This is a bug in Consolation Prize which I just fixed. Thanks!SiFi270 wrote:Axes are supposed to harmlessly destroy barrels, right? Because that doesn't seem to be the case in 64, at least for the first map where I presume they're replaced with special barrels in order to trigger the exit to Hectic.
The normal Berserk punches seem to use the wrong damagetype. In the mean time, use the offhand melee.isaacpop23 wrote:The barrels still don't like behaving, they seem to be immune to berserk punches.
isaacpop23 wrote:I'd say less "shouting into the void" and more "perfectly satisfying the void". You're executing everything so well that there's little need to suggest things, the balance is great and I assume that you have enough ideas to keep you busy for awhile. Plus I'd figure it'd be annoying on both sides if people were to just leave repetitive on how amazing the mod is every time you post an update.
But in any case, this is my favorite gameplay mod so far, so I'm glad that you're continuing development, what ever your reasons may be. I'll be attentively awaiting the update!
wildweasel wrote:Pretty much my only real grievance with the mod is an extremely subjective one: I feel like the machine gun is too slow and the chaingun is too fast. But I understand the machine gun is more closely patterned after Doom 2016's heavy assault rifle, and the chaingun....I'm not sure about the chaingun honestly, but it certainly is a way to eat up all your bullets in a big hurry! So as much as I'd like to see that tweaked, I understand that doing so messes with what makes them so different in the first place.
v3.666 "Samuel" (08/04/17)
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Some final changes and additions before I set off to work on v4...
New Features:
- Added a "Pistol Uses Ammo" CVAR! (meta_pistolammo) This makes the Pistol use Clip bullets like in vanilla Doom, and will give you 50 bullets at the start of the first map.
Weapon Changes:
- Soulcube now requires 10 souls instead of 5
- Adjusted Chaingun turret ammo usage
- Buffed the BFG's altfire by an impressive amount
Miscellaneous:
- Menu sub-headers in MetaDoom Options menu are now gold instead of red
- Moved new keybinding strings to LANGUAGE to sate my lust for localization
- Lost Soul-family monsters no longer spawn fire when time is frozen
JohnnyTheWolf wrote:Question: do you plan to make MetaDoom compatible with Doom 64: Retribution?
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