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badcaradvice wrote:I played what would count was the original, and wasn't terribly impressed with it.
This, I am enjoying. I mean, it's nice to play DOOM with Touhou because I'm actually decent at DOOM. :V
Yeah, about 35% of the reason this thing exists is purely as a testament to prove that actually it's possible to make a Touhou Doom that's actually kind of fun to play (though sadly you'll need a better mapper than I to make one that looks that good).
insightguy wrote:I'm talking about that spider mastermind variant at the last episode. the one colored black with green eyes.
Are you sure you downloaded the right wad? While I hope I'm not coming off as condescending, the monster your described does not actually exist in my version of Touhou Doom, and also probably never will.
Also, again, this pk3 only has MAP01-MAP20 (plus 31 and 32), so also check your maps.
Despite not having an interest in Touhou, this mod was a lot of fun. Though the writing really needs a going over. Grammar is an issue, but for how much time is spent on it, it's lacking. Doomguy feels like he should be the annoyed straight man to all the other characters, but there are times where he's weirdly on board with things. The secret maps being a pretty glaring example where he just decides he has to urgently go warn heaven despite the fact that every single person he has met so far has tried to fight him. There's also the fact that the boundary girl is pretty unlikable yet has the most lines and doesn't really allow for a chance of back and forth between other characters.
Maybe a touhou fan would appreciate that side of it more, but it was pretty annoying. The way the Extra Stage in episode 3 played out was frustrating.
KiwitheWeh wrote:Despite not having an interest in Touhou, this mod was a lot of fun. Though the writing really needs a going over. Grammar is an issue, but for how much time is spent on it, it's lacking. Doomguy feels like he should be the annoyed straight man to all the other characters, but there are times where he's weirdly on board with things. The secret maps being a pretty glaring example where he just decides he has to urgently go warn heaven despite the fact that every single person he has met so far has tried to fight him.
The secret maps are about 75% non-canon, so :V
Also, congrats on actually finding them.
KiwitheWeh wrote:There's also the fact that the boundary girl is pretty unlikable yet has the most lines and doesn't really allow for a chance of back and forth between other characters.
Maybe a touhou fan would appreciate that side of it more, but it was pretty annoying. The way the Extra Stage in episode 3 played out was frustrating.
I'm really bad at writing jerk characters + forced linear storyline + trying to be faithful to the games = not great dialogue, in general.
The Boundary Youkai has a different case:
Spoiler: Background on the Boundary Youkai, Serious Spoiler Alert
She had no intention of letting you defy her, of course. If you've played Marathon 2, she's basically playing Durandal.
That, and she wants the incident to be resolved either way - it's just so happens to be that while your goals are aligned, your methods are not - the entire thing is that she's actively forcing your along the plotted path, while she's manipulating everyone else behind the scenes - there actually /is/ a plan she's actively pursuing the entire time - and as she explicitly points out, you aren't privy to it (that's an Episode IV reveal, and that's not happening until I get to MAP27 at the earliest).
Besides that, she's simply utilizing your greatest strengths: you are pretty good at killing things.
Combine these two aspects and one thing should be made clear: The part where everyone's trying to fight you isn't entirely accidental; except as she points out, Reimu.
You were going to Hell either way, but for her, who has lived well over a thousand years, you are at least entertaining to her.
That's why she gives you the choice - to watch your actions. Even though the choice is frustratingly without any consequences, she hasn't gotten a fight that impressive since her Touhou canon fight with Reimu.
Last edited by Untitled on Fri Sep 15, 2017 9:24 pm, edited 3 times in total.
Untitled wrote:
I'm really bad at writing jerk characters + forced linear storyline + trying to be faithful to the games = not great dialogue, in general.
Some more chatter between other enemies, especially post-fight back and forth could alleviate this. The Marisa fight and Extra Stage 2 fight was one of the better interactions in this regard. Even if you can't do much about making her dialogue better, diluting it could help.
MrIcarus wrote:Was just giving episode 2 a whirl and I assume that weapons are supposed to use P as ammo, only my P wasn't depleting and as a result, infinite ammo.
Was playing on normal difficulty and using ver 3.1.0 of GZDoom if that helps you figure out what the bug might be.
It's meant to be that way. By collecting more P (power) cards, your weapons will get stronger, fire faster etc.
MrIcarus wrote:Was just giving episode 2 a whirl and I assume that weapons are supposed to use P as ammo, only my P wasn't depleting and as a result, infinite ammo.
Was playing on normal difficulty and using ver 3.1.0 of GZDoom if that helps you figure out what the bug might be.
It's meant to be that way. By collecting more P (power) cards, your weapons will get stronger, fire faster etc.
OH! Good to know in that case.
I thought the berserk packs I was occasionally picking up were doing that. Just found it unusual that I was maxed out and I couldn't quite figure out how they were "spent".
