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This is what I get for forgetting to put the ":v" in there. I'm going to do that now, because revisionist history is the best history. :v
Also I would be super-thrilled iof Shivers used my hell door sound sequence for the hub map doors. (The door needs to be sped up by a factor of ~33% to make the sound match, though.)
My two cents on the weapons real quick: People, if you are doing guns akimbo, and fire shoots one gun and alt-fire shoots the other, please make sure fire is left hand and alt is right hand. Doesn't affect gameplay much, and I'm not sure of others thoughts on this, but left and right mouse buttons firing right and left guns respectively bugs the hell out of me.
In other news, tonight or tomorrow I'll write up a more thorough review of the guns.
I use a thumb button on the left for altfire, so it doesn't seem at all weird to me. This is far into "user preference" territory, where probably the best solution is a cvar that switches the fire modes.
I got through the first 15 maps last night. I recorded the stream on my alt PC (with horribly shitty video quality) it's not worth watching but you can if you want. I have not made the video public so this (https://youtu.be/6orakhsaNyE & https://youtu.be/go36IsyBn6g) are the only ways to watch them.
TerminusEst13 wrote:And even then, a cvar that switches the fire modes would be preeeeetty nasty to code.
I could probably manage it.
EDIT: Yeah this should be pretty easy, the thing I'll send is gonna be kinda messy tho because I'm just editing the file straight because lazy
EDIT2: heeere we go aside from wanting to maul Yholl for minor things this should be perfectly fine
just the decorate files, CVARINFO, and a snippet of ACS, so it's not actually able to be used without integration, but I figured it'd be easier to integrate that way so
I used a bunch of weapons and have some feedback. You don't get as much detailed information because the forums ate the previous god damned writeup I had done. Up yours login page.
===CHAINSAW
HAMMER
Huge damage on swing. Altfire deals solid shotgun level damage with sparkly projectile attack. Very strong weapon.
STUNNER
I like the Keen reference. Primary stuns enemy temporarily, Altfire uses full charge to taze a nearby foe and make it fight demons for you. Neither work very long on strong foes. No damage. Ammo recharges over time.
CHRONITON
Shoot something to leave a time thingy and stun it, then altfire to make a rift in time that will keep enemies trapped in it locked in place for several seconds. Works on just about anything. No damage though. Infinite ammo.
===PISTOL
IASOMETHING
Default weapon. Infinite ammo. Tap attack fast to shoot fast. Altfire quietly shanks a foe. Use on imps, demons in close range.
===SHOTGUN
MOSIN
Very accurate and fairly powerful, can altfire to make it shoot at most six shots at once to obliterate crowds or lesser foes. Very fun to use.
TESLA
Eco friendly, charge it by alt firing the crank up. At high energy, fires a ball that can AOE groups of smaller monsters instead of a spread of arrows. Great for levels with low ammo, solid damage.
HOLY WATER PISTOL
Garbage if you need to fight anything past five meters. Which is all the time. The end for this review! I guess you have infinite ammo for it, works well in confined spaces and momentarily panics a foe? For most ranged fights use something else.
WINGMAN
Altfire throws caltrops, can be tricky to use but can murder enemies stuck in them. Can also murder you as well. Regular fire shoots a pedestrian shotgun blast. Solid shotgun but watch where you throw those spikes.
KURDD
Useless but amusing altfire. Pedestrian shotgun blast. Nothing special TOOOOOT
SHOTGUN+UZI
You can up the DPS by using altfire + primary fire together. More versatility with the Uzi, but the Uzi is slightly less efficient with the damage compared to chaingun. Shotgun is standard stuff. Very solid set.
===SSG
FLECHETTE CANNON
Flechettes can do more damage based on how much it pierces foes. Can lay waste to groups or halls of foes. Altfire fires a rocket blast that can kill you. Not as strong as Stock SSG against single foes, look to use it on groups.
DOUBLE SHOTGUN
Could use a buff. Primary fire is mediocre damage and Altfire really bad. Still usable.
GOH-12
Primary fires shotgun rapidly (watch your shell count), altfire uses cells to suck enemy in and fires double burst of shotgun shells on release. Pull in those pain elementals and say hi. Double barrel shot still usable if you're out of cells. Good weapon.
SLUG THROWER
Fires single-bullet slugs instead of a spread of pellets, altfire brings out a second thrower so you can fire faster. 7 shots to kill a caco. Lower firepower balanced by very high accuracy. Can eat your shells quickly though.
DUAL WSTE
Like having two SSGs with twice the firing rate for 4x the DPS of the stock SSG. Kills a Mancubus before he can fire. Probably OP but I love these.
===CHAINGUN
SRS
Like a regular chaingun but with fun sprites.
RYBAK
Like a regular chaingun but with a option for faster fire rate.
D3 CHAIN
Press altfire to spin it up and then shoot things, seems weaker than other chainguns.
REPEATER
Noticably stronger than average, with burst altfire.
DUAL MODE RIFLE
Shotgun less damaging than average but very polished weapon aesthetically, and fun to use. Pushes you backwards when fired. Versatile especially if you get a stinker of a SG or SSG. Shotgun fire rate high enough to eat your shells quickly.
FLAKCHETTE
Can stunlock a Mastermind with altfire, fires like an automatic shotgun. Otherwise mostly notable for its odd look.
ANTI MATERIAL RIFLE
Huge damage, two shots kill a caco costing ten bullets. LIke the AWP. Slow rate of fire, not good for crowds, piercing is not very strong. Altfire scopes in if you hold it.
IRON ANNIHILATOR
Strong damage with chaingun mode, Homing rockets on rocket mode (dont kill yourself) with lower damage. Very significant spinup time. Not so good for sudden ambushes.
===ROCKET
MINI ROCKET
2 rockets becomes 20 mini rockets. About 10 kills a Cacodemon. More versatile since you don't have to worry about instantly murdering yourself if you shoot a wall, but lower DPS. Altfire shoots stream of mini rockets. Less useful if fighting lots of tough enemies.
CACTUS PIPE
Altfire uses bullet ammo to shoot darts that pierce thru foes forward, absolutely destroys Masterminds. Primary shoots spike ball that explodes on enemies and bounces off walls. Does good damage a bit above stock rockets. Strange weapon.
VARIA
Altfire to change modes, Fire and Ice rockets are stronger than Shock or Poison rockets. Ice rockets are pretty slow.
DUAL CANNONS
Primary does very little damage compared to altfire, altfire has cannonball stick to the wall it hits and explode a few seconds later. Both pierce through tons of foes, but you might as well use the altfire for more damage. You can shoot the floor to rocket jump or splash damage enemies in the center of a room.
MINES
Hold primary to charge the toss, at full power it fires and explodes like a traditional rocket. Otherwise it bounces around until it lands and you can detonate with altfire. Fun fun for everyone to set up traps or mine jump up with.
Last edited by charcola on Tue Jul 12, 2016 7:40 am, edited 1 time in total.
I was playing my map with the new weapons and I noticed some texture problems in the first few rooms, so I decided to fix them...
...then I thought to myself, "Why these few rooms are quite boring, I need to make them better."
Until now, I have played 50 maps (map 01 to map 50). Maps 35 and 36 I couldn't finish because it was hard (map 35, missing some rocket and plasma ammo in the archvile castle and map 36 for too many monsters plus the HOM for the sky that can confuse and annoy anyone). Maybe another day I'll replay these two maps. In total I used 16 saves, died 35 times mostly in map 38 and map 28 and accumulated 9 hours 46 minutes (excluding maps 35 and 36). Only 29 maps remaining and I'm done.
I decided to update my gun (Dual Cannon), this is the list of changes I have made:
-Changed the sounds, hopefully theyre better now
-Main fire almost completely changed, the cannon ball it fires now isnt affected by gravity and explodes on impact, but the explosion is not as damaging and not as big.
-Alt fire has also changed, just a bit, speed of the cannonball increased and now it takes 17 ticks to detonate (almost half a second)
I know my map may have seemed DOA because I haven't updated it, as I am unable to access a doom editor for the time being. My map partner Plutonic Overkill has been hard at work bug fixing and improving our map. If you see a forum post by him soonish, I'm validating his post as genuine and I approved the changes over our messages.
We also fixed the map exit from a wall, it was an unintentional error and is fixed. The plasma gun is also now in our map. Hope we're still good to be in the wad.