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

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DarkTalon25
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkTalon25 »

I want to be completely screwed if I don't have super weapons.

If it's not too difficult, I'd like it so that their behaviour adapts to the player class they're currently targeting. So far, I've got constant strafing against scouts, and constant retreating and teleporting against commandos, but I don't know what to do for the others, especially not technicians.
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Yholl wrote:
;_; stoopid durla
i wanna make guns but everything I need to do is not guns
very sad
DON'T LET YOUR DREAMS BE DREAMS!
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Ethril
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Ethril »

Yholl wrote:Oh, here's a question for you lot;
If you encountered an Armageddon boss, how difficult would you expect it to be to fight?

I'm trying to make the Abominant much harder than stuff like the Nightmare Cyberdemon, but not so hard you're completely screwed if you don't have super weapons. It's harder than you might think.
Right now it's pretty murderous indoors, but in large open spaces it's not that hard to fight. I've got ideas for some extra attacks to cut down on that, but yeah. I am interested in your thoughts.
Health/damage-wise they shouldn't be too much stronger than Nightmare/Cybernetic equivalents (power levels can only scale so high before it gets stupid. Exhibit A: Complex Doom (and addons, which take it even further to the point of literally having legendary super saiyan monsters with golden auras and teleport spam and nuclear kamehameha beams)). Too much reliance on raw power would likely make them impossible (or at least soul-crushingly tedious; the Spider Overmind is already kind of pushing it healthwise) without super weapons, and not make them an interesting threat with said superweapons.
They should, instead, be smarter; Better mobility, more attack variety, reaction abilities so you can't cheese them to death so easily, status effects, etc.
Basically what you've already been doing for the Armageddon monsters. Most of them have unique abilities (or at least interesting gimmicks) and something resembling intelligence, instead of just taking the easy route and going "lol 999999999 health and undodgeable one-hit kills".
The ideal reaction to a super boss showing up should be "Oh crap, I have to fight that!?" (Intimidating, like when you walk into Korax's room and he's flinging every projectile in the game at you and manipulating the arena with his phenomenal cosmic powers), rather than "uuuuuuuuuuuggggghhhhhhhhhh cba 2 deal w/this guy rn fml" (Exasperating, like when you encounter anything that spends a significant portion of combat hiding behind invulnerability IM LOOKING AT YOU HERESIARCH YOU WERE ONLY COOL THE FIRST TIME. ALSO LOOKING AT YOU, EVERY SINGLE GODDAMN CENTAUR IN THE ENTIRE FUCKING GAME.)
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

yeh, i'm thinking a bit of how the Mastermind in Doom 4 behaves. she's giant, got tons of hitpoints, and lots of attacks, but can also strafe around the place at a quick pace to throw your aim off. so the Supreme Overlord would have similar attacks to the regular Overlord, but instead of being a thing you can hide from in the corner and plonk it with 10+ AMR shots, this guy knows you're hiding and would constantly try to flank you out of cover. whatever the Armageddon Cyberdemon is would probably do the same, with maybe a few new powerful weapons attached to him (some stronger explosives like the MIRV to do better AoE damage), and maybe something like the Doom 4 Cyberdemon's one-two punch flame sword attack that forces you to pay attention.

also, instead of giving them more health, maybe some general resistance buffs so they can tank more damage unless you have weapons that bypass the stuff (like Nano Shotguns?)

generally though, they probably shouldn't do that much more damage than the Nightmare/Technophobia versions already do, because that'd probably be unfair. just making them sidestep away from your aim and flank you while having resistance bonuses would probably increase their overall threat level exponentially in terms of dealing and receiving damage.
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Completely agree with Viscra and Ethril here. Tanks are boring.
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Tranthula
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tranthula »

Yholl wrote:Oh, here's a question for you lot;
If you encountered an Armageddon boss, how difficult would you expect it to be to fight?

I'm trying to make the Abominant much harder than stuff like the Nightmare Cyberdemon, but not so hard you're completely screwed if you don't have super weapons. It's harder than you might think.
Right now it's pretty murderous indoors, but in large open spaces it's not that hard to fight. I've got ideas for some extra attacks to cut down on that, but yeah. I am interested in your thoughts.
A boss that's always going to keep you moving, focused on just it, and covers all range of distance without being completely overlord-destructo-yo-face difficult, I find that a good solid boss fight.


But this is Armageddon mode, which I like to YOLO run through megawads in my spare time. What do I know :wink:


On a side note, I did find a very, very tiny bug with the dual double shottys. Don't pick up three, weapon counter will always be stuck at 1.
Last edited by Tranthula on Mon Jul 18, 2016 7:51 pm, edited 1 time in total.
Pokky
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Pokky »

Ethril wrote: (power levels can only scale so high before it gets stupid. Exhibit A: Complex Doom (and addons, which take it even further to the point of literally having legendary super saiyan monsters with golden auras and teleport spam and nuclear kamehameha beams))
Oh god, as someone who played this addons online along with an invasion mod dedicated for it long time ago, these monsters were basically just outright ludicrous and even have unfair attacks. One of them has a homing attack with really wide spash radius and insane speed.

