X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

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
ArielBoss
Posts: 71
Joined: Thu May 30, 2013 2:23 pm
Location: Brazil

Re: [WIP] X-Weapon: The Weaponing! (Updated 09-27-13)

Post by ArielBoss »

TheRailgunner 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.
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 hard :mrgreen:
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 09-27-13)

Post by TheRailgunner »

ArielBoss wrote:
TheRailgunner 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.
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 hard :mrgreen:
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.
User avatar
wolf00
Posts: 216
Joined: Sat Apr 15, 2006 6:47 am
Location: kladno czech republic

Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)

Post by wolf00 »

Spoiler:
Spoiler:
you made an a very good mod ... here is some to spicing evening[pem+ketchup+your mod]
Pixel_Crusher
Posts: 20
Joined: Sun Mar 03, 2013 2:29 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)

Post by Pixel_Crusher »

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?
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)

Post by TheRailgunner »

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?
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.
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)

Post by TheMightyHeracross »

One problem:
MISMATCHING HANDS!
Otherwise, awesome. :)
User avatar
USSRBear
Posts: 63
Joined: Tue Dec 11, 2012 3:20 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 09-28-13)

Post by USSRBear »

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?
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by TheRailgunner »

So, here's what's new:
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.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by Mav3rick »

can you raise the damage of the weapons and please fix the ammount of ammo the shotgun box give,,, only 8?
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by SamVision »

Does this show Skull Keys apart from key cards?
User avatar
Yutrzenika
Posts: 112
Joined: Thu Aug 15, 2013 8:45 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by Yutrzenika »

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).
User avatar
Bitterman
Posts: 564
Joined: Mon Jun 25, 2012 12:06 pm
Location: Stranded on Lh'owon

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by Bitterman »

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).
I'm not too hot with modding, but I think you lower the GibHealth.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by TheRailgunner »

Bitterman wrote:
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).
I'm not too hot with modding, but I think you lower the GibHealth.
I actually updated the mod after reading this - the zombies and imps now have redefined GibHealth values.
SamVision wrote:Does this show Skull Keys apart from key cards?
They're on the right side of the HUD.
Mav3rick wrote:can you raise the damage of the weapons and please fix the ammount of ammo the shotgun box give,,, only 8?
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).
User avatar
Yutrzenika
Posts: 112
Joined: Thu Aug 15, 2013 8:45 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by Yutrzenika »

Oh man, thanks for going to the trouble of lowering the GibHealth values.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: The Weaponing! (Updated 10-22-13)

Post by TheRailgunner »

Yutrzenika wrote:Oh man, thanks for going to the trouble of lowering the GibHealth values.
Anytime. It actually irked me for a while that the pistols gibbed so easily.

Anyway, I've added a couple of new monsters:
Spoiler:
As well as a new item:
Image
THE BOX.

Image
Image
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.

Image
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.

Return to “Gameplay Mods”