Accessories to Murder (ww-doomnukem): on Github
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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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Re: Accessories to Murder (ww-doomnukem): Update 4-10
The Cyberdemon and Spider Mastermind have taken no damage from explosive radii ever since their conception. It would be nice if the BFG projectile had +FORCERADIUSDAMAGE but while this is not the case your other weapons are still very good at murdering the bosses. Break out that chaingun instead, save the BFG for large groups of smaller monsters. Also, the sledgehammer, in terms of balance, isn't much different at all from the Doom fist; still a very satisfying kill when you have a berserk pack-- er, Mjolnir Device.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Without the berserk pack it is even more useless than the normal Doom's fists. The sledgehammer probably deals the same damage, just much slower which is a pain in the ass.Zhs2 wrote:The Cyberdemon and Spider Mastermind have taken no damage from explosive radii ever since their conception. It would be nice if the BFG projectile had +FORCERADIUSDAMAGE but while this is not the case your other weapons are still very good at murdering the bosses. Break out that chaingun instead, save the BFG for large groups of smaller monsters. Also, the sledgehammer, in terms of balance, isn't much different at all from the Doom fist; still a very satisfying kill when you have a berserk pack-- er, Mjolnir Device.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
The fist randomly deals between 2 and 20 damage. The sledge always deals 40 damage, and has a reach of 1.5x the distance of the fist.Onar4241 wrote:The sledgehammer probably deals the same damage...
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
plus, the Sledgehammer always stuns the target. this means that, with the Mjolnir Device, you can kill a Spider Mastermind without it being able to do anything to you. hell, you can still kill it WITHOUT USING IT. the Sledgehammer is therefor a very, very great weapon, saving you tons of precious ammo on killing those pesky things.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
i can confirm, i can't believe i've never tried this
Spoiler:
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
truly sums up much about guns are for wussies.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
To be fair, it looked like that imp fireball took the last hit to kill the Spider MastermindDreadflame wrote:i can confirm, i can't believe i've never tried thisSpoiler:
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Wow, I can't believe I never knew this. Just checked the DECORATE - I think I like this flag called +FORCEPAIN.Princess Viscra Maelstrom wrote:plus, the Sledgehammer always stuns the target.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Somebody's never stunlocked a mastermind with it.4. The Sledge is also a completely useless weapon. Please improve it's speed otherwise scrap it.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Is the actor in this post going to be implemented anytime? If not, I'd appreciate if someone could turn it into a player skin.
I'll do it myself if no one else will, but I'm bad with offsetting.
I'll do it myself if no one else will, but I'm bad with offsetting.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
well, chaingun replaces plasma rifle and it's doing a damn good for it's job and since wildweasel said he don't wanna follow the vanilla doom much, so it'll won't happen, obviously.Onar4241 wrote:5. Where's the Plasma Gun?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Okay, massive reply time, now that I'm settled into a new house and have a not-shit keyboard to hammer out a reply with.
Plans for next version:
- Get around to adding randomized angles to all the voxelized pickups; this makes large banks of bonuses look a lot nicer.
- Perhaps I'll swap out the Mjolnir Device's puff effect for the one on the Cacos' lightning balls.
- Ed the Bat's implementation of SynthFire is now canon to the mod.
- Uh, I guess further playtesting will occur so I can remember what the hell I was doing.
- Dual pistols now alert monsters. Whoops.
Do you have suggestions for improving the effect, or replacements for it? "It's awful" does not help me.Onar4241 wrote:1. The weapon smoke. Either improve it's effect or scrap it completely. Not only it's tad distracting, but the effect is awful.
I have added +FORCERADIUSDMG to the BFG blast now. Hopefully I haven't just massively unbalanced the game.2. The new BFG9000, it is a COMPLETELY USELESS WEAPON. I can't even believe how many shots I fired to take down a single Cyberdemon.
It's not supposed to be Airsoft. Where did that come from?3. The Assault Rifle sprite looks weird.. I dunno what's going on with it, but it doesn't look like an Airsoft Assault Rifle.
Sledgehammer's just fine. Ignoring this.4. The Sledge is also a completely useless weapon. Please improve it's speed otherwise scrap it.
If you want a plasma gun, play something else.5. Where's the Plasma Gun?
I should really get around to that. I should go look and see if someone finished doing the two-tone green version, otherwise I can use the base one as is.undead003 wrote:Is the actor in this post going to be implemented anytime? If not, I'd appreciate if someone could turn it into a player skin.
I'll do it myself if no one else will, but I'm bad with offsetting.
Plans for next version:
- Get around to adding randomized angles to all the voxelized pickups; this makes large banks of bonuses look a lot nicer.
- Perhaps I'll swap out the Mjolnir Device's puff effect for the one on the Cacos' lightning balls.
- Ed the Bat's implementation of SynthFire is now canon to the mod.
- Uh, I guess further playtesting will occur so I can remember what the hell I was doing.
- Dual pistols now alert monsters. Whoops.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
i do wonder if you're actually gonna make the boss enemies being immune to being put in pain-state, so as to not horribly break apart Masterminds with just a Sledgehammer. then again, having the enemies not being able to be put in pain-state at all might massively unbalance the game, though.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Flawless mod, and i really like the pistol(s) reload animation. The more i play it, the more i love it. 10/10
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Auto-offsetting wasn't as bad as I thought it would turn out. I extracted the sprites from the hazmat (?) trooper's sprite sheet and they are ready for my own use, and I've already made a skin file for it.
Glad to see you've settled, Weasel.
Glad to see you've settled, Weasel.