Dude, I like all the monsters, and now I feel good gameplay, but.... the imp replacement...well, I would make him a monster variable, like, 1 in 5 or 10, idk how you will like. Because some wads have a lot of imps, and this replacement make this very hardTheRailgunner wrote:I've added a few more monsters, and tweaked the existing ones considerably. In addition, I've put up a no-monsters version, in case the creatures aren't to your liking.
X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
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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.
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.
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Re: [WIP] X-Weapon: The Weaponing! (Updated 09-27-13)
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Re: [WIP] X-Weapon: The Weaponing! (Updated 09-27-13)
I've added a less powerful, more common Imp, and made the other two Imps a little more rare. In addition, I increased the chances of the darker Imp performing a See-state jump after launching a fireball.ArielBoss wrote:Dude, I like all the monsters, and now I feel good gameplay, but.... the imp replacement...well, I would make him a monster variable, like, 1 in 5 or 10, idk how you will like. Because some wads have a lot of imps, and this replacement make this very hardTheRailgunner wrote:I've added a few more monsters, and tweaked the existing ones considerably. In addition, I've put up a no-monsters version, in case the creatures aren't to your liking.
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Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)
Spoiler:
Spoiler:you made an a very good mod ... here is some to spicing evening[pem+ketchup+your mod]
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Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)
That's probably one of the sexiest HUDs I've seen in recent years. Any chance we can get it in a seperate wad to use in pure vanilla play?
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Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)
You can get the original HUD in this thread. The only difference between Blackfish's HUD and X-Weapon's is that it's vanilla compatible, whereas my version of the HUD isn't.Pixel_Crusher wrote:That's probably one of the sexiest HUDs I've seen in recent years. Any chance we can get it in a seperate wad to use in pure vanilla play?
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Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)
One problem:
MISMATCHING HANDS!
Otherwise, awesome.
MISMATCHING HANDS!
Otherwise, awesome.
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Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)
Zombies may need one final nerf to their accuracy and their reaction/attack frequency. Or maybe just tweak one of those. Even after the recent nerf the zombies suffer from "aimbot" syndrome (I'm just going to make that one up), they turn on you instantly with perfect accuracy, no matter the range.
I am looking forward to all of the enemy replacements, though. There are some really cool looking demons here (that are a vast improvement upon ids older stuff), really curious on what the Cyberdemon will be since he's my fav.
I noticed you're considering an alternate attack for the fist, have any ideas yet?
I am looking forward to all of the enemy replacements, though. There are some really cool looking demons here (that are a vast improvement upon ids older stuff), really curious on what the Cyberdemon will be since he's my fav.
I noticed you're considering an alternate attack for the fist, have any ideas yet?
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
So, here's what's new:
Also, a gameplay tweak - if you are in ADS mode when you reload, you automatically return to it once reload completes. Really isn't much, but I felt it was worth mentioning.
The alignment issues with the AR reloads have been fixed.
EDIT: The Automatic Shotgun's reload was modified to empty the clip when reloaded, in keeping with the reload-style of the other clip-loading weapons. In addition, the Phasic Knight's teleportation ability has been nerfed - it may only teleport twice until it fires it's alternate projectile at you (this replenishes a counter). However, the Cyber Baron has been given a slightly improved version of the other Hell Noble's ability, teleporting three times instead of two, while teleporting half as often as the Phasic Knight and replenishing counters more quickly with it's two alternate attacks. Both enemies have somewhat nerfed attacks.
EDIT II: The Automatic Shotgun now deals slightly more damage.
Spoiler:I'm still working on the hand issue - most of the SG sprites have been rehanded, though I'm stumped on a few of them. There are currently no new enemy variants, though a number of them got various tweaks and buffs (most notably, the Magmatic Caco's much lowered mass, and improved fiery explosion). After I fix up a few things, replace a few more monsters, and balance based on feedback, I'm planning on adding CVARS to allow players to choose what sets of weapons spawn - the normal ones, the upgraded ones, and/or the uniques - bear in mind that the way corresponding enemies spawn will change based off of that as well.
Also, a gameplay tweak - if you are in ADS mode when you reload, you automatically return to it once reload completes. Really isn't much, but I felt it was worth mentioning.
The alignment issues with the AR reloads have been fixed.
EDIT: The Automatic Shotgun's reload was modified to empty the clip when reloaded, in keeping with the reload-style of the other clip-loading weapons. In addition, the Phasic Knight's teleportation ability has been nerfed - it may only teleport twice until it fires it's alternate projectile at you (this replenishes a counter). However, the Cyber Baron has been given a slightly improved version of the other Hell Noble's ability, teleporting three times instead of two, while teleporting half as often as the Phasic Knight and replenishing counters more quickly with it's two alternate attacks. Both enemies have somewhat nerfed attacks.
EDIT II: The Automatic Shotgun now deals slightly more damage.
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
can you raise the damage of the weapons and please fix the ammount of ammo the shotgun box give,,, only 8?
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
Does this show Skull Keys apart from key cards?
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
Hey, I don't know a whole lot about modding doom, but what would I edit in the mod with slade 3 to adjust the frequency of enemy gibbing? It just seems a bit excessive to me when you're using the smallest pistol or whatever, and it blows the enemy apart (especially with ketchup included).
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
I'm not too hot with modding, but I think you lower the GibHealth.Yutrzenika wrote:Hey, I don't know a whole lot about modding doom, but what would I edit in the mod with slade 3 to adjust the frequency of enemy gibbing? It just seems a bit excessive to me when you're using the smallest pistol or whatever, and it blows the enemy apart (especially with ketchup included).
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
I actually updated the mod after reading this - the zombies and imps now have redefined GibHealth values.Bitterman wrote:I'm not too hot with modding, but I think you lower the GibHealth.Yutrzenika wrote:Hey, I don't know a whole lot about modding doom, but what would I edit in the mod with slade 3 to adjust the frequency of enemy gibbing? It just seems a bit excessive to me when you're using the smallest pistol or whatever, and it blows the enemy apart (especially with ketchup included).
They're on the right side of the HUD.SamVision wrote:Does this show Skull Keys apart from key cards?
I just lowered the damage of all of the weapons across the board. I don't think it's really necessary, especially after getting upgraded weapons. The shotgun ammo thing however...I raised the ammo limit to compensate (you hold 48 normally now, and 64 with a backpack).Mav3rick wrote:can you raise the damage of the weapons and please fix the ammount of ammo the shotgun box give,,, only 8?
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
Oh man, thanks for going to the trouble of lowering the GibHealth values.
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Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)
Anytime. It actually irked me for a while that the pistols gibbed so easily.Yutrzenika wrote:Oh man, thanks for going to the trouble of lowering the GibHealth values.
Anyway, I've added a couple of new monsters:
Spoiler:As well as a new item:
THE BOX.
When used, The Box will spawn an array of things before you, usually special, unique weapons and ammo. Health, armor, and other neat stuff spawns too.
The Box can also spawn an array of pissed off demons to smash your face in. You might get one Imp, or three Cyber Barons and a Demon Medic. It's a chance you have the option to take.
Take note that right now, only the normal version has The Box, as it calls monsters directly from the mod as opposed to the monsters they replace. I will adapt it for the No Monsters version soon.
Last edited by TheRailgunner on Sun Dec 15, 2013 12:24 am, edited 1 time in total.