SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
This sums its up.
Minor issues im still working out in coop, bigger issues in survival that need to be dealt with. Works on most maps great for intermediate epic battles around 1k monsters or so. Works great with chillax.
PM me with any issues or ideas or whatever and if I used your stuff and you want credit please just let me know I'll pull everything and fix it however you want me to. (I used alot of other peoples stuff in this)
Although I've used other peoples things there are no songs or copy-written stuff in the MOD. Enjoy and tell me what you think about this.
Download HERE: http://www.filedropper.com/swim_2
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Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Not bad
Some special effects like explosions cause lags sometimes but i could be due to my aging computer rather than your mod
Maybe having a little less smoke and particles in explosion animations could help old pc like mine to keep up without turning itself into a campfire 
I like the idea of monsters added at the beginning of the maps but there is one thing you should keep in mind. Actually when a player choose a lower difficulty that's generally because he want to have fun and survive longer to enjoy the game without having to deal with tones of monsters. So having the monsters added on lower difficulty can be too much to handle for players who don't have the necessary skills to deal with hordes of monsters with minimal arsenal.
On the other hand veteran and hardcore Doomers will love the new challenge this can add to good maps. My suggestion would be to have at least one difficulty without the added monsters feature and keep it to the hardest difficulty. That way your mod will be enjoyed by both novice and veteran players.
Other than that this is a good mod that i think Brutal Doom fans would enjoy. I hope you will continue develop this mod
P.S. : Just one question though ... why the name "Swim"?



I like the idea of monsters added at the beginning of the maps but there is one thing you should keep in mind. Actually when a player choose a lower difficulty that's generally because he want to have fun and survive longer to enjoy the game without having to deal with tones of monsters. So having the monsters added on lower difficulty can be too much to handle for players who don't have the necessary skills to deal with hordes of monsters with minimal arsenal.
On the other hand veteran and hardcore Doomers will love the new challenge this can add to good maps. My suggestion would be to have at least one difficulty without the added monsters feature and keep it to the hardest difficulty. That way your mod will be enjoyed by both novice and veteran players.
Other than that this is a good mod that i think Brutal Doom fans would enjoy. I hope you will continue develop this mod

P.S. : Just one question though ... why the name "Swim"?
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Thanks for the comments but allow me to explain it more in depth. Whatever monster count the map originally had per each difficulty is exactly the same, the different is the monster things have been replaced with a different fake thing that acts as a spawner. So technically the monsters per difficulty is still set by the maps. The system just prevents too many from being parsed at once throughout the map. The difficulty changes the cap on the parsing. If the number is higher than the total monsters in the map they will all be parsed.I like the idea of monsters added at the beginning of the maps but there is one thing you should keep in mind. Actually when a player choose a lower difficulty that's generally because he want to have fun and survive longer to enjoy the game without having to deal with tones of monsters. So having the monsters added on lower difficulty can be too much to handle for players who don't have the necessary skills to deal with hordes of monsters with minimal arsenal.
So its still entirely to the map author to decide how many monsters per difficulty.
- Tapwave
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Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
I expected that to be a mod where all maps were suddently filled with water and everything was swimming.
And then you had to find air pockets that replaced health pickups in order to refill your scuba gear or somesuch, and all the weapons would be water themed , like harpoon guns and such.
Oh well, this isn't bad, but the name is odd :v
And then you had to find air pockets that replaced health pickups in order to refill your scuba gear or somesuch, and all the weapons would be water themed , like harpoon guns and such.
Oh well, this isn't bad, but the name is odd :v
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Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Look what i mean ... MAP02 at "Normal" DifficultyHell_Pike wrote:Thanks for the comments but allow me to explain it more in depth. Whatever monster count the map originally had per each difficulty is exactly the same, the different is the monster things have been replaced with a different fake thing that acts as a spawner. So technically the monsters per difficulty is still set by the maps. The system just prevents too many from being parsed at once throughout the map. The difficulty changes the cap on the parsing. If the number is higher than the total monsters in the map they will all be parsed.I like the idea of monsters added at the beginning of the maps but there is one thing you should keep in mind. Actually when a player choose a lower difficulty that's generally because he want to have fun and survive longer to enjoy the game without having to deal with tones of monsters. So having the monsters added on lower difficulty can be too much to handle for players who don't have the necessary skills to deal with hordes of monsters with minimal arsenal.
So its still entirely to the map author to decide how many monsters per difficulty.

Then after i activated the switch to open the way to the next area and then here what happened when i exited the place monsters started to spawn near me and ...

