Viscra Maelstrom wrote:oh right, i forgot that. well uhh, maybe a rare chance to replace Berserk, but it also fills your HP up to 100 so as to not break compatibility, and have the option to turn it on and off?
Sleepyhead wrote:Been playing this recently and I have to say, this has quickly become my favorite gameplay mod. Pretty much everything has a fantastic level of polish and it's one of the few gameplay mods I've played that still feels a lot like Doom while still adding a lot of new and enjoyable gameplay elements. Thanks so much for your hard work in putting this together! The only thing I think it could use so far is just some more enemy variants for the higher tier monsters (Arachnotrons, Mancubus, Arch-Vile, etc) but I'm sure that's on your to-do list somewhere along the line.
As far as suggestions go, have you considered doing some cannon fodder zombies like Doom 3's shambling zombies or Doom 4's Possessed Scientists? Maybe they could spawn with armor/health bonuses like the treasures do? Might be pretty fun to cleave them apart with the fire axe. Also; Doom alpha's flying imps. Those would be cool, although we do already have 3 imp variants...
Anyway, best of luck with future updates! I'm very excited to see what you come up with next.
It'd be a nice idea, but I'm cautious of doing this at a gameplay mod level because I have no control over the amount of ammo the player has been given by the level designer - throwing additional things for the player to shoot could result in ammo being tighter than intended at later encounters...Sleepyhead wrote:As far as suggestions go, have you considered doing some cannon fodder zombies like Doom 3's shambling zombies or Doom 4's Possessed Scientists? Maybe they could spawn with armor/health bonuses like the treasures do? Might be pretty fun to cleave them apart with the fire axe.
Summoners are gonna happen, I just haven't put in the time or effort to do an appropriate sprite set yet. I have a very specific idea of how I want them to look and act...whatup876 wrote:I had some ideas about enemies:
Archies would have been the summoners from D4 but they need sprites that aren't red archies with horns
Arachnos could be those spiders from D3 (they could behave a bit like the dog enemies) and/or D64 ones with abilities based on D4 mastermind
Mancubi could be either 64 or D3 with abilities from D4 mancubus (including the cyber one) like flamethrowers, drops of acid or smacking the ground to create a shock wave attack (this happened in the game, right?)
I'm loathe to add double jump because it'd be pretty useless on mapsets that disable jumping... I wonder if I can detect if MAPINFO has set that flag...?whatup876 wrote:Also thought that the double jump ability would have to be earned through a pick up where you must find the boots but they obviously appear sooner and are easy to find
v3.1 "Samuel" (02/03/17)
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Various tweaks and improvements based on player feedback. Thanks to everyone for their feedback! I greatly appreciate it!
- Explosive Barrels now use the old explosion animation speed when killed by another explosive barrel. This should make, say, DOOM2 MAP23 more forgiving.
- The "6" key now defaults to the Plasma Rifle at first if you have it.
- Added Zrrion's modified radsuit sprite!
Monster Tweaks:
- Hellhounds: Will now get instagibbed by the Axe, like Zombies.
Weapon Tweaks:
- Super Shotgun: Added FOV punch and tweaked animation on firing.
- Chaingun: Ammo consumption reduced in both firing modes.
- Lightning Gun: Primary fire damage and range increased.
- Lightning Gun: Altfire no longer causes bleeding.
- Plasma Rifle: Altfire projectile speed and damage increased
- Plasma Rifle: Altfire projectile causes splash damage on impact.
Kinsie wrote:It'd be a nice idea, but I'm cautious of doing this at a gameplay mod level because I have no control over the amount of ammo the player has been given by the level designer - throwing additional things for the player to shoot could result in ammo being tighter than intended at later encounters...
Kinsie wrote:Trites (D3 spiders) will probably happen, I have some ideas and code I can use for them, but I'm not sure how to place them in levels and I don't think Arachnotrons are the right place, as they are both of very different power levels. Granted, I could have one Arachnotron spawn generate X number of Trites, but this would very likely break MAP07... D64 Arachnotrons will happen, I just need to give them something interesting to do (and a new name since I don't remember any Arachnotron variants in the RPGs...)
Kinsie wrote:It's something I'd like to add because, come on, Tellytubby Demon. Sprites are a problem, as always...
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