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Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 12:27 pm
by Pardo
You still havent changed the rocket launcher sprites.. :[
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 12:27 pm
by wildweasel
Pardo wrote:You still havent changed the rocket launcher sprites.. :[
I'm sorry, but could you perhaps be more patient? Perhaps Johnny's been focusing on other things - better rocket launcher sprites do not necessarily just spawn out of thin air, and he's already expressed his dislike for the ones you suggested earlier.
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 12:50 pm
by shotfan
Slax wrote:Let's see.
BFGG - Some sort of super BFG for a limited time. Plenty of room for shenanigans.
Would easily overshadow Mastermind Chaingun if not done right... (and the Mastermind Chaingun is my favourite powerup now

)
Reloading Bullshit - Reloading makes you angry! GRR! Knockback/Hurt wave when reloading.
Haha! Good one!
Good Knight - Armor doesn't deplete. Game breakerino... maybe.
May be a good powerup if it makes the armour not lose AP, but keeps its damage-to-HP reduction.
My suggestions:
- Guaranteed criticals in melee: may be too slow to have constant criticals upon every hit, but fists are situational already, so may be viable after all?
- Infinite grenades: boomboomboomboombananaboom
- No Plasmagun overheating (also for altfire): boring, I know, but unending barrage of plasma sounds scary nevertheless, does it not?
(also, that aforementioned 'big knockback from melee hits powerup' sounds useful enough to me)
QUICK EDIT:
Pardo wrote:You still havent changed the rocket launcher sprites.. :[
I prefer the current ones - simpler and more faithful to Vanilla. The RL from Project Brutality (you mean this one?) IMO just looks nonsensical and overdone (that... muzzle puts me off).
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 12:58 pm
by johnny
Grigori - I could force them to be completely solidly the darkest blue that this palette allows with zero shading but that would look mspaint bad. Blood comes in all different shades, just think of it as less thick or something. I don't know, I barely notice it.
Pardo - unless I'm taking crazy pills (or I uploaded the wrong version last night), these RL sprites are neccronixis's, which are new. These are the ones I'm sticking with. Like weasel mentioned, I already stated that there's no way I'm using the sprites from PB. Caution tape screams 1990's era X-TREEEME marketing bullshit to me and looks like a 14 year old's attempt at being bad ass. WEAK
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 1:57 pm
by Infirnex
I rather do enjoy the new RL sprite. Visually the same, but much more touched up on and not a pixelated nightmare.
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 3:36 pm
by johnny
Shotfan - the 3x criticals powerup is already damn near constant criticals, they happen super often. I tried infinite grenades in the past (as well as homing grenades) and it was just eh. Also, the no reloads powerup actually already causes the plasma rifle to not overheat. No reloads in every sense of the word!
Infirnex - Same! It's still close enough to