DoomRL Arsenal - [1.1.5] [MP-B7.3]

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
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Slax »

Shotgun... firestorm...
INCENDIARY!
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

Slax wrote:Shotgun... firestorm...
INCENDIARY!
Simply changing it's damagetype from Bullet to Fire doesn't seem worth a Firestorm mod. Otherwise, that's simply Demolition Ammo for Shotguns, without even using an assembly to make it, and they already have a Plasma damage version already.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Slax »

Maybe a limited range fire breath bonus then. Puff o' flames + regular pellets. Something to help keep those pesky demons away.
VicRattlehead
Posts: 77
Joined: Fri Sep 09, 2011 7:47 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by VicRattlehead »

I was thinking a higher rate of fire for pistols

Maybe increased knockback for shotguns

Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Triple S »

Slax wrote:Maybe a limited range fire breath bonus then. Puff o' flames + regular pellets. Something to help keep those pesky demons away.
Basically this. Again, I reference Brutal Doom's SSG and how it deals extra damage at close-range.

As for pistols... why can't it just increase fire rate? If not, could give them piercing rounds. More firestorm mods, more enemies pierced? Iunno. Wouldn't really work since the name has to imply the effect. Automatics firing faster makes sense, shotguns do more damage up close with a burst of fire makes sense... so what could pistols get? Maybe flare rounds that deal damage over time to struck enemies while also lighting the area?


EDIT: Focused Double + Sniper Mod = FOCUSED Double
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Slax »

You know what I'd like to see? A tactiCRUEL vest! Very basic or no protection + an extra item or weapon slot. I bet your black magic can code a mean auto-drop for whatever weapon you picked up last, Yholl, (complete with a snarky message, of course) for when the vest breaks. Muahahaha!
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by -Ghost- »

I'm not sure if I suggested this before, but maybe a few different kinds of backpacks could be added (if that's possible)? Sort of in the same vein as what Slax suggested, maybe one that doubles your ammo cap even more than a regular one, maybe another gives you an extra weapon slot. You could make them extra rare and just sort of straight upgrades you can find or something. Another thing was maybe changing the health potions to work more like Doom RL's, where there aren't many of them but they heal for a lot more HP. That way they'd fit in with the way armor bonuses work and you'd get healed for say, 15 HP instead of just 1. It might mess with balance though.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

VicRattlehead wrote:I was thinking a higher rate of fire for pistols

Maybe increased knockback for shotguns
Yeah, I'm going with this. Already done the Shotgun, the knockback is quite annoying to implement. Pistols will be far easier. Shotguns will also deal additional damage at close range.
VicRattlehead wrote:Also, the new speed increase to the double shotgun doesn't seem to have carried over to its plasmatic shrapnel variant.
Yeah, I realised, like, 5 minutes after I uploaded it. I'm always forgetting stupid stuff like that.
Triple S wrote:EDIT: Focused Double + Sniper Mod = FOCUSED Double
Heh. It's more accurate than the Battle Rifle like that. It's crazy.
Slax wrote:You know what I'd like to see? A tactiCRUEL vest! Very basic or no protection + an extra item or weapon slot. I bet your black magic can code a mean auto-drop for whatever weapon you picked up last, Yholl, (complete with a snarky message, of course) for when the vest breaks. Muahahaha!
-Ghost- wrote:I'm not sure if I suggested this before, but maybe a few different kinds of backpacks could be added (if that's possible)? Sort of in the same vein as what Slax suggested, maybe one that doubles your ammo cap even more than a regular one, maybe another gives you an extra weapon slot. You could make them extra rare and just sort of straight upgrades you can find or something.
It's possible that I could do such a thing, but I'd need to rewrite a bit of the pickup code for every single weapon in the game, and I'd also need something to balance it. The 6 weapon limit is not just a random number chosen, it's the number that works the best with this gameplay. 5 was way too limiting, 7 is just too easy.
-Ghost- wrote:Another thing was maybe changing the health potions to work more like Doom RL's, where there aren't many of them but they heal for a lot more HP. That way they'd fit in with the way armor bonuses work and you'd get healed for say, 15 HP instead of just 1. It might mess with balance though.
Dunno. Reducing their spawn chance makes them more random, so a room that was guaranteed to have 10 health of potions might not even have a single potion now. Or it might contain so many you burst at the seams with healthiness.

As a side note, I appreciate these discussions with you all, it helps me improve the mod in a direction that everyone (Mostly) likes.
VicRattlehead
Posts: 77
Joined: Fri Sep 09, 2011 7:47 am

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by VicRattlehead »

I think having both increased knockback and increased damage at short range would be problematic. Wouldn't the knockback just cause frustration to a player who's trying to get the most damage out of the weapon?
User avatar
skyrish10
Posts: 579
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Night City

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by skyrish10 »

Yholl wrote:
For some reason, my main tester (and even sometimes myself) finds that in multiplayer, it beeps at 41 ammo. Which the code doesn't do. At all. Thank you, logical code, for starting me on the road to the asylum.
*DELETED!* *Reason: No, untrue, opinionated and it's not valid by any means, please do not put a invalid reason.*
Last edited by skyrish10 on Sun Jun 22, 2014 3:40 am, edited 7 times in total.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

VicRattlehead wrote:I think having both increased knockback and increased damage at short range would be problematic. Wouldn't the knockback just cause frustration to a player who's trying to get the most damage out of the weapon?
The knockback shouldn't be that crazy, but it's a good tradeoff. Just don't expect to get the bonus damage on Cacos much.
skyrish10 wrote:
Yholl wrote:
For some reason, my main tester (and even sometimes myself) finds that in multiplayer, it beeps at 41 ammo. Which the code doesn't do. At all. Thank you, logical code, for starting me on the road to the asylum.
that's because of coding oversight, you forget to say "in my brain", like doggo120
A coding oversight with ZDoom, you mean?
...
I also have no idea who that is and what relevance they have to this.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Slax »

VicRattlehead wrote:I think having both increased knockback and increased damage at short range would be problematic. Wouldn't the knockback just cause frustration to a player who's trying to get the most damage out of the weapon?
I'd say it gives you room to reload. Not like every shotgun's gonna get this bonus, right?
User avatar
skyrish10
Posts: 579
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Night City

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by skyrish10 »

*deleted* *reason: same as above*
Last edited by skyrish10 on Wed Feb 26, 2014 8:31 pm, edited 1 time in total.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Yholl »

I'm doing a thing. It may be helpful.

Image

GOD I HATE SBARINFO

EDIT: Additional thing.

Image

Not enough room for weapon stats, unfortunately. But it'd mostly be repeating stuff you already knew.
Ribo Zurai
Posts: 874
Joined: Fri Jul 03, 2009 1:47 pm

Re: [WIP] DoomRL Arsenal - [Beta 5 HF11] [MP-B2]

Post by Ribo Zurai »

To that, I can only think of this reaction:
Spoiler:
Sweet mother of god. That doesn't only look great, but will also be helpful. I'm never sure of which armor is better.
Post Reply

Return to “Gameplay Mods”