[INACTIVE] Doomzone v1.8.1

Projects that alter game functions but do not include new maps belong here.
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Mister Neauxbauxdeay
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Re: Doomzone Mod (TNT Patch Added)

Post by Mister Neauxbauxdeay »

Gibbing loot system = cannibalism simulator with health potions and helmets in place of body parts. Seems reasonable, considering the overall dark and desperate atmosphere of the game's setting.
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

Perseus Mandate, FEAR2, and F3AR never happened.


The Type-12 Laser Carbine from FEAR: Extraction Point, exclusive to Pointman. God, I loved this weapon, and I hope you guys will too.
Sprites by Railgunner and Captain J.
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Nems
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Re: Doomzone Mod (TNT Patch Added)

Post by Nems »

silentzora wrote:Perseus Mandate, FEAR2, and F3AR never happened.
Agreed.

I was more partial to the TG-2A Minigun in Extraction Point but the Laser Carbine was also awesome, especially for taking heads off necks. :P This looks like it's gonna be a hard-hitting, room-clearing weapon. <3
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

Nems wrote:I was more partial to the TG-2A Minigun in Extraction Point but the Laser Carbine was also awesome, especially for taking heads off necks. :P This looks like it's gonna be a hard-hitting, room-clearing weapon. <3
I agree, which is exactly why I'm gonna be giving Pointman the Minigun next. :P
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Nems
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Re: Doomzone Mod (TNT Patch Added)

Post by Nems »

silentzora wrote:I agree, which is exactly why I'm gonna be giving Pointman the Minigun next. :P
Spoiler:
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Captain J
 
 
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Re: Doomzone Mod (TNT Patch Added)

Post by Captain J »

silentzora wrote:The Type-12 Laser Carbine from FEAR: Extraction Point, exclusive to Pointman. God, I loved this weapon, and I hope you guys will too.
Sprites by Railgunner and Captain J.
Scorchin'! Looking good. And i'm so glad i'm seeing this one of my... I mean Railgunner's work in this mod. And i really like the color of the laser, too.

Also i hope Railgunner is proud of this!
Gideon020
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Re: Doomzone Mod (TNT Patch Added)

Post by Gideon020 »

Ah, you tease. Here I am waiting to get my hands on the Particle Cannon for the Slipgater and 1.8 still isn't out, hahaha. :D
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

Gideon020 wrote:Ah, you tease. Here I am waiting to get my hands on the Particle Cannon for the Slipgater and 1.8 still isn't out, hahaha. :D
It's still a ways off, yeah. I still have to work on the new active skills and all. :P
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JimmyJ
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Re: Doomzone Mod (TNT Patch Added)

Post by JimmyJ »

That laser looks excellent, I love playing as the Pointman so, not at all unhappy to see him getting better and better.
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-Ghost-
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Re: Doomzone Mod (TNT Patch Added)

Post by -Ghost- »

Looking good, that weapon was cool in the expansion. Any chance you'll take another look at the Perpetrator weapon? The sprite is kind of weird looking, doesn't really look like the gun it's based off. It also doesn't really feel that useful next to the other weapons, would it help to make it penetrate enemies and hit ones behind them so it actually penetrates?
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

-Ghost- wrote:Looking good, that weapon was cool in the expansion. Any chance you'll take another look at the Perpetrator weapon? The sprite is kind of weird looking, doesn't really look like the gun it's based off. It also doesn't really feel that useful next to the other weapons, would it help to make it penetrate enemies and hit ones behind them so it actually penetrates?
Yeah, I gotta go with what I can find, as far as sprites go. Sorry bout that.

I'll see if I can add ripper functionality to the Penetrator. That could be fun, would justify the lower mag size.
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

First look at the new active skill for UAC Elite - Rip & Tear.

Basically Berserk on demand, with an additional 75% resistance to all damage. There's a caveat, though - You can't switch weapons until your rage wears off! Don't worry though, it's only for 30 seconds.

(Yes, the damage stacks with Berserk. No, I'm not changing it.)
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Captain J
 
 
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Re: Doomzone Mod (TNT Patch Added)

Post by Captain J »

Hmm, now that looks good for Really Rip 'n Tearing things down, alright! And gotta love the enemies gives you health bonus when got gibbed.
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-Ghost-
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Re: Doomzone Mod (TNT Patch Added)

Post by -Ghost- »

I was looking through weapon sprites to try and come up with ideas for the Penetrator, maybe something like these?

Butcher Gun
Image

EMS Rifle
Image

Plasma Gun
Image

It's a more high-tech looking gun in game, so I was trying to find boxy guns with displays on them.
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

-Ghost- wrote:I was looking through weapon sprites to try and come up with ideas for the Penetrator, maybe something like these?

...

It's a more high-tech looking gun in game, so I was trying to find boxy guns with displays on them.
Nice finds, though I don't currently plan on changing the skin of the weapon at this time. For me, it's not how a weapon looks, it's how it behaves that makes it work. But that's just my opinion. I figure since the weapon is primarily carried by heavies, the closest thing we have to that in classic Doom would be the Commandos. I think the current setup works quite well, but again, just my opinion.
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