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Skrell
Posts: 367
Joined: Mon Mar 25, 2013 11:47 am

Re: JohnnyDoom NEW - now with more old

Post by Skrell »

Somagu wrote:
Skrell wrote:Any chance of added an option to disable the entire jpoint system? I like everything in this MOD but it. Would this throw balance way off?
Your wish is granted!
:-OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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Agitatio
Posts: 242
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: JohnnyDoom NEW - now with more old

Post by Agitatio »

Somagu wrote:
Skrell wrote:Any chance of added an option to disable the entire jpoint system? I like everything in this MOD but it. Would this throw balance way off?
Your wish is granted!
Doesn't disable bonus items and multikill awards though. Not a big deal, but wish they were gone as well when you disable JPoints.

Edit: Maybe haste should also increase reload speed?
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Lime
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Re: JohnnyDoom NEW - now with more old

Post by Lime »

HELLO! I HAVE WAITED THIS FOR YEARS! AND IT'S FINALLY HERE!
i'll add up what I think:
- JPOINTS! (Fear The Judgement! 8-) )
- Vanilla brings back the Smooth Animations of the Classic.
- Everything that I think about the Mod is Awesome!

Also, One Thing....
- Where's the Flashlight? I pressed the button to activate it, and meh.
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Wivicer
Posts: 368
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Re: JohnnyDoom NEW - now with more old

Post by Wivicer »

Do you have dynamic lights turned on?
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johnny
Posts: 204
Joined: Wed Jun 02, 2010 5:09 am
Location: pelagiad

Re: JohnnyDoom NEW - now with more old

Post by johnny »

checksight and general performance fixes (including splashes--should be blazing fast now. I spawned 10 barrels on top of each other on water and exploded them and it only froze for half a second)
teleport sound is now there
shell sizes fixed
JP bar moved down and item tally restored, was gonna do the score thing but got too tired and stopped (lining everything up in sbarinfo is not a fun exercise)
critical hits given invincibility frames
neccronixis's new and much better rocket launcher sprites added (possibly chaingun sprites mutator in the future)
PLAYPAL from initial release restored because I like it and if you don't then that means ur gay

alright! see ya tomorrow
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Slax
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Re: <!> JohnnyDoom - creative names for doom mods

Post by Slax »

JPoints.

They're fun. But yet... limited in potential. Enter fighting game gauges. Level 1, 2 and 3 supers. Now then, let's just Frankenstein that idea over to JDoom.
Fill bar once, get level 1 superpower (current set.) Twice, level 2 (different set, more interesting shenanigans.) Level 3, A GORILLION POINTS OF DAMAGE! Super secret LEVEL 4?! OH MY!

I really just want more powers. The whole "screen goes white" thing on activation is such a nice feeling. You never know what you're gonna get! Until you've seen everything there is to see, that is. Then the sensation fades and you're left with... regret? Sadness? A longing! "Maybe there's a small chance to get something really stupid/fun." Russian Overkill comes to mind and that's probably where this wish stems from. More crazy! More silly!

Image
Rock me, Amadeus.
Someone64
Posts: 425
Joined: Tue Feb 23, 2016 11:59 am

Re: <!> JohnnyDoom - creative names for doom mods

Post by Someone64 »

The update made it so much more playable. Yay!

Here are some ideas for JPoints rewards:
  • instantaneous accurate as primary fire secondary fire (no longer need to rev up, fires as fast as secondary and does so immediately)
    higher fatality chance
    super flying kicks (causes the flying kick to launch you very far and is much more powerful than the standard)
    super jumps with landing explosions
    magnum (pistol capable of gibbing imps in one shot and has even better headshot damage multiplier than other weapons. would be cool to have a fanned secondary fire for it)
    exploding double shotgun (very dangerous to you if used at ranges too close, though)
    super knockback fists (the fists weapon should be able to launch enemies pretty far)
    super super shotty (fires one double super shotty blast per barrel. fires basically like a quad shotgun when firing both barrels)
    powerful zoomed fire for rifle (each shot does 4 shots' worth of damage for the zoomed fire)
Also, would be good if you can have a combo list upon pressing reload just like Russian Overkill (off topic but for some reason the combo list significantly reduces framerate on that mod when activated).
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johnny
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Re: <!> JohnnyDoom - creative names for doom mods

Post by johnny »

I like where your head's at Mr. Slax, but know that for every exploding headshots, there are ten powerups that sound equally great on paper but end up being extremely lame in practice. You have no idea how many powers I went through to come up with enough that are unique, useful, and fun.

