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.
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
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
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.
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?
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?
The Designated Marksman Rifle - lower ROF and ammo capacity than the assault rifle, but much higher damage and accuracy.
The Light Machine Gun - highest ammo capacity, best for suppressive fire or larger monsters in dire need of pain-locking. Now with improved HUD sprites.
The Automatic Shotgun - for when everything absolutely needs to die.
The Cluster Torpedo Launcher (working title, I'll fix it later) - uses Phasic Launcher mags as ammo. Alt-fire switches between low-yield (red) and high-yield (yellow). The weapon was designed around its sprites and not the other way around.
The, erm,...fuck, "Dual Neutron Disruptor" jumped to mind when I saw the sprites for it, but then again, what do neutrons have to do with plasma? Auto-loads Demontech magazines to maintain a high ROF.
The BFS (Big Fucking Shotgun) and BFGG (Big Fucking Gatling Gun). Both use BFG cells and rain green, plasma-y death on everything before you.
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.
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).
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.
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).
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:
The Demon Medic is lightning fast, and in addition to reviving fallen monsters, spawns new ones, including the occasional extra Demon Medic.
The Soul Commander spawns Lost Souls at a frightening rate, and spawns Watchers and Magmatic Cacodemons, too.
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.