Accessories to Murder (ww-doomnukem): on Github

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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Captain J »

wildweasel wrote:The imps are actually from Prey, with some pitch modification.
i know where the imp's sounds are came from, and it was just for fun. i mean, i laughed a lot by those unsuspected silly loud demi-screaming sound...no offence, just it was made me funny also other peoples.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Abba Zabba »

After playing this mod for about 20 minutes, I gotta say like it. However, I'm not really getting into the giant yellow, smooth edged rectangles that appear whenever I shoot at a wall or whenever a rocket is taking off. The actual bullet hole decal looks excellent (especially the hot bullet cooling down) but I feel that the garish rectangles detract from it a good deal.

Are you planning on customizing the baron's death frames, the arachnotron, the archvile or the boss monsters? Just want to know.

(one last thing; do you think you could display keys in the automap HUD? It would be great for people who use the custom map. Thanks for reading, anyway.)
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twinkieman93
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by twinkieman93 »

Lava Grunt wrote:After playing this mod for about 20 minutes, I gotta say like it. However, I'm not really getting into the giant yellow, smooth edged rectangles that appear whenever I shoot at a wall or whenever a rocket is taking off. The actual bullet hole decal looks excellent (especially the hot bullet cooling down) but I feel that the garish rectangles detract from it a good deal.

Are you planning on customizing the baron's death frames, the arachnotron, the archvile or the boss monsters? Just want to know.

(one last thing; do you think you could display keys in the automap HUD? It would be great for people who use the custom map. Thanks for reading, anyway.)
The rectangles are because you're playing in ZDoom, or GZDoom in software mode. Sadly, a good deal of mods are made to where they look great in GZDoom at the expense of looking like crap in ZDoom. So, when that happens, there's not much you as a player can do about it. Sorry. :(
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by wildweasel »

Lava Grunt wrote:Are you planning on customizing the baron's death frames, the arachnotron, the archvile or the boss monsters? Just want to know.
Marty Kirra never quite got around to finishing the death frames on the baron; I figured they didn't clash quite badly enough for it to be a huge issue, but if anybody wants to take a stab at it, I'd appreciate it.

In my current build, the Vore now occupies the Archvile slot (unmodified save for increasing its health to ~700) and a new Ghoul occupies the Revenant slot instead. I also just placed an enemy in the Arachnotron slot, but I haven't got anything for the bosses quite yet.
(one last thing; do you think you could display keys in the automap HUD? It would be great for people who use the custom map. Thanks for reading, anyway.)
Keys are already displayed on both main HUDs but I suppose there's no reason I couldn't put the key bar in there as well.
TheRailgunner wrote:@wildweasel: Whenever I finish the voxel pickups for X-Weapon/Doom 2185 (or whatever the final version will be called), I'll send you the ones for the AtM weapons and ammo, as most of them will be compatible with it (I'll fill in the gaps, such as the revolver, pistol, and rocket launcher, before sending it).
I'd really like that, thanks!
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Unholypimpin »

Really cool mod even though i'm kind of upset that the plasma rifle got replaced with a street sweeper but w/e.
Any chance at reducing the amount of smoke the mini rocket launcher creates? because even after shooting just a few off I really cant see what im shooting at anymore.
Is there any chance that you will be adding additional weapons to this mod?

The stronger enemies seem less dangerous than the weak enemies like zombies and imps except for the mancubus.

Overall I'm really diggin the effects the guns have, as well as the new difficutly the changed up monsters give.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Captain J »

don't take it seriously please, it's just kind of my opinions;
AlwaysDoomed wrote:Really cool mod even though i'm kind of upset that the plasma rifle got replaced with a street sweeper but w/e.
i say, that's even more better than plasma rifle; it has more fastest fire rate than plasma rifle and lot's of ammo spec, also it fires hit-scan. and maybe this mod required some stereotypical rules and matters, but that's a kind of special ways i suppose.
Any chance at reducing the amount of smoke the mini rocket launcher creates? because even after shooting just a few off I really cant see what im shooting at anymore.
i never felt rocket smokes after update was really bad. specially it could be more worse when you tried this weapon at darkest place without visior or fire rapidly in a close range, make sure you remember those.
Is there any chance that you will be adding additional weapons to this mod?
if doomnukem is still alive or still have a mind for keep working on sprites for this mod, he is the only one who can make those weapon sprites and stuffs with his style.
The stronger enemies seem less dangerous than the weak enemies like zombies and imps except for the mancubus.
but hell knight, barons and cacos are same as the vanilla ones. also talking about mancubus, because it fires 5 projectile at the last shot i think. and i'm pretty sure vore's projectile loss it's homing system a lot; it never turns around but slowly and i can dodge it easier than revi's.

otherwise, yes. you're right. we need more weapons for this mod. and i really wish doomnukem back.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by DoomNukem »

I am alive, I've uhh just been lurking... haven't made any progress on the alternate angled optional weapon pack, they don't really work with the AtM FS hud so i've decided to refine them and use them in trailblazer.
I have some stuff to do for pillow, and the trailblazer needs some love too, I'd be happy to do some more stuff for AtM but as for more weapon's I don't really have any idea's that would add to gameplay after all this is ww's mod.
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Yutrzenika
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Yutrzenika »

Is there an ETA on The Trailblazer at all by the way? I'm looking forward to that one.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Blue Shadow »

DoomNukem wrote:I'd be happy to do some more stuff for AtM but as for more weapon's I don't really have any idea's that would add to gameplay after all this is ww's mod.
The only weapon I'm missing in this mod is an energy-based projectile weapon akin the the plasma rifle (with reload, I might add :) ). I know that there is the minigun, which fires faster than the plasma rifle and is more powerful and all of that, but it's still a bullet-based hitscan weapon, of which we have quite a few already.
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Tendo
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Tendo »

Blue Shadow wrote:
DoomNukem wrote:I'd be happy to do some more stuff for AtM but as for more weapon's I don't really have any idea's that would add to gameplay after all this is ww's mod.
The only weapon I'm missing in this mod is an energy-based projectile weapon akin the the plasma rifle (with reload, I might add :) ). I know that there is the minigun, which fires faster than the plasma rifle and is more powerful and all of that, but it's still a bullet-based hitscan weapon, of which we have quite a few already.
Exactly, a cute plasma rifle (Or any normal, fast energy-based weapon at all, just like you mentioned) would do the trick and leaves a little hole in the whole in my opinion.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by DoomNukem »

I like the idea of projectile weapons and sort of energy weapons but kind of over plasma rifle's I guess, but in any case its up to wildweasel if he wants to add something new I can whip something up gladly.

Also anyone else really like the new plasma rifle sprite from BD, dunno why just think it looks nice.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by -Ghost- »

You could go for a laser rifle, Hyperblaster or tesla sort of weapon, so it's not quite just a reskinned plasma rifle.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Captain J »

and laser gatling(seek it from fallout series.) for an example if you're busy much for making a new sprite for this wad, you can just re-edit minigun into a energy themed rather than ballistic one. oh, also i recommand the most fastest also smallest projectile firing weaponry.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by wildweasel »

I dunno, I feel like the weapon set is reasonably complete already, aside from the dual pistols.
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by PillowBlaster »

If I can put my two cents in, I'd say the same - every slot is pretty much covered. If there is anything that I'd eventually like to have, that'd be sniper rifle for long range encounters... but the assault rifle "kind of" fits that role already.

Chaingun is alright crowd mower, no need for another gun like that. Putting more weapons for the sake of having them is that kind of thing that I feel guilty of, and I'd rather minimize them today, in the name of better thought out diversity.
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