[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW

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XutaWoo
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Re: [WIP] Psychic -- Public Beta #1

Post by XutaWoo »

All except steel and dark's pick-up items have no sprites; I was interested in making some personal maps for this but that disapoints me somewhat.

Also negasphere ftw.
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

I never got around to doing any of the pickups for whatever reason -- out of graphic ideas for them, I suppose. The current graphics look silly and are placeholders anyway from when I had those two replace certain weapons. I will eventually add these, though. Just not sure when.

Also, I have a whole line of power-downs like that planned just to be exceedingly cruel to people playing multiplayer. ;)

Well, exceedingly cruel within reason, at least. :P
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XutaWoo
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Re: [WIP] Psychic -- Public Beta #1

Post by XutaWoo »

Xaser wrote:Well, exceedingly cruel within reason, at least. :P
No power-down that takes away all weapons, blood money, and psychic abilities that then proceeds to summon cyberdemons with +NOCLIP around the player?

:P
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ThatOneZDoomer
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Re: [WIP] Psychic -- Public Beta #1

Post by ThatOneZDoomer »

Like I said awhile back, this mod looks like it will be very inspiring in one way or another. I also like how very unique it is and not like the usual set up you'll see in a weapon mod. Each of the psychic powers have unique functions from each other. This also proves that a cash system can work in ZDoom. I wonder if that means a wad like Cold Hard Cash can be done for ZDoom *hint hint*. Anyway, didn't you said this is gonna be made into a TC down the road or something? I guess that will mean we'll see new monsters sooner or later. On the other hand, I do have some complains, with any of the following said as fact being my opinion...

The amount of blood money you gain is too low. Even if you grab most of the blood money, it can take quite awhile to save up enough for upgrades and buying new psychic powers. On wads that include a single or a few maps, it can mean not gaining much beyond what you start off with. Even on mega wads, it can take awhile before you can pack some serious heat, starting off with barely anything at first. Speaking of blood money, I guess I'm mixed on the concept of them bouncing around and disappearing after awhile. This can be especially troublesome on maps where certain monsters may be placed out of range like behind gates you can't get in or whatnot. I guess this wouldn't be too bad if I didn't feel so greedy or if I didn't think the amount was pretty low. I think the guns might be a bit too weak even when fully upgraded. I was gonna complain about the unscaled HUD (on 1680 x 1050, it's all but unreadable) till I found out how to scale it which for some reason doesn't seem to be in the menu or I missed it. Anyway, even with the HUD scaled, the numbers are hard to make out.

Still, I really like where this is going and understand that this is still just a beta. I may complain more than I praise, but it doesn't mean I dislike the mod. I rather play through the mega wads I have unfinished (nearly all of them) with this mod if I had to pick from most other weapon mods :wink: .
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XutaWoo
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Re: [WIP] Psychic -- Public Beta #1

Post by XutaWoo »

ThatOneZDoomer wrote:I guess that will mean we'll see new monsters sooner or later.
There's already one. And it's as hellish as a Xaser boss should be. :P


Say, will we also see Asmodeus? Since he didn't make it into Zen.
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Nash
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Nash »

Regarding "blood money takes forever to collect" - this was the case in the Devil May Cry games, maybe that's how Xaser intends it. To be honest I didn't like it in DMC, it took forever just to be able to earn upgrades... another thing is, the cost of a certain powerup would jack up each time you bought it. I'm glad Xaser didn't implement that into Psychic.
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Captain Ventris
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Re: [WIP] Psychic -- Public Beta #1

Post by Captain Ventris »

XutaWoo wrote:Say, will we also see Asmodeus? Since he didn't make it into Zen.
The sprite of Asmodeus was never intended to be in Zen, it was made years later between me and Xaser when I was working on my Doom Table top game. The idea of the Shape shifter was present in Zen, but not an actual image.

So you'll only see him if xaser wants to do animations and rotations from a single sprite. ;)
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Penguinator
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Re: [WIP] Psychic -- Public Beta #1

Post by Penguinator »

This may just be me, but I think that the weapons and upgrade stones should be replaced with an appropriately high Bloodmoney token. When playing through Doom II, I almost never had to upgrade to level 3 using my Bloodmoney, since I could use an upgrade stone instead(I upgraded two levels of Dark without paying for them, as well as several other level 3 upgrades). Same goes for every single one of the initial weapon pickups; the money I would have spent actually buying the weapon wasn't needed. On the other end of the spectrum, all the weapon pickups in your game following the first are completely useless. Just my opinion.

Also, I played all the way to Nirvana with this mod; quite an accomplishment, considering I'm usually ready to fall asleep at The Pit on ANY other weapon mod. :P

EDIT: Whoops, I stand corrected.
Last edited by Penguinator on Thu Jun 11, 2009 10:54 pm, edited 1 time in total.
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Snarboo
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Re: [WIP] Psychic -- Public Beta #1

Post by Snarboo »

Penguinator wrote:On the other end of the spectrum, all the weapon pickups in your game following the first are completely useless. Just my opinion.
No they aren't. Picking up a weapon you already own will give you half the value of the initial shop price, which is where I get most of my bloodmoney from. For example, if the shotgun costs 400 BM to buy, the next time you pick one up, you get 200 BM. As for the upgrade crystal, I honestly don't think it's unbalanced.
Estopolis
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Re: [WIP] Psychic -- Public Beta #1

Post by Estopolis »

Well one thing to mention about the Upgrade Crystal is that it replaces the BFG9000.
Doom II was very generous with planting those around in levels.
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Da Spadger
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Re: [WIP] Psychic -- Public Beta #1

Post by Da Spadger »

I'd suggest switching places between the needle gun and the grenade launcher in KEYCONF. When I change from the shotgun, I expect the chaingun-ish weapon to show up, instead of the rocket launcher-ish weapon. Not that big of a deal though. :P

Also, what does the radioactive bonuses do?
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TheDarkArchon
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Re: [WIP] Psychic -- Public Beta #1

Post by TheDarkArchon »

Da Spadger wrote:Also, what does the radioactive bonuses do?
+2 armour/health/both health and armour
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wildweasel
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Re: [WIP] Psychic -- Public Beta #1

Post by wildweasel »

ThatOneZDoomer wrote:This also proves that a cash system can work in ZDoom. I wonder if that means a wad like Cold Hard Cash can be done for ZDoom *hint hint*.
Just for the record, I never said such a thing was impossible - only that I couldn't figure out how to do it. I still can't figure it out. =P
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Zhs2
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Re: [WIP] Psychic -- Public Beta #1

Post by Zhs2 »

Instead of feedback (it's awesome shit, but I'm sure that's the meat of the posts in this thread,) I offer a technical suggestion: Can you consider not replacing the default bulletpuff? Not to sound rude or a perfectionist (it's nice to know sometimes,) but it bothers the living hell out of me when Revenant homing missiles go "ricochetnoise ricochetnoise ricochetnoise ricochetnoise" as they travel through the air AND THEN BOOM! Just a thought. :mrgreen:
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wildweasel
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Re: [WIP] Psychic -- Public Beta #1

Post by wildweasel »

Zhs2 wrote:Instead of feedback (it's awesome shit, but I'm sure that's the meat of the posts in this thread,) I offer a technical suggestion: Can you consider not replacing the default bulletpuff? Not to sound rude or a perfectionist (it's nice to know sometimes,) but it bothers the living hell out of me when Revenant homing missiles go "ricochetnoise ricochetnoise ricochetnoise ricochetnoise" as they travel through the air AND THEN BOOM! Just a thought. :mrgreen:
An alternative solution would be to simply replace the revenant missile.
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