First , I wanna say this is a really cool mod, i used to love messing around with the Touhou mod on Minecraft a few years back, never played the games(I am garbage at bullet hell)
Second, do you ever plan on adding more new weapons, it's a little weird fighting all these cute chibi anime girls with standard doom weapons, and while I do LOVE the "2" weapons you've added so far, would love to see more unique things add if possible, or maybe a weapon addon
leodoom85 wrote:Also, is it possible to add an extra skill or an add-on that all attacks can kill you in one hit?
AHAHAHAHAHAHAHA nah, that would be legitimately impossible most of the time (not unless I gave you a true-danmaku-shooter hitbox, and that causes a lot of other things to break, so I can't give you that)
MrToots wrote:First , I wanna say this is a really cool mod, i used to love messing around with the Touhou mod on Minecraft a few years back, never played the games(I am garbage at bullet hell)
Second, do you ever plan on adding more new weapons, it's a little weird fighting all these cute chibi anime girls with standard doom weapons, and while I do LOVE the "2" weapons you've added so far, would love to see more unique things add if possible, or maybe a weapon addon
I've actually considered it!
The "2" weapons, as you may have noticed, are actually 3-weapons-per-weapon - and they are all based on real shots that real Touhou characters really use (okay, really just Reimu and Marisa, but they're the main playables, so that's who's important here), so Effectively, you get 6 weapons.
The main issue comes down to the fact that there aren't too many more weapons that fulfill all four of the following properties.
In order of least to most important, the weapons need to be:
1. Reliable weapons that actually have conventional uses.
2. Not functionally redundant to already existing weapons (already that's kind of a problem, with Homing Amulet and Hakurei Amulet).
3. Based on attacks used in the actual Touhou series.
4. Aren't basically impossible to implement in the engine.
Once you have those conditions in, it gets pretty hard to implement more stuff.
Spoiler: If you want the full list of attempts that have been made
This spoiler covers all of the potential weapons that never got made into actual weapons:
-Knife Gun (based on Sakuya, whom you've fought as a boss): This one was actually in, back when this was a WIP. It got removed in favour of the Hakurei Amulet Rifle, which was a much better weapon in almost every respect - including fitting in a lot better. This has the best chance of getting back in, but it's unlikely.
-Youmu's Sword: This one isn't getting in simply because the engine is not very good for it, and I would feel really bad about stealing stuff from TerminusEst13's Demonsteele, I actually respect that mod and stealing stuff from it would be extremely rude. Also, a sword is really not a conventionally very good weapon in a setting where everything fires enough bullets to make melee-range more or less completely unfeasible.
-Butterfly Gun (Based on Yuyuko): The Yuyuko butterfly-spam has one of the better shots of making it in, except for how bland the weapon is. It has basically a function of "Shoot lots of projectile", which ehhhhh, I think we can do better than that.
-Elemental Cannon (Based on Patchouli): Comes bundled with 5 sub-weapons (one for each element), which is really nice - The sheer gimmick-nature of the 5-weapon is a pain, but it's pretty high up there for chances of making it, even if there isn't much use for a weapon that fires backwards (that's Earth).
-Icicle Cannon (based on Cirno): Yes, I considered it once. Not making it in because again, somewhat generic (just with Icicles this time).
-Sanae-based weapon: This is by far the highest chance of making it in for any weapon so far: there's some relatively interesting shot types. For why it hasn't, let's just say that there's been issues with actually getting the engine to take it well - also, I have zero sprites for the Frog projectiles. Yes, those are a thing.
-Aya-based weapon: Also has a decent chance, if only because of Aya's representation in Touhou 11 and 16.
-Any attack that relies on familiars (so Alice's Dolls, Remilia's Bats, any good Yukari-based shot type, I think a few others): Yeah, that'll work reliably in ZDoom. If you don't know, Monster AI is not exactly the most fun thing to rely on working at all consistently.
That, and between the 6 functional weapons, we have most of our bases covered:
-Basic Homing Type: Homing Amulet
-Forward Focus Single Target: Persuasion Needle
-Forward Focus Homing: Hakurei Amulet
-Hitscan and Ripper: Illusion Laser
-Explosive Firepower: Magic Missile
-Shotgunning: Hakkero Fire
Yet another bugfix update:
Fixes:
-Reimu actually takes less damage from Spellcards, like a proper final boss.
-Renamed "Hakkero Fire" to the more touhou-correct "Magic Napalm"
-One of Yukari's patterns didn't work properly. This has been fixed.
-Yukari is harder - there's less health in the arena.
EDIT: One thing I missed
-touhou_cl_shmupmovement (yes, that's a _cl_ CVar) now only makes you take 1.5X damage instead of 2.0X.