Wolfman's Gameplay Modifications: Revamped

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thewolfman00001
Posts: 72
Joined: Sat Feb 23, 2019 6:11 am
Discord: The Wolfman#6010

Re: Wolfman's Gameplay Modifications: Revamped

Post by thewolfman00001 »

Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

-Removed perfectly accurate tap-firing from the chaingun (This change was made so that the machine pistol stays relevant in the long term)
-Further rebalanced guardsphere (increased duration from 45 seconds to 60 seconds, I can't seem to decide where I want to go with this thing)

I was also going to rebalance the difficulty scaling in this update but after much playtesting I decided against it, as it did more harm than good. Hopefully I can implement some of the ideas I had in another project in the near future.

Once again, I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3
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Deon
Posts: 210
Joined: Thu Oct 08, 2020 10:44 am

Re: Wolfman's Gameplay Modifications: Revamped

Post by Deon »

I like the premise. I personally remove RNG or at least reduce it on most monsters/player guns in my mods, so you would know how much you are hit for by a bullet, and it's not a random grazing hit. Instead I try to get rid of hitscan in favor of bullet tracers, but that's a different kind of beast.

I am curious about difficulty changing damage taken. That's something that never came to my mind, and I would like to experiment with it in my mods as well.
Are you modifying DamageFactor of a player, or are you using ModifyDamage override?
thewolfman00001
Posts: 72
Joined: Sat Feb 23, 2019 6:11 am
Discord: The Wolfman#6010

Re: Wolfman's Gameplay Modifications: Revamped

Post by thewolfman00001 »

Deon wrote:I like the premise. I personally remove RNG or at least reduce it on most monsters/player guns in my mods, so you would know how much you are hit for by a bullet, and it's not a random grazing hit. Instead I try to get rid of hitscan in favor of bullet tracers, but that's a different kind of beast.

I am curious about difficulty changing damage taken. That's something that never came to my mind, and I would like to experiment with it in my mods as well.
Are you modifying DamageFactor of a player, or are you using ModifyDamage override?
I have been modifying DamageFactor in order to increase or decrease the damage scaling of each difficulty. I am not that experienced and and it's just a easier way of doing things (at least for me)

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