Accessories to Murder (ww-doomnukem): on Github

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Matt
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Re: Accessories to Murder (ww-doomnukem)

Post by Matt »

Ghostbreed wrote:this is the only mod I've seen it in.
o_O between AEoD, Hideous Destructor, MSX, Samsara, and like 80% of Weasel's own previous mods, this seems a... thing... to assert.

If you specifically mean the multiple imp types though, that just looks like a couple well-thought-out imp-based sprite sets for several different actors all the same [wiki]Species[/wiki].


EDIT: Totally agreed about that vore. While I do recall the original Quake voreball is as aggressive as this, it really messes up the monster progression making the revenant-equivalent far deadlier than the hellknight- or any other "medium-large D2 monster" original or equivalent that you get in the mod now. (Really it seems to be the only replacement monster that is significantly more difficult than the original.) The vore is one of the toughest opponents in the original Quake and it's really out of place taking the role of something that is often used as a semi-regular mook.
Last edited by Matt on Thu Aug 08, 2013 12:37 am, edited 2 times in total.
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USSRBear
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Re: Accessories to Murder (ww-doomnukem)

Post by USSRBear »

the vore is mind numbingly infuriating. It's projectiles always home and can navigate entire maps after the player and the projectiles turn on a dime, they simply cannot be out maneuvered unless there is a door to stop the attack. He needs to be beaten to death with the nerf stick. On a lighter note, the shotgun zombies are hysterical to kill. Very funny noises, not sure if intentional or not. Keep it up Weasel, I've been enjoying this quite a lot...other than the Vore =P
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Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem)

Post by Viscra Maelstrom »

speaking of Species, the Hell Knight replacement seems to belong to a different one than the Baron, since i managed to get it to infight, and kill, one in front of me.

the Vore is kind of a pain to fight yes, but luckily, its missiles doesn't seem to be as smart on a vertical level, so if it comes from above, you can hide behind a wall and make it steer into it.
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Re: Accessories to Murder (ww-doomnukem)

Post by Captain J »

i loved that projectile though but big tough damages came from. so i'm hoping about less that speed and damages. also vore can do a melee attack, and that's more powerful then it's projectile. BTW, you sure did a changed few sprites into a new ones. thanks for that!
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Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)

Post by Ghostbreed »

FPS drop in 3 2 1...
Image
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Re: Accessories to Murder (ww-doomnukem)

Post by Captain J »

omg, those demons are having a rough war against with UAC starships. very cool breed, very cool.
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Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)

Post by Ghostbreed »

Thank you captain!
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Re: Accessories to Murder (ww-doomnukem)

Post by Lippeth »

The monsters sound disgustingly and comically awesome. I'm definitely getting a RAGE vibe out of the baddies.

The following isn't so much a suggestion as it is a "Wouldn't it be cool if?" brainstorm idea:
The helmet HUD seems like it would filter sound and give an almost "chorusy" or slightly muffled effect. It would be awesome for that happen and have the glass crack after taking a few dozen points of damage, eventually breaking the helmet's glass entirely, revealing the original sound filter.

Healing would probably break the immersion and make the whole thing an annoyance by having the helmet break and repair over and over. It's still fun to think about.
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Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)

Post by Ghostbreed »

I like your helmet visor idea. And I would like to add another suggestion, the armor bonuses can repair the helmet and the medpacks will only heal the flesh like they always have
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Re: Accessories to Murder (ww-doomnukem)

Post by wildweasel »

The visor idea would actually be doable if there's a way to globally set an EAX environment via an ACS script. I'd much like to toy around with this.

[edit] The file has been updated. The Vore projectiles now seek slightly less aggressively, and I fixed a small exploit with the shotgun.
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Re: Accessories to Murder (ww-doomnukem)

Post by Captain J »

that visor idea remind me a brutal doom, i saw many happens about that. but details was bit wrong. maybe doom nukem make that crack more clean and decent? hell i wanna see 'em if he does that.
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Re: Accessories to Murder (ww-doomnukem)

Post by RiboNucleic Asshat »

wildweasel wrote:The visor idea would actually be doable if there's a way to globally set an EAX environment via an ACS script. I'd much like to toy around with this.
REVERBS?

Although, I don't think that can be set without a MAPINFO/modifying a map.
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TheMistress
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Re: Accessories to Murder (ww-doomnukem)

Post by TheMistress »

Lippeth wrote: Healing would probably break the immersion and make the whole thing an annoyance by having the helmet break and repair over and over. It's still fun to think about.
Should be an easy issue to fix, have the glass break fully at let's say for example 50 health, make the wad so that there's NO more medikits or any kind of healing item, and have doomguy pick up health boosters instead that can be used only when under 50 health to regenerate to 50 again, so that the helmet stays broken. although you'd die easily ofcourse..
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-Ghost-
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Re: Accessories to Murder (ww-doomnukem)

Post by -Ghost- »

Eh, just make it break when your health is really low, like 10-15, then you won't see it constantly getting fixed.
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Re: Accessories to Murder (ww-doomnukem)

Post by Matt »

Or maybe when your armour goes below 25ish?
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