As soon as this "Emergency Mode Activated" thing appeared on the screen i died like if i were telefrag by a monster spawing at my location with some spark effects.
I had to use GOD to achieve MAP02 and then proceed to MAP03. When the level started i removed the GOD and the start to kill a few monsters and as soon as i took the blue armor and the trap in front of me opened the same thing appened, the same message with the same result like if a monster or something killed me instantly with some kind of spark but without any indication of which monster killed me as i usually received when i'm killed by monsters. I don't mind being killed by monsters as long as i know what killed me but when i suffering a "unexplained" death without knowing what hit me is a bit unsettling to say the least

- WARCHILD_89
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Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
I cannot watch your video, The GEMA has a problem with the music you used in the video :/ greetings from location: Germany
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Look man the reaction times are faster to a point of realism on the monsters. What happened was they shot you, the bullet damages are realistic. You actually have to play careful in this mod or you wont survive. Its meant for coop or survival do to many tough enemies.Endless123 wrote:As soon as this "Emergency Mode Activated" thing appeared on the screen i died like if i were telefrag by a monster spawing at my location with some spark effects.Hell_Pike wrote:Thanks for the comments but allow me to explain it more in depth. Whatever monster count the map originally had per each difficulty is exactly the same, the different is the monster things have been replaced with a different fake thing that acts as a spawner. So technically the monsters per difficulty is still set by the maps. The system just prevents too many from being parsed at once throughout the map. The difficulty changes the cap on the parsing. If the number is higher than the total monsters in the map they will all be parsed.I like the idea of monsters added at the beginning of the maps but there is one thing you should keep in mind. Actually when a player choose a lower difficulty that's generally because he want to have fun and survive longer to enjoy the game without having to deal with tones of monsters. So having the monsters added on lower difficulty can be too much to handle for players who don't have the necessary skills to deal with hordes of monsters with minimal arsenal.
So its still entirely to the map author to decide how many monsters per difficulty.
I had to use GOD to achieve MAP02 and then proceed to MAP03. When the level started i removed the GOD and the start to kill a few monsters and as soon as i took the blue armor and the trap in front of me opened the same thing appened, the same message with the same result like if a monster or something killed me instantly with some kind of spark but without any indication of which monster killed me as i usually received when i'm killed by monsters. I don't mind being killed by monsters as long as i know what killed me but when i suffering a "unexplained" death without knowing what hit me is a bit unsettling to say the least
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Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Alright, try playing Speed of Doom MAP28-MAP30 with this. Not pleasant.
I think the cyberdemon is currently overpowered
I can't kill it with the BFG; the rockets are murder right now.
With the /bfg/
I think the cyberdemon is currently overpowered
I can't kill it with the BFG; the rockets are murder right now.
With the /bfg/
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Thanks I will work on it. I plan to make tiered fires in the BFG based on cell count like the plasma and assault rifle. You mean the rockets are overpowered?Untitled wrote:Alright, try playing Speed of Doom MAP28-MAP30 with this. Not pleasant.
I think the cyberdemon is currently overpowered
I can't kill it with the BFG; the rockets are murder right now.
With the /bfg/
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Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Eh, The issue is cyberdemon fires in A: Slight Spreads, with B: Fast-moving rockets and C: you move much slower.
Add these together, and you get cyberdemons that really require save-die-reload to beat, because you have to start dodging pre-fire if you want to successfully move out of the way (unless you're at really really long distances), but the spread is random, meaning that it's basically hope it doesn't fire in the position that will kill you.
Why do barons have an undodgable attack (that "brutalized" thing), encountering more than one at once is now basically death if you can't kill them really quickly
Add these together, and you get cyberdemons that really require save-die-reload to beat, because you have to start dodging pre-fire if you want to successfully move out of the way (unless you're at really really long distances), but the spread is random, meaning that it's basically hope it doesn't fire in the position that will kill you.
Why do barons have an undodgable attack (that "brutalized" thing), encountering more than one at once is now basically death if you can't kill them really quickly
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Your totally right. I tired to make them as difficult as I thought they aught to be... I'll make different types of cyberse with different behavior and difficulty based on difficulty and player count also to try and change this. So you can imagine if it's only two or four people they can get past him where as with 8 players he's freaking out blowing ppl up left and right.
The Barrons and all other monsters have faster reaction times seems to be an issue for alot of players so I'll tweak that also see if I can find happy mediums somewhere. Some Barrons are specialized and super strong, they have a higher chance of spawning if they were either meant to spawn in players immediate view or if there are alot of monsters in the map. I'll work on him too I think he's overpowered even for an uber doomed thanks for the comments. Also I will change the name and work on a better showcasing and give a good change log and credits to it. It needs it badly
The Barrons and all other monsters have faster reaction times seems to be an issue for alot of players so I'll tweak that also see if I can find happy mediums somewhere. Some Barrons are specialized and super strong, they have a higher chance of spawning if they were either meant to spawn in players immediate view or if there are alot of monsters in the map. I'll work on him too I think he's overpowered even for an uber doomed thanks for the comments. Also I will change the name and work on a better showcasing and give a good change log and credits to it. It needs it badly