the shop instead, remove the entrance script, and THEN go from there.)
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Re: MoneyDoom V3.7 - $core for guns! (special edition)

Postby doony » Fri Aug 28, 2015 8:28 am

(edit)
this dude was such a pain
Last edited by doony on Tue Jan 26, 2016 5:18 am, edited 1 time in total.
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