Weasel Presents: NAZIS V2

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
wildweasel
Posts: 21705
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by wildweasel »

ChronoSeth wrote:It can be a bit unfair to be swarmed by soldiers with Sturmgewehrs (probably spelled wrong...) which are supposed to be spectres. I think they either need to be nerfed or for the mod to replace spectres with another enemy.
I've nerfed them a number of times; I kind of thought they were balanced by being visible. Also, they randomly spawn as Mutants instead. But I guess maybe I should nerf the enemy STG damage a bit more...
The shovel is great, but is inconsistent. The distance between the minimum and maximum damage is too great IMO.
I thought I was replicating Doom's damage formula, but I might have it screwed up somehow. Will dedicate some time to tuning it later.
Xaser wrote:The SSG is underwhelming. It just doesn't feel as useful as the single shotgun, and I think it has to do with the extended reload time. If this was sped up a bit, I think it might make a nice alternative to the single shotty, but as it is now, there's really no desirable qualities about this one since it's less accurate, has a considerable delay between shots, and takes too long to reload to be effective. That and it blocks the slot of the more useful shotgun, making it tricker to get to...
I often question why I have two shotguns as well - the only reason the both of them are in the mod at all is because Woolie left them in there back when this was ww-epic2patch.pk3. I would remove the SSG, but the question remains what I would replace it with. Maybe just the regular shotgun on both spawn spots.
Speaking of slots, a couple are a bit congested. Why do slots 6 and 7 have two weapons each while slots 8, 9, and 0 are completely empty?
I find slots 8, 9, and 0 needlessly difficult to reach under normal circumstances.
This makes it needlessly difficult to get to certain weapons, except in cases where the guns are very similar (the pistols and shotguns are okay, taking into consideration the above point for the latter). I'd suggest separating them into slots 6, 7, 8, and 9, perhaps in the order StG-44, Pyrolight, Uber43, Nebelwerfer. Just something to ease up the selection process, since selecting any weapon that's two slots deep takes roughly twice as long.
Hm, noted...though the Uber43's "secret" status makes me want to swap it with the Nebelwerfer and make its slot number invisible unless you have one.
There are no limits to weapon recoil, leading to some interesting results. Not sure if this is fixable on your end though without ACS or a feature suggestion, though.
Unfixable without ACS. I thought ZDoom would have fixed it.
Finally, a small one, but would you consider changing the filename? ww-nazis.pk3 seems more fitting now because of the project rename, as the existing one isn't going to make sense to anyone who doesn't recall the original Axis & Abaddon.
Yeah, I'll be renaming the file when I reach final release status.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by Viscra Maelstrom »

Some thing I noticed yesterday:

The rifle would benefit greatly from having a sniper mode so you could easily zoom in on enemies far away, seeing as it is the only weapon that has perfect accuracy in this mod. And perhaps speeding up the tracers it shoots, too, so it would be easier to hit far away enemies?

The shovel is the mot fucking awesome melee weapon ever, although the damage it deals is rather inconsistent: when not under the influence under Berserk, easy enemies such as the Zombieman and Shotgun Guy replacements sometimes succumb to one blow, but sometimes it takes 2 hits. It doesn't really make sense to me that they survive a powerful swing of a shovel to the face.

The berserk mode might also be slightly overpowered. Large enemies succumb to 1-2 hits from a berserked shovel, which I feel is way too fast killing them than it should be.

That's what irked me, anyway. I love this mod, and it is a blast playing.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by Snarboo »

wildweasel wrote:I often question why I have two shotguns as well - the only reason the both of them are in the mod at all is because Woolie left them in there back when this was ww-epic2patch.pk3. I would remove the SSG, but the question remains what I would replace it with. Maybe just the regular shotgun on both spawn spots.
You could go the nontraditional route and replace the super with an auto shotgun of some kind. You'd have to nerf the damage to bring it inline with the pump action but that would make for an interesting replacement. Either way, I'd say you should keep at least two shotguns given the prevalence of shotgun ammo in the Doom games.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by NeuralStunner »

wildweasel wrote:Unfixable without ACS.
Eh?

Code: Select all

WOOT A 0 A_JumpIf ((Pitch > 90) && (Pitch <= 270), 2) // Skip the next line is already at or past straight up.
WOOT A 0 A_SetPitch (Pitch - 1, 2)
User avatar
wildweasel
Posts: 21705
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by wildweasel »

Snarboo wrote:
wildweasel wrote:I often question why I have two shotguns as well - the only reason the both of them are in the mod at all is because Woolie left them in there back when this was ww-epic2patch.pk3. I would remove the SSG, but the question remains what I would replace it with. Maybe just the regular shotgun on both spawn spots.
You could go the nontraditional route and replace the super with an auto shotgun of some kind. You'd have to nerf the damage to bring it inline with the pump action but that would make for an interesting replacement. Either way, I'd say you should keep at least two shotguns given the prevalence of shotgun ammo in the Doom games.
A Browning Auto 5 is certainly a possibility...
NeuralStunner wrote:
wildweasel wrote:Unfixable without ACS.
Eh?

