He means it'd work better as an optional level set, and your focus should be just the tc, without the extra levels.Nevander wrote:What do you mean?
I think.
He means it'd work better as an optional level set, and your focus should be just the tc, without the extra levels.Nevander wrote:What do you mean?
Perfect. Just sticking to its rootsNevander wrote:The plan was always to put the new episode into the main WAD, but anything else would not be.
So in the future when everything is done, you'd get this:
Main Game + Retribution Episode is one file
Absolution Levels is a separate PWAD to add this episode to the list
Outcast Levels same as above
...and so on
Also try to keep in mind that even if new things, monsters, or weapons are added inside Retribution, they will never be added into the main game unless you do it yourself by using "give" or "summon" commands. I can't stop you from doing that, so don't complain about new guns in the main game when they aren't.
The reason I am even going to add anything new is because all the other episodes have added things to make them stand out. The Absolution TC has new Nightmare enemies, Outcast has new enemies and even new textures, and so on. Retribution will have it's own new things to give an identity, but the main Doom 64 will always be Doom 64 only. That was always the goal.
Actually, it does: the Praetor Suit comes with all sorts of upgrades that makes you crazy powerful. Personally, I would not even include it - not even as an alternate skin - and I would just pretend the default Marine armour and it are one and the same. After all, if Retribution is supposed to be 7-episode long, there really is not much room for lengthy explanations and it would be weird to be told through a brief intermission text that you have been given an upgrade without it having any repercussion on the gameplay.Nevander wrote:(will not affect player stats, that's what happens during DOOM 2016 remember?)
What I meant was the suit starts at an un-upgraded level in DOOM 2016 and you upgrade it through progression, but when you start there are no upgrades at all. So it would make sense to assume we couldn't upgrade the suit until we starting using Argent Cells.JohnnyTheWolf wrote:Actually, it does: the Praetor Suit comes with all sorts of upgrades that makes you crazy powerful.Nevander wrote:(will not affect player stats, that's what happens during DOOM 2016 remember?)
The plan was to (if added) leave them on slot 9 so they don't interfere with any of the normal Doom 64 weapons. Any new guns will not nor will they ever replace or spawn in the normal Doom 64 levels. Like I said earlier, the only way to get them in normal levels would be to actually summon or give them manually which is something you have to do on purpose. The Nailgun if added would indeed fire the projectiles the maps do, and even though the projectile's real name is Dart, something about "Dartgun" sounds puny, whereas Nailgun is the accepted standard for a spiky thing shooter.JohnnyTheWolf wrote:Anyway, a Flamethrower and a Nailgun sound like good ideas on paper, although in the latter's case, I would rather refer to it as a Dartgun if you intend to make it shoot the projectiles used in environmental traps. If you can make them work without causing an overlap with Doom 64's already formidable arsenal, then all the better!
I would say it is more of a suspension of disbelief/video game convention to have the supposedly powerful hero start off as weak, but fair enough.Nevander wrote:What I meant was the suit starts at an un-upgraded level in DOOM 2016 and you upgrade it through progression, but when you start there are no upgrades at all. So it would make sense to assume we couldn't upgrade the suit until we starting using Argent Cells.
Again, fair enough.JohnnyTheWolf wrote:The plan was to (if added) leave them on slot 9 so they don't interfere with any of the normal Doom 64 weapons. Any new guns will not nor will they ever replace or spawn in the normal Doom 64 levels. Like I said earlier, the only way to get them in normal levels would be to actually summon or give them manually which is something you have to do on purpose. The Nailgun if added would indeed fire the projectiles the maps do, and even though the projectile's real name is Dart, something about "Dartgun" sounds puny, whereas Nailgun is the accepted standard for a spiky thing shooter.
They are the exact same as the classic counterpart, except with a bit lower health. I might could tweak the explosion range to take into account everything being bigger.Raziel236 wrote:Could you make the barells more effective? They are useless or have almost no range.
It would be kind of like another Chaingun except it fires the trap projectiles, maybe with a bit more damage but not a lot.JohnnyTheWolf wrote:Regarding the Nailgun, how exactly powerful is it going to be? Maybe it could replace the Pistol altogether in Retribution.