Accessories to Murder (ww-doomnukem): on Github

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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by Captain J »

Xtyfe wrote:even if it is minor is the fact that there is no plasma rifle-like weapon in the arsenal.
still, chaingun is already replace it nicely. such as unstoppable rate of fire, plentiful of ammos and cleanup the room-full of minor demons. and the only energy weapon that can trust is BFG, though.

and thanks for your brilliant offer, BS. now we can catch vore with peace.
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NantoCodd
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by NantoCodd »

And don't forget, compared to the plasma gun projectile, the hitscan chaingun is much better when it comes to epic horde of enemy or fast-walking tough monster.
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Xtyfe
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by Xtyfe »

From a gameplay standpoint I fully agree. My complaint is more aesthetic, which is why I said it was minor :P
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Mav3rick
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by Mav3rick »

Any news on adding more weapons? secondary attack for those weapons that dont have it?
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Ghostbreed
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by Ghostbreed »

They're fine as they are
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DoomNukem
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by DoomNukem »

well I still gotta get around to dualies, I dont think it 'needs' anymore guns, I dunno, more guns is always a good thing, but there's not much point if they dont serve the gameplay.
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by Captain J »

add a dualies, then more weapon dealing is done expect hammer. seriously, hammer is really does looks like a out of animations.
just lower the hammer down and appears from nowhere and hit the demons to the ground, and i hope you can add few animaton for that if you can try.
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everamzah
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by everamzah »

For me it seems the sound on the minigun cuts out when I hold down fire. I'm using GZDoom. Thanks!
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Re: Accessories to Murder (ww-doomnukem): Update 9-08

Post by wildweasel »

I've been kind of sitting on this update for a few days in case there were more fixes I could push through easily; DoomNukem sent me a package of upgraded weapon graphics for the mod. Most of them seem to be adjustments to the gloves, though there are major changes to a few (the pistol and assault rifle, notably). These graphics are now added.

Link is in the usual place.
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Ghostbreed
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Ghostbreed »

Love it W! You guys are great
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by MagSigmaX »

I've been playing this lately, and I have to say this an excelent mod (but then again anything made by WildWeasel is excelent), the sounds are great, the gameplay is solid and it reminds me of Diaz a lot (maybe it has to do with the clip based reload), and DoomNukem's weapon graphics are just awesome (specially that pump-action shotgun!).

My major problem with the mod so far, is the mini rocket launcher. It feels very underpowered to me, I quickly ran out of rocket ammo when I played Plutonia MAP31, and that map gave enough rocket ammo to defeat the Cyberdemons in vanilla, also I can take a Vore with 4 shots the pump-action shotgun, but I have to empty a mini rocket launcher magazine to kill one (and sometimes that doesn't even kill him), I think it needs a damage boost.

Other than that, this mod is great!

Also, LOL at that Cacodemon death animation...
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Captain J »

well. talking about mini rocket launcher, it is useful for cleaning a small room of bunch of minor demons but not a chance for stronger demons. also,
Blue Shadow wrote:* This basically makes the rocket launcher kind of useless against Cyberdemons and Spider Masterminds, so your choice here is the minigun, which fares well in my opinion.
Minigunner wrote:Whatever little damage each chaingun round does is made up for with the immense rate of fire (thus pain-locking ability) and the high ammo cap. There's a reason this weapon is Minigunner-Approved. :P
i say, chaingun is good weapons for bigger demons. even everyone approved it.

and still, no improved hammer animations. maybe i'm pretty feeling about i'm keeping obsess about it. but if everyone is okay without that animaton, that should be fine...i guess. also am i only think that pistol is much bigger then revolver? well, the second frame is small as usual. and if that pistol is using a .45 auto or 9mm rounds, should be small IMO. also i'm really sorry about sudden graphical critics.
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BlueInferno
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by BlueInferno »

It is very rare for me to play through an entire map set with gameplay mods. And I managed to beat several wads with this one, I gotta say you nailed the balance and still made it feel like playing doom as is somehow I really enjoy using this mod.

Ultimate doom maps can become Stupidly difficult and I mean HARD!! 2002ad10.wad E2M2 E2M3 are my examples. I have never been eaten alive so badly in this game by all the years I played doom. The mech demons can be super cheap in certain setups. The lost souls have dropped me the instantly at the top of E2M3 elevator shaft as soon as I fired my AR at the zombies and imps in front of me.

Just the mech demons and lost souls in ultimate dooms fourth episode on ultra violence made things extremely miserable alone, the rest of the monsters are much easier to fight.

Great work on the mod WW :)
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DoomNukem
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by DoomNukem »

Captain J wrote:....

and still, no improved hammer animations. maybe i'm pretty feeling about i'm keeping obsess about it. but if everyone is okay without that animaton, that should be fine...i guess. also am i only think that pistol is much bigger then revolver? well, the second frame is small as usual. and if that pistol is using a .45 auto or 9mm rounds, should be small IMO. also i'm really sorry about sudden graphical critics.
nah don't apologise, i'll see what I can do about the pistol will thin it out and will probably redo the reload sprite when I do the dualies, also the revolver animations haven't changed because I haven't made the new hands for them yet.
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Captain J »

hey, thanks for understood me. BTW if you need some new hand sprites to remake and add, use mine that i posted long time ago; http://forum.zdoom.org/viewtopic.php?f= ... nd#p700592

and about hammer animations. i know that should be harder, but i'm not pushin' around at you. this is your choice.
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