Ah I see, i'll have to make the sectors around the keys a bit bigger then.Vicarious wrote:No idea, actually. It happened only once. I forgot that it's possible to pick only one key so I just run to get all of them and... somehow did it. I thought that maybe blocking lines are a little too close to the keys so that with the right speed or something you can pick them up (kinda like picking a BFG up in E4M2 in Ultimate DOOM through the wall).
@Everyone Else: I need some opinions on EP3 weapons. Currently, there are 8 planned, but i think that might be too many? After reading my ideas, perhaps someone would point out weapons that are not useful, implemented a bad way, or perhaps give better ways of implementing them. Keep in mind that the current released version of DE does not have any of the updated EP3 weapons (i have that on my personal version). If you dont like reading, please just skip this. I wont wanna waste your time.

1) Death-Scythe: This is the Vorpal blade equivilent for DE-ep3. THe vorpal blade will turn into this as you start the map (animated). I only did this because all Ep3 weapons had 2 modes, usually a attack and a special ability (not alll of them are like that). THe Death Scythe (stolen idea from Gundam Wing) will charge up as the Vorpal Blade, but the energy can be used in 2 ways. If your Scythe is fully charged, the primary mode will send out a wave of energy, like the Blade, and the alt-fire will allow you to shoot out a big fireball (for distance attacks). However, you can still use the energy from the melee attacks to shoot people with small missiles. This is your starting weapons for a good part of EP3. Concerns I have is that the alt-fire and the primary-fire are very similar, since they both shoot stuff out (only the range and damage differ - Primary good against bosses, alt-fire ggod against groups of small enemies). Powered-Up mode does the same thing, but stronger. This weapon does the same damage to everytype of monster.
2)Gore-Wyrm: This originally was supposed to be a shotgun mised with some projectile weapon. This has been changed. Primary fire still shoots projectiles pretty fast, and with small explosive damage. THe Alt-fire shoots a "spore" that turns into a worm-like creature that spews blood-like a fountain. Getting hit by the "blood" will heal you. THis was meant to be for coop. ALso, this weapon will be you primary means of healing, as there will be far and few life-replenishing items in DE-Ep3 (except for boss battles). Power-ed Up mode does the same thing, but stronger.
3)Razorfang: This is the weapon that gave me the most trouble because of the decorate limitations. I wanted it to fire 5 spears of bone that each split into a bunch of smaller shrapnels. While it works shooting straight on, i've never been able to make it work while aiming up or down. Evern with thing_trustZ, i've yet to be able to do what I can do in EDGE - making a spliting projectile (since EDGE has a verticle and horizontal spread for projectiles, like hitscans). This problem has rended the weapon pretty useless in most cases, though its lethal if yo shoot people straight on. The Alt-fire, from the lack of ideas, will restore you armor i exchange for ammo. Not too final on this idea yet. Seems like waste of all those frames. The powered up mode will do what the Alt-fire currently does in the public version (3 seeking-rippers) and the secondary mode will give you stronger armor (obsorbs more damage).
4)Scourer: I dont see the need to edit this weapon's primary fire, as it does what it's supposed to do. However, the alt-fire is a bit more trouble some. As it really does no addional damage monsters because the mosnter being hit with the thing gets hit with most of the smaller droplets that fire out. I was thinking of making this act like the Gore-Wyrm's alt-fire, but it will spew fountains of damaging acid instead. Powered-Up modes are the same, but i changed the gas clouds so that it will harm the shooter. Also, i've planned to make it so that you will only be allowed to spawn 2 gas-clouds at a time. This keeps people from spamming the entire map with gas. I think this is managable with a bunch of A_JumpIfInventory and A_GiveInventory functions. I'll that out later.
5)Kryospike: This weapon, im in need of a design rather than function. Right now, it looks like a staff with a big blue-white spiky crystal, and some smaller ones that rotate around it (in alt-fire). Im not too pleased with this though. As it looks too much like an EP2 weapon. Function-wise, this is a mix between a rocket and a grenade launcher. Powered up modes are pretty much the same but more powerful.
6)Incinerator: Primary-fire seems good, but the alt-fire's homing projectiles seem a bit lacking, i guess. Beter ideas is needed. I think the powered-up modes are a bit over-powered, but im not sure. Opinions?
7) Soul-Siren: This is the wierdest weapon I have so far. It's a demonic woman's head with horns and 3 eyes (one on forhead). The attack consists of her "singing" and souls flying from all around you and seeking out your enemies. If an enemy is killed by this weapon, it will explode, damaging everything near it. The more HP the monster has, the more damage it will do. The current calculation is 1/2 of the mosnter's HP will be turned into splash damage. I might drop that to 1/3 though. Enemies killed by this explosion will explode themselves. Alt-fire, makes you "phase-out" (Heretic Shadow)Sphere for about 10 seconds in exchange for ammo. I have no real ideas for powered-up modes yet, so they do the same things ut more powerful. This is the only weapon , besides the Death-Scythe, that can harm Ghost-Type enemies (Phantoms) found within some maps. (other projectiles fly through them).
8) Hellstorm: This weapon acts about as closely as I wanted it to. I see no reason to change it. You can test it yourself with the new public beta (slot #7). I might weaken the damage slightly, since it is pretty damn powerful.
9) Unmaker: Biggest and baddest gun in the game. It's like the Quake3 BFG-10k mixed with the Darkmatter gun from Quake4. I think this weapons seems pretty good for now, but im open for opinions. This is the ONLY weapon that uses 2 ammo types in Ep3. The primary fire has basically infinite ammo, since it quickly recharges in it's ready state. Secondary fire requires you to kill demons with the primary fire so that you can steal their soul (they drop it in their special death state). The stronger the demon, the more their demon-soul is worth (current calculations is that for every 100 HP the monster has, it will drop 1-ammo worth of soul). Monsters with less than 100 HP will not drop anything. All monsters killed by this weapon will be disintegrated, and thus cannot be revided. When you demon-soul reserves is at 100% you can use the Alt-fire which blasts out a continuously damaging black-hole. Due to the limits of G/Zdoom, i cannot make this weapon "suck", but it wont matter too much. The alt-fire is the only weapon that can hurt the last boss' first form (3 in total). The black-hole's continuous splash damage will not hurt you, but will hurt even boss monsters (killing most with 1 hit).