SSG grenade launcher (now the RL secondary) - cool I guess, but grenades do the same and now my SSG is nonfunctional

Flamesaw (chainsaw swipes shoot band of impballs, also tried mancballs and revenantballs) - cool sounding but not very strong and hellfire missiles already exist as a "light everything on fire" tool

Vampire knife (gives you a knife that drains health) - always a disappointment to get, seemed like the red headed stepchild of the group, ended up inspiring the vanilla powerups though

High jump - broke maps

Fast reloads/no recoil - super lackluster, plus the reload frames are mostly all 1 tic anyways so skipping a bunch would make it look jerky and dumb and no reloads already exists

Lots of other shit like that. No bueno! Plus, I don't wanna get too too crazy about them. I know I've ventured off from my original guidelines, but I want to keep this relatively vanilla with some spicyer parts. The ground explosion fist is about as far into Russian overkill territory as I wanna go to keep this mod from being a parody of itself. The good in theory vs good in practice divide is fucking yuuuge so it's hard to have a million of them.
Last edited by johnny on Wed Oct 26, 2016 11:35 am, edited 1 time in total.
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johnny
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Re: <!> JohnnyDoom - creative names for doom mods

Post by johnny »

Someone64 - Hmmm. Muy interesante. A type of Mario 64 ground pound explosion could be cool. I also actually really really toyed with turning the mastermind chaingun powerup into an explosive tracers in general powerup but I haven't tested it. I'd probably have to nerf the SSG in that instance but it could be fun. Knockback fists could be cool in a "get away from me" way but I have a feeling that might be a disappointment powerup.

Also, I'm gonna be putting a combo list in the main menu "read this!" slot. Like an FAQ of sorts.
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Agitatio
Posts: 242
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: JohnnyDoom NEW - now with more old

Post by Agitatio »

johnny wrote:PLAYPAL from initial release restored because I like it and if you don't then that means ur gay
Does this look good to you? That's not mentioning wrongly coloured dots I noticed in the skybox, while playing Going Down. Why do you like it?
Spoiler:
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johnny
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Re: <!> JohnnyDoom - creative names for doom mods

Post by johnny »

Grigori - I don't like your favorite food. [Food] tastes good to you? Justify your preference for [food].

If you don't like it just delete it with Slade. It's 2 clicks. This is a non-issue.
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Slax
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Re: <!> JohnnyDoom - creative names for doom mods

Post by Slax »

Let's see.

Wishful Thinker - Health/Armor/Ammo starts spawning in around you as you kill things. Probably game breaking.
BFGG - Some sort of super BFG for a limited time. Plenty of room for shenanigans.
Rad Lad/Farty Party - You pulse with radiation/IBS every now and then. Proximity thing. Slows down enemies? Poisons them? Semi-stunlock?
Reloading Bullshit - Reloading makes you angry! GRR! Knockback/Hurt wave when reloading.
Pundemic - You start spouting bad one-liners. They're so corny that monsters occasionally retreat from you. Groooooaaaan.
Phantom Menace - Ain't no monsters gonna stop a phantom! You noclip through monsters.
Fatman - Attacks sometimes bounce off you. Boing!
Good Knight - Armor doesn't deplete. Game breakerino... maybe.
Banana - You gain the fabled gorilla arms of legends. OOP EEP SMASHY SMASHY!

Hrmm...
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Agitatio
Posts: 242
Joined: Mon Sep 05, 2011 10:07 am
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Re: <!> JohnnyDoom - creative names for doom mods

Post by Agitatio »

johnny wrote:Grigori - I don't like your favorite food. [Food] tastes good to you? Justify your preference for [food].

If you don't like it just delete it with Slade. It's 2 clicks. This is a non-issue.
That's not what I was trying to say. I actually don't even need Slade to remove it. 7-Zip is enough. That's not the problem. I am actually curious why you like it. I would've not had any issues with it if it actually affected everything. But as you can see from one example it doesn't cover everything. Seeing Cacos that always had dark blue blood leave light blue blood on the floor and ceiling, while still having dark blue blood on their sprites and walls. And that's only one major problem that I noticed.
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johnny
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Re: <!> JohnnyDoom - creative names for doom mods

Post by johnny »

Slax - lol I love it!!

Grigori - I think the steely blues and pale greens are awesome. It makes the nukage look less like an oversaturated mushroom trip and the plasma more icy and white hot. Also look at the computer screen textures. They stand out more. Everything in general has a more silvery tone to it and I like it. Best palette I've ever come across, aside from the UDM3 palette. That's a little too cartoonish for this, though.
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Agitatio
Posts: 242
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Re: <!> JohnnyDoom - creative names for doom mods

Post by Agitatio »

johnny wrote:Grigori - I think the steely blues and pale greens are awesome. It makes the nukage look less like an oversaturated mushroom trip and the plasma more icy and white hot. Also look at the computer screen textures. They stand out more. Everything in general has a more silvery tone to it and I like it. Best palette I've ever come across, aside from the UDM3 palette. That's a little too cartoonish for this, though.
Like the colours too! But that Caco blood issue really bothered me. Can you somehow force blood to still be dark blue for Cacos?
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