[WIP] UAC:Specops
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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.
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.
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Crudux Cruo
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Re: [WIP] UAC:Specops
Last edited by Crudux Cruo on Sun May 18, 2014 5:37 pm, edited 1 time in total.
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Crudux Cruo
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- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: [WIP] UAC:Specops
So i did want to elaborate on my plans, now that the grenade is finished for the classic weapons pack.
first, I would like to test the grenade with the other weapons; i will be adapting the other weapons into a pack so that people can test the overall flow and gameplay, but for now i would like for people to test the grenade with classic gameplay weapons.
second, i will try to add an ajustable throw angle and power, with a meter. this probably wont be in the classic pack.
the stunning also will come in the phase 2 or complete pack.
Any feedback would be appreciated. please test the grenade along with classic doom weaponry. the statistics are as follows:
200 damage for explosion radius, a radius of 400, with terminal blast radius being 200. this also forces damage on boss monsters, as well as pain on monsters who survive the blast. this is mostly effective on a crowd of imps and zombies, but will work on larger demons as well. theoretically, you can kill bosses, with a cyberdemon taking about 10-15 grenades, depending on blast radius.
so this is absolutely more effective than the rocket launcher for clearing crowds. here's the kicker; it has about a 3 second fuse. grenades will bounce off of monsters, and they'll mess you up pretty quickly. So it is harder to use, but when used correctly, is quite effective.
please play around with it and let me know what you think about it. feel free to look into the code, tweak it, or modify it. just dont use it in a project just yet
first, I would like to test the grenade with the other weapons; i will be adapting the other weapons into a pack so that people can test the overall flow and gameplay, but for now i would like for people to test the grenade with classic gameplay weapons.
second, i will try to add an ajustable throw angle and power, with a meter. this probably wont be in the classic pack.
the stunning also will come in the phase 2 or complete pack.
Any feedback would be appreciated. please test the grenade along with classic doom weaponry. the statistics are as follows:
200 damage for explosion radius, a radius of 400, with terminal blast radius being 200. this also forces damage on boss monsters, as well as pain on monsters who survive the blast. this is mostly effective on a crowd of imps and zombies, but will work on larger demons as well. theoretically, you can kill bosses, with a cyberdemon taking about 10-15 grenades, depending on blast radius.
so this is absolutely more effective than the rocket launcher for clearing crowds. here's the kicker; it has about a 3 second fuse. grenades will bounce off of monsters, and they'll mess you up pretty quickly. So it is harder to use, but when used correctly, is quite effective.
please play around with it and let me know what you think about it. feel free to look into the code, tweak it, or modify it. just dont use it in a project just yet
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HexaDoken
- Posts: 325
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Re: [WIP] UAC:Specops
Just bounce them off the ceiling.
This always works.
This always works.
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Crudux Cruo
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Re: [WIP] UAC:Specops
actually not when i have it set to hexen bounce. it bounces off everything. I may tweak it to bounce less with walls though.HexaDoken wrote:Just bounce them off the ceiling.
This always works.
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Crudux Cruo
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Re: [WIP] UAC:Specops
I tweaked the code a little bit so that wall bounces are slower. I'm gonna say that the grenade is done and ready for phase one, and I'll move on to the rocket rifle.
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Crudux Cruo
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Re: [WIP] UAC:Specops
uploaded the alpha so that people can try this out
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Crudux Cruo
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Re: [WIP] UAC:Specops
Pickups are on their way. btw, yes, they're not very clean, but its good enough for phase 1. it will get a more professional touch in the final versions to come.
This means you can play with all the other weapons, and pick them up as normal. at this point, i would say the mod is about 50% done with phase 1.
spriting the heat semi auto rocket rifle, and the plasma emitter is what will take the longest time, the last weapons being a merge of the plasma rifle and the bfg... and some other cool features. that means new projectiles, editing old or making new explosions, and of course balancing.
there is the matter of a melee weapon... i hadn't thought to much about it honestly.
does anyone have any ideas or requests for melee?
This means you can play with all the other weapons, and pick them up as normal. at this point, i would say the mod is about 50% done with phase 1.
spriting the heat semi auto rocket rifle, and the plasma emitter is what will take the longest time, the last weapons being a merge of the plasma rifle and the bfg... and some other cool features. that means new projectiles, editing old or making new explosions, and of course balancing.
there is the matter of a melee weapon... i hadn't thought to much about it honestly.
does anyone have any ideas or requests for melee?
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Crudux Cruo
- Posts: 1171
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Re: [WIP] UAC:Specops
Chopped liver central? meh. Anyway i'm working on a grenade pickup, then ill update this so you can go through the game and get the weapons. ammo pickups and stuff will change over time, so dont get to comfortable.
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Sgt. Shivers
- Posts: 1743
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Re: [WIP] UAC:Specops
It's nice to have a DPS based melee and one heavy hitter, so maybe a weighted baseball bat (wrapped in barbed wire or something?) and a small knife or push dagger?
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NiGHTMARE
- Posts: 3463
- Joined: Sat Jul 19, 2003 8:39 am
Re: [WIP] UAC:Specops
Some kind of combat knife would seem most appropriate for a special ops theme. Some forces also use military axes and hatchets.Crudux Cruo wrote:does anyone have any ideas or requests for melee?
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Crudux Cruo
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Re: [WIP] UAC:Specops
I was thinking a trench shovel, or a knife. maybe some sort of hand to hand combat techniques, but i don't want to try to compete with alot of other great mods with hand to hand ;P
on another note, i'm sort of in an artists block on the rocket rifle, i will get to it but it might be awhile.
on another note, i'm sort of in an artists block on the rocket rifle, i will get to it but it might be awhile.
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Sgt. Shivers
- Posts: 1743
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Re: [WIP] UAC:Specops
Maybe you could have the shovel merged with hand to hand? Like two quick left-handed jabs followed with a smack from the shovel. Could be cool, I haven't seen anything like that in a doom mod.
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Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
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Re: [WIP] UAC:Specops
For the shovel I'd probably not, because its a heavy hitter weapon, but for the knife i was planning jabs and kicks, mixed with knife stabs and slashes. I also wouldn't mind having a combo of the trench shovel and a quick knife. My mind is far from made up on it, so any other ideas for weapons are welcome. Just keep in mind the doom marine isn't just a normal marine, but a special operations commando testing out new paramilitary gear under research by UAC.Sgt. Shivers wrote:Maybe you could have the shovel merged with hand to hand? Like two quick left-handed jabs followed with a smack from the shovel. Could be cool, I haven't seen anything like that in a doom mod.