Code: Select all

WOOT A 0 A_JumpIf ((Pitch > 90) && (Pitch <= 270), 2) // Skip the next line is already at or past straight up.
WOOT A 0 A_SetPitch (Pitch - 1, 2)
Thanks - I'll have to try that out.
Doomhuntress wrote:The rifle would benefit greatly from having a sniper mode so you could easily zoom in on enemies far away, seeing as it is the only weapon that has perfect accuracy in this mod. And perhaps speeding up the tracers it shoots, too, so it would be easier to hit far away enemies?
Nothing's stopping you from binding a Zoom alias. The main issue is, if I add a sniper mode, how would it be accessed, since reloading is on alt-fire, and I don't want to add more keys?
The shovel is the mot fucking awesome melee weapon ever, although the damage it deals is rather inconsistent: when not under the influence under Berserk, easy enemies such as the Zombieman and Shotgun Guy replacements sometimes succumb to one blow, but sometimes it takes 2 hits. It doesn't really make sense to me that they survive a powerful swing of a shovel to the face.
Yeah, as it happens the shovel damage is pretty screwed up both normally and in Berserk...maybe I should make it just do a flat rate. 40 or 50 normally, 200 in Berserk?
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by Xaser »

Snarboo wrote:You could go the nontraditional route and replace the super with an auto shotgun of some kind. You'd have to nerf the damage to bring it inline with the pump action but that would make for an interesting replacement.
Hmm... an auto shotgun is going to be tricky to balance. Either you have each shot doing less damage (making it undesirable to use since it wastes ammo), or you obsolete the shotgun entirely. Not saying it's impossible, mind you, just a trickier route. I still think the existing double shotty might work if the reload time is cut down.
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by ChronoSeth »

What about the same damage per shot, but with significantly less accuracy? That would make it more balanced and acknowledge the fact that the SSG is essentially a melee weapon (and is generally intended to be used as such by mappers).
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by Xaser »

That might work if done right. After thinking about it, that's sorta the role that Parkour's double shotties fill, and that one "works for me" despite the ammo balance still not being perfect. I won't knock the idea any more until I see it in action. :P
User avatar
wildweasel
Posts: 21705
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by wildweasel »

RC 2 available for download!

Changes:
  • Sawed-Off Shotgun removed.
  • New weapon, Browning Auto-5 shotgun, replaces Sawed-Off.
  • G43's tracer round speed increased from 115 to 175.
  • Enemy STG44 damage reduced from 9-10 to 7-8.
  • Mutants now bleed green to match their sprites.
  • Weapon numbering altered; Nebelwerfer now resides on slot 8, UMG43 now resides on Slot 9.
  • Status bar amended to display slots 8 and 9 (9 is hidden until a UMG43 is acquired)
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Weasel Presents: NAZIS [release candidate 2, pg13]

Post by Xaser »

Ah, sweet! The new shotgun seems to work really well, somehow -- the reduced clipsize makes it fill a role similar to the old SSG (more shots, but more reload time) but is tons more useful. I approve of this, and like all the other little fixes as well. Kudos. :)
User avatar
BouncyTEM
Posts: 3824
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: Weasel Presents: NAZIS [release candidate 2, pg13]

Post by BouncyTEM »

Minor request, but would it be possible for the other taunt packs to be either included or linked to nearby Nazis so that more people who play the mod will be aware of them? It'd just be a helpful touch. :3
User avatar
armymen12002003
Posts: 1422
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: Weasel Presents: NAZIS [release candidate 2, pg13]

Post by armymen12002003 »

thanks love this new update haha
User avatar
Nate
Posts: 87
Joined: Sun Jul 02, 2006 4:59 pm

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by Nate »

wildweasel wrote:
  • New weapon, Browning Auto-5 shotgun, replaces Sawed-Off.
I like this. Like the old sawed-off, only better.
wildweasel wrote:
  • Weapon numbering altered; Nebelwerfer now resides on slot 8, UMG43 now resides on Slot 9.
I think I like this as well. Easier to get to the various weapons.
wildweasel wrote:(9 is hidden until a UMG43 is acquired)
But it does leave a suspicious-looking empty space :P


(Edit) Oh, I just found a bug with the new A5. If you try to reload it with less than 4 shotgun ammo in your inventory, it still loads the full 4 shots into the gun.
User avatar
wildweasel
Posts: 21705
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS [release candidate, pg12]

Post by wildweasel »

Nate wrote:(Edit) Oh, I just found a bug with the new A5. If you try to reload it with less than 4 shotgun ammo in your inventory, it still loads the full 4 shots into the gun.
Oh, actually, I already discovered and fixed that; as soon as this hits /idgames it'll be good.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: Weasel Presents: NAZIS [release candidate 2, pg13]

Post by Slax »

Just in case you decide to add the SSG again (enemy drop or otherwise), it could be reloaded (with primary fire) even if you were out of ammo. Guess the hero has some extra shells stashed... somewhere. :oops:
Post Reply

Return to “Gameplay Mods”