Weasel Presents: NAZIS V2

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TheLightBad96
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Re: Weasel Presents: NAZIS V2

Post by TheLightBad96 »

Gez wrote:Hey guys, how about a Wolfenstein 3D mod where the enemies are replaced with Nazis!? Huh? Also, I have a fantastic idea for a Doom mod where the enemies are replaced by demons and possessed humans.


Stupidity aside, it might be possible to adapt a mod like this to [wiki]ECWolf[/wiki] in the future, but I hope this port will get more interesting mods than "fight Wolfenstein 3D enemies in Wolfenstein 3D!"
i think they have already done it
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TheUnbeholden
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Re: Weasel Presents: NAZIS V2

Post by TheUnbeholden »

Are there any special cheats for this mod :) like new weapon names for the Give cheat.
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Tapwave
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Re: Weasel Presents: NAZIS V2

Post by Tapwave »

TheUnbeholden wrote:Are there any special cheats for this mod :) like new weapon names for the Give cheat.
Type give weapons?
Also you could crack open the PK3, read the decorate file and get the weapon names.
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wildweasel
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

The only thing IDFA doesn't give you is grenades; you can get those with Give GrenadePickup. The rest you can see in game by typing "dumpclasses weapon."
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Viscra Maelstrom
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Re: Weasel Presents: NAZIS V2

Post by Viscra Maelstrom »

holy shit. i just gave this new version a spin through Dark 7. i dunno if skill 3 bumps up the difficulty an awful lot, but holy shit, that has to be some of the most intensive gameplay i have ever witnessed this late at night. o.o
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TheLightBad96
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Re: Weasel Presents: NAZIS V2

Post by TheLightBad96 »

if i wanted to absolutely cause myself to get :shock: i would go and play chillax with this
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Valherran
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Re: Weasel Presents: NAZIS V2

Post by Valherran »

I haven't messed with Nazis since V1, and I have to say, the V2 is very well done. As usual there are things that could use some fixing/tweaking, here is a list for you:

1. REACTION TIME - Most of the SS troops (the ones that are not wearing power armor) have uber fast reaction times. This is a major balance flaw with any game, especialy games that have enemies that do the same damage as you such as this. Very noticible when you see their shots go off before their animation to take aim completes. And due to the reaction time being so fast, enemies that have fast movements can rapid fire slow ROF weapons and completely decimate the player. And there are alot of death traps of enemies in the vanilla levels, and especialy user made levels. I strongly recommend you set a reaction timer between the enemy's shots to make it more fair for the players.

2. MP40/9MM AMMO - This gun is great, but it is a bit too great, the ammo is entirely way too plentiful. The acquisition of 9mm ammo is 5-1 compared to the rest of the guns, mainly due to the common SS Troops dropping their guns in large amounts. An idea to curb this a bit, and to allow more usage of other guns, would be to randomize the chance that 9mm bullet boxes spawn on the map as a different type of ammo. (i.e. 25%-50% chance of spawning M1Thompson Ammo).

3. TRENCH SHOVEL - A humerous yet effective weapon. My only beef with this shovel is that the animation for attacking is sad looking. I really hope you plan on making the attack animation alot better looking, so it will make it even more fun to use.

4. GEWEHR 43 - This is an ok gun, but the other weapons completely dwarf it. If this weapon could fire as fast as you can click the mouse, this would be alot better to use.

5. FG-42 - This gun has insane recoil when going full auto and it is impossible to hit with every bullet unless you are point blank. To make this better, it could really use a burst fire of zero recoil for an alternate attack.

6. Hitler Priests - AKA, the Cacodemon replacement. I am unsure if their dash attack is supposed to send them flying across the field like a lost soul, but I am pointing that out anyways. Also, these guys have too much HP, it takes around 2 clips of MP40 just to drop one of them. I often see these guys in squads, so it is really does a number on your ammo count, I would advise a small reduction in their HP.

7. Mad Scientist - AKA, the Pain Elemental replacement. This guy also has a bit too much HP, he soaks up alot of bullets more than he should.

8. The Player Model - Do you plan on changing this at all? It looks really terrible... :-/

9. HUD - For some reason the HUD for this version is really shrunken down to where you can barely see the numbers, intentional?

10. Ammo Indicator - Because there is a large arsenal of weapons, it is hard to tell what gun uses what ammo. I recommend that you implement a pic(s) of the ammo type for the selected weapon near the ammo gauge, that way players can identify the ammo type of the weapon.

11. Number Meters - These need to be sped up a bit, it takes like 5 seconds for the meter to read how much ammo you have in a weapon when it is full. The time it takes to calculate the amount lowers pending on how much ammo you are missing. It should only take at most 1.5 seconds to display the needed information.

12. Holy Dagger - It needs a way to be found TNT and Plutonia, and possibly Ultimate Doom, since it only seems to drop from the Commander Keen props on Grosse.

13. Einfield - This gun needs a zoom scoped alt fire mode. And a scope attached to the gun model. :-)

14. Other Guns - Do the guns below plan on making it into this MOD in the future? There are a helluva lot more I can list here, but I kept this list strictly American/German weapons. (However you did put a Russian PPSh-41, so I will add one too.) ^^

M1Carbine
M1Garand
BAR
MG42
M1919
PTRS-41

EDIT: Other things I forgot to mention:

15. The attack dogs are obviously uber weak in the HP department, maybe it would be better to spawn them in pairs to make them more effective?

16. Ghosts are extremely overpowered and need their rate of attack toned way down. Their current status make some levels unplayable.

17. The automatic Rocket Launcher weapon you find off of the Uber Soldats is kind of OP. I would suggest reducing it's damage a little, and maybe give it an alt-fire similar to the Unreal Tournament Rocket Launcher.

18. Some of the Uber Soldats need a diferent attack, all but 1 of them has the same weapons. They could also use an HP reduction based on what monster they replaced.

19. This MOD is not very comaptible with Hexen. The weapons from the MOD do not spawn at all, only Hexen weapons. The Fire Imps are immune to all damage when they spawn from their cacoon like state. Nazis do not spawn in this game, except for the Archvile Replacement who always randomely spawns through teleportation. Mana does not give ammo for the MOD weapons either.
Last edited by Valherran on Sun Oct 07, 2012 4:38 pm, edited 4 times in total.
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Abba Zabba
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Re: Weasel Presents: NAZIS V2

Post by Abba Zabba »

Yeah the weapons were probably my biggest beef with Nazis. As much as I loved the mod, I just got tired of how damn abundant 9mm ammo is, with the mp40 being a pretty good gun to begin with.

And some weapons seemed too similar to eachother, likes the pistols. So very many different bullet weapons kind of turned me off. I'm ok with mods giving 1.5 times the amount of the standard DooM 2 arsenal, but when it becomes more like 2.5 I just get turned away. Too many variants of weapons in situations where full-auto/cover-n-shoot could be damned effective regardless of which gun you had selected.

If there were more, say enemies dropping ammo rather than weapons and balance out the availability of the weapons by giving them a chance to mix with level-placed ammo/health, I would probably be able to play this mod and feel it's perfect.


But that's just my two cents on it. Good job.
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

Valherran wrote:I haven't messed with Nazis since V1, and I have to say, the V2 is very well done. As usual there are things that could use some fixing/tweaking, here is a list for you:

1. REACTION TIME - Most of the SS troops (the ones that are not wearing power armor) have uber fast reaction times. This is a major balance flaw with any game, especialy games that have enemies that do the same damage as you such as this. Very noticible when you see their shots go off before their animation to take aim completes. And due to the reaction time being so fast, enemies that have fast movements can rapid fire slow ROF weapons and completely decimate the player. And there are alot of death traps of enemies in the vanilla levels, and especialy user made levels. I strongly recommend you set a reaction timer between the enemy's shots to make it more fair for the players.
If I ever get back to work on this one, I may consider these changes.
2. MP40/9MM AMMO - This gun is great, but it is a bit too great, the ammo is entirely way too plentiful. The acquisition of 9mm ammo is 5-1 compared to the rest of the guns, mainly due to the common SS Troops dropping their guns in large amounts. An idea to curb this a bit, and to allow more usage of other guns, would be to randomize the chance that 9mm bullet boxes spawn on the map as a different type of ammo. (i.e. 25%-50% chance of spawning M1Thompson Ammo).
Ammo balance has always been a tough thing when I'm effectively switching weapon roles. The problem here is that the MP-40, being dropped primarily by enemies, appears far more often than most other weapons, and most of the common enemies you encounter in mapsets (Imps, Chaingunners, etc.) were replaced by 9mm-wielding Nazis that drop ammo. I could stop certain Nazis from dropping ammo, or just decrease the amount of ammo you get from pickups, but that'd be one huge Logic Error.
3. TRENCH SHOVEL - A humerous yet effective weapon. My only beef with this shovel is that the animation for attacking is sad looking. I really hope you plan on making the attack animation alot better looking, so it will make it even more fun to use.
I'm really not sure how I could make it better looking. Feedback like this really doesn't help me out a lot, in that I know there's a "problem" but there is no real point of reference as to what "better" means.
4. GEWEHR 43 - This is an ok gun, but the other weapons completely dwarf it. If this weapon could fire as fast as you can click the mouse, this would be alot better to use.
Bear in mind the Gewehr 43 fires 7.92 Mauser ammo, which makes it insanely powerful, and its bullets travel the fastest of any of the bullet weapons in the game (outside of the Enfield). I recommend using the Gewehr wherever you need to kill more powerful foes, especially the flying Hitlers.
5. FG-42 - This gun has insane recoil when going full auto and it is impossible to hit with every bullet unless you are point blank. To make this better, it could really use a burst fire of zero recoil for an alternate attack.
Just don't lay on the trigger! The FG-42 is not designed for fully-automatic fire, so I'd primarily save it for boss fights in close quarters, or large fights involving lots of airborne foes. Fire in short bursts to avoid shooting at the ceiling. Recoil is a major part of this mod's balance, and having a weapon like the FG not recoil at all would make it absolutely overpowered.
6. Hitler Priests - AKA, the Cacodemon replacement. I am unsure if their dash attack is supposed to send them flying across the field like a lost soul, but I am pointing that out anyways. Also, these guys have too much HP, it takes around 2 clips of MP40 just to drop one of them. I often see these guys in squads, so it is really does a number on your ammo count, I would advise a small reduction in their HP.
I've already set their HP count to just barely below what the original Cacodemons had. They aren't supposed to dash towards you, only sideways, which yes, does send them flying around a lot...Shotguns and Gewehrs recommended with them.
8. The Player Model - Do you plan on changing this at all? It looks really terrible... :-/
Anybody want to volunteer? I am pretty crap at this sort of graphics work. (That's a prime example.)
9. HUD - For some reason the HUD for this version is really shrunken down to where you can barely see the numbers, intentional?
Turn on HUD_SCALE or ST_SCALE from the console to see it better.
10. Ammo Indicator - Because there is a large arsenal of weapons, it is hard to tell what gun uses what ammo. I recommend that you implement a pic(s) of the ammo type for the selected weapon near the ammo gauge, that way players can identify the ammo type of the weapon.
Maybe, possibly, I'll make the little bullet graphic change based on the weapon, and possibly ammo tags for the fullscreen version.
11. Number Meters - These need to be sped up a bit, it takes like 5 seconds for the meter to read how much ammo you have in a weapon when it is full. The time it takes to calculate the amount lowers pending on how much ammo you are missing. It should only take at most 1.5 seconds to display the needed information.
Intentional, won't change.
12. Holy Dagger - It needs a way to be found TNT and Plutonia, and possibly Ultimate Doom, since it only seems to drop from the Commander Keen props on Grosse.
That weapon isn't actually intended to be part of the regular weapon lineup; its very existence is just a neat little bonus for people who go through the secret level (or play TVR!.wad).
13. Einfield - This gun needs a zoom scoped alt fire mode. And a scope attached to the gun model. :-)
Bind a zoom alias (or play at a higher screen resolution). Ever heard of a guy named Simo Hayha? Or perhaps Vasily Zaitzev? They didn't need scopes. =P
14. Other Guns - Do the guns below plan on making it into this MOD in the future? There are a helluva lot more I can list here, but I kept this list strictly American/German weapons. (However you did put a Russian PPSh-41, so I will add one too.) ^^

M1Carbine
M1Garand
BAR
MG42
M1919
PTRS-41
The two M1 rifles won't make it because they're too similar to the G43. I can't figure out a good way to fit the BAR into the lineup (StG-44 essentially functions identically, anyway). MG42 is pointless given there's the UMG43, as is the M1919. I wanted to include a PTRS but there just aren't any good resources to use for it, and as stated before, I'm not really an artist...
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Valherran
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Re: Weasel Presents: NAZIS V2

Post by Valherran »

Ammo balance has always been a tough thing when I'm effectively switching weapon roles. The problem here is that the MP-40, being dropped primarily by enemies, appears far more often than most other weapons, and most of the common enemies you encounter in mapsets (Imps, Chaingunners, etc.) were replaced by 9mm-wielding Nazis that drop ammo. I could stop certain Nazis from dropping ammo, or just decrease the amount of ammo you get from pickups, but that'd be one huge Logic Error.
The 9mm ammo boxes being something else would solve the issue entirely.
I'm really not sure how I could make it better looking. Feedback like this really doesn't help me out a lot, in that I know there's a "problem" but there is no real point of reference as to what "better" means.
Well if you want more detail; If you can make the attack animation look like you are swinging it left/right/down and make it sound like you are hitting them that hard, it would be better. The animation would include your hands and your arms during swinging, maybe add a little screen shake effect on each connected swing. You would start swinging from the right, then the left, and then come down, rinse, repeat.

The current model just looks lke you are tapping them with it, and it isn't really showing hands or anything like that, Which is why I suggest this.
Just don't lay on the trigger! The FG-42 is not designed for fully-automatic fire, so I'd primarily save it for boss fights in close quarters, or large fights involving lots of airborne foes. Fire in short bursts to avoid shooting at the ceiling. Recoil is a major part of this mod's balance, and having a weapon like the FG not recoil at all would make it absolutely overpowered.
I don't after discovering this lol. Even in manual bursts is sprays all over and jerks up fast, which is why I recommended that it be a burst weapon. Also recommended this because there are no burst rifles in the MOD yet, and there are 3 weapons capable of it. ;-)
They aren't supposed to dash towards you, only sideways, which yes, does send them flying around a lot
They do dash sideways when they attack, or is going to attack, but the dash is endless till they hit a solid object, similar to a Lost Soul. If their HP is below a normal Cacodemon's amount, then alot of the weapons aren't as effective towards it... Seems kind of a small issue seeing as how the more powerful weapons have a far less ammo capacity... I will find a work around to this and get back to ya.
Bind a zoom alias (or play at a higher screen resolution). Ever heard of a guy named Simo Hayha? Or perhaps Vasily Zaitzev? They didn't need scopes. =P
Yeah, but they weren't trying to identify pixels at a long distance. :-P
The two M1 rifles won't make it because they're too similar to the G43. I can't figure out a good way to fit the BAR into the lineup (StG-44 essentially functions identically, anyway). MG42 is pointless given there's the UMG43, as is the M1919. I wanted to include a PTRS but there just aren't any good resources to use for it, and as stated before, I'm not really an artist...
The BAR would have little to no recoil when firing and tighter spread, but less ROF compared to the StG-44. The UMG43 isn't a real gun lol, and it only drops from Uber Soldats on a very rare occasion. And when it does drop, the ammo acquisition from the gun is random, it can be barely 20 rounds to a whopping 300. The MG42 and M1919 could have a chance to spawn in place of the BFG9000 spawn zones with full ammo capacity on pick-up. Hopefuly someone can help you with the PTRS, and the other guns, they would be great additions to the game. :-)

Also, you may want to find a way to make full rotations for all the enemies. The power armored SS Toops and High Rank Officers for example always face towards you. Which is a problem with alot of maps when you are supposed to sneak around, and they instantly see you and murder you.

I had an idea for a game mode for this MOD, example name; All American. What this would do, is prevent the player from acquiring all German and Russian Weaponry, and only use American Weapons. It could be pretty interesting.
Last edited by Valherran on Sun Oct 07, 2012 4:42 pm, edited 1 time in total.
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

At that rate, you might as well make your own patch, because if I didn't make it clear from the implications before, I'm currently not working on this mod. I'm almost wondering if the changes I made for V2 were a large mistake (especially the large amount of SMGs and rapid-fire weapons!).
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Re: Weasel Presents: NAZIS V2

Post by armymen12002003 »

personally i have no complaints about v2 weasel i don't think it was a huge mistake
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Valherran
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Re: Weasel Presents: NAZIS V2

Post by Valherran »

wildweasel wrote:At that rate, you might as well make your own patch, because if I didn't make it clear from the implications before, I'm currently not working on this mod. I'm almost wondering if the changes I made for V2 were a large mistake (especially the large amount of SMGs and rapid-fire weapons!).
The rapid fire weapons is just fine, and so are the changes. But when you decide to come back to this, there is a nice list for you to recap on. :-)

EDIT: updated 1st list 10/7/12
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Re: Weasel Presents: NAZIS V2

Post by Haso3Doom »

:( I do not understand anything, !I need help Please!

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Re: Weasel Presents: NAZIS V2

Post by TheDarkArchon »

It's entirely due to the fact you are using a two year old version of GZDoom.
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