To make things worse, most of these monsters have a "space nuke attack" or "super big projectile that also shoots out multiple homing projectile" which is just ridiculous.

So... try not to make the attack so "cheap" and at least give it a fair challenge.

(Please don't make the boss shoot lightning bolts everywhere in the map.)
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Doomguy914 wrote:What are it's attacks like so far?
It has three abilities currently;

A homing pulse, similar to a Nightmare Revenant's attack; i.e. it's really fast, slightly homing, and it hurts.
Damage (random(7,8) * 3) + A_Explode (64, 128, 0)
The most damage it can do to an unarmored player is 88 damage if they were in the exact epicenter of the projectile somehow, so it can't instakill with it.

A gravity pulse, which is an instakill attack.
A very slow moving completely homing attack that draws in everything nearby to their deaths.
Due to the speed, it's a very short range attack.
If you're far enough away, it's completely harmless, but at close range you'll have a hard time escaping it.
Even if the pull isn't strong enough to kill you, it'll restrict your movement enough that the Abominant will just pulse you in the face.

A dodge to either the left or right, usually when it flinches, sometimes just randomly.
The dodge is an orbit around the target, so it's actually circle strafing around you, rather than just heading in a left or right direction.
DarkTalon25 wrote:If it's not too difficult, I'd like it so that their behaviour adapts to the player class they're currently targeting. So far, I've got constant strafing against scouts, and constant retreating and teleporting against commandos, but I don't know what to do for the others, especially not technicians.
...

WELL
NOW I KNOW WHAT I MUST DO
Ohohohohoh thank you so much this is gonna be great

I knew asking you lot would be a great idea!
Ethril wrote:Health/damage-wise they shouldn't be too much stronger than Nightmare/Cybernetic equivalents (power levels can only scale so high before it gets stupid.
Yeah, exactly.
Right now it has the same health as an Overmind, 12000, but the main attacks are... I wouldn't say less potent, but you don't need to take cover from them. I'll do what DarkTalon25 said and give it unique methods of panicing the player based on what class they are, should be good.
Pokky wrote:To make things worse, most of these monsters have a "space nuke attack" or "super big projectile that also shoots out multiple homing projectile" which is just ridiculous.
10/10 amazing game balance
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Ethril
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Ethril »

Yholl wrote:
Pokky wrote:To make things worse, most of these monsters have a "space nuke attack" or "super big projectile that also shoots out multiple homing projectile" which is just ridiculous.
10/10 amazing game balance
oh man it gets even better
there are even more add-ons to that one that add things like a cyberdemon that's immune to everything except bullets and can instantly kill you from halfway across the map through walls, and it ignores armor, and it has a ridiculously long-range dash-lunge-stomp attack that kills you in god mode
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Why even make something that nonsensically powerful? That boss almost belongs on a terry trap or Russian Overkill. Complex Doom doesn't have any op weapons right?
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Tranthula
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tranthula »

4thcharacter wrote:Complex Doom doesn't have any op weapons right?
It has it's OP weapons. Very, very rare to get it though.
As far as complex doom goes though, all the OP monsters are supposed to be. . .well, OP. Usually only played with multiple people.
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skyrish10
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by skyrish10 »

Tranthula wrote:
4thcharacter wrote:Complex Doom doesn't have any op weapons right?
It has it's OP weapons. Very, very rare to get it though.
As far as complex doom goes though, all the OP monsters are supposed to be. . .well, OP. Usually only played with multiple people.
It's better if you play with the Legendary Complex Addon for Complex Doom.
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Redead-ITA
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Redead-ITA »

skyrish10 wrote: It's better if you play with the Legendary Complex Addon for Complex Doom.
And also Get angry because of a cybie Cardinal that always kills you everytime and you cant do nothing about in multy because there are no cheats and because they use incredibly hard wads to play the game
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MasterOfPuppets86
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by MasterOfPuppets86 »

Anyone know the console names for the Demonic Weapons? For that matter, any of the weapons that aren't in base Doom? Doom RPG doesn't let me buy anything, and I really want to see what they do.
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skyrish10
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by skyrish10 »

MasterOfPuppets86 wrote:Anyone know the console names for the Demonic Weapons? For that matter, any of the weapons that aren't in base Doom? Doom RPG doesn't let me buy anything, and I really want to see what they do.
Here you go
Spoiler:
In DoomRPG with DRLA, if you want to buy anything, you must acquire a highly rare card
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