Lt. Typhon v6: massive guns
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- MrRumbleRoses
- Posts: 331
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Lt. Typhon v5: massive guns
so where does the vo come from for Typhon?
Re: Lt. Typhon v5: massive guns
Loving the new update however a couple of things are bothering me/could be changed
Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on certain map packs specifically ones where you are unable to rush around and need to pick off targets carefully at choke points take plutonia 2 for instance I am currently on map 3 near the blue door and there is two of those teleporter things there and since this is a spot you cant just rush without taking a lot of damage these damn things keep on spawning making this area more frustrating.
Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on certain map packs specifically ones where you are unable to rush around and need to pick off targets carefully at choke points take plutonia 2 for instance I am currently on map 3 near the blue door and there is two of those teleporter things there and since this is a spot you cant just rush without taking a lot of damage these damn things keep on spawning making this area more frustrating.
- Skelegant
- Posts: 1432
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: Lt. Typhon v5: massive guns
It's Diane Salinger's voicework for the orcs from SkyrimMrRumbleRoses wrote:so where does the vo come from for Typhon?
Grab the mod again, i removed the ghouls earlier cuz they were causing too many issueshammer oz wrote:Loving the new update however a couple of things are bothering me/could be changed
Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on certain map packs specifically ones where you are unable to rush around and need to pick off targets carefully at choke points take plutonia 2 for instance I am currently on map 3 near the blue door and there is two of those teleporter things there and since this is a spot you cant just rush without taking a lot of damage these damn things keep on spawning making this area more frustrating.
- MrRumbleRoses
- Posts: 331
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Lt. Typhon v5: massive guns
if ya removed the ghouls. i would of thought the link might of changed or something. cause i was expecting it to have like a different nameSkelegant wrote:It's Diane Salinger's voicework for the orcs from SkyrimMrRumbleRoses wrote:so where does the vo come from for Typhon?
Grab the mod again, i removed the ghouls earlier cuz they were causing too many issueshammer oz wrote:Loving the new update however a couple of things are bothering me/could be changed
Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on certain map packs specifically ones where you are unable to rush around and need to pick off targets carefully at choke points take plutonia 2 for instance I am currently on map 3 near the blue door and there is two of those teleporter things there and since this is a spot you cant just rush without taking a lot of damage these damn things keep on spawning making this area more frustrating.
- Skelegant
- Posts: 1432
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: Lt. Typhon v5: massive guns
Mediafire lets you update files without needing to update the links
-
- Posts: 64
- Joined: Sun Sep 08, 2019 11:08 am
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: Lt. Typhon v5: massive guns
Excuse me Skelegant, do you think it would be a good idea for Gondolas to be able to be Grabbed (Picked up with a single punch) and carried in weapon slot 10, The Gondola on pickup will lose it's helmet and shotgun and you will have to equip it and put it down with M1 in order to give the helmet and shotgun back to The Gondola?
- Skelegant
- Posts: 1432
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: Lt. Typhon v5: massive guns
I considered adding that in this update but i'll probably add it in the next one (there's gonna be one or two new weapons in the next update too )Tohg7. wrote:Excuse me Skelegant, do you think it would be a good idea for Gondolas to be able to be Grabbed (Picked up with a single punch) and carried in weapon slot 10, The Gondola on pickup will lose it's helmet and shotgun and you will have to equip it and put it down with M1 in order to give the helmet and shotgun back to The Gondola?
- NTSM
- Posts: 52
- Joined: Mon Jun 17, 2019 1:23 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Now the hellish side of Germany.
Re: Lt. Typhon v5: massive guns
The never-ending madness. Yay!Skelegant wrote:I considered adding that in this update but i'll probably add it in the next one (there's gonna be one or two new weapons in the next update too )Tohg7. wrote:Excuse me Skelegant, do you think it would be a good idea for Gondolas to be able to be Grabbed (Picked up with a single punch) and carried in weapon slot 10, The Gondola on pickup will lose it's helmet and shotgun and you will have to equip it and put it down with M1 in order to give the helmet and shotgun back to The Gondola?
I love it. ^^
- Skelegant
- Posts: 1432
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: Lt. Typhon v5: massive guns
Just made a Typhon vanilla reskin for anyone who enjoys the character and guns but prefers vanilla gameplay, it's available here: viewtopic.php?f=46&t=61919
few screenies cuz why not
few screenies cuz why not
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Lt. Typhon v5: massive guns
Vanilla reskin? So we can play good ol' DOS doom with the graphical change like this? That's very interesting!
- Skelegant
- Posts: 1432
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: Lt. Typhon v5: massive guns
Exactly There's instructions for loading them in chocolate doom on the download pageCaptain J wrote:Vanilla reskin? So we can play good ol' DOS doom with the graphical change like this? That's very interesting!
-
- Posts: 64
- Joined: Sun Sep 08, 2019 11:08 am
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: Lt. Typhon v5: massive guns
I've also been thinking if there could be a new Melee weapon that you can get by Picking up (Punching) a Long Torch to use it as a Staff.
- Skelegant
- Posts: 1432
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: Lt. Typhon v5: massive guns
I'm not planning on making primary light sources breakable as they're often put in maps for a reason (like the torches at the end of tnt map30) plus they're all a bit too weedy for Typhon to be using as weapons I will be adding more grabbable probs at some point thoTohg7. wrote:I've also been thinking if there could be a new Melee weapon that you can get by Picking up (Punching) a Long Torch to use it as a Staff.
- NTSM
- Posts: 52
- Joined: Mon Jun 17, 2019 1:23 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Now the hellish side of Germany.
Re: Lt. Typhon v5: massive guns
She already grabs balls and crushes them when the enemy is not paying attention.
You should not mess with this woman.
You should not mess with this woman.
-
- Posts: 64
- Joined: Sun Sep 08, 2019 11:08 am
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: Lt. Typhon v5: massive guns
I think i just came up with an idea! What if Melee weapons also activated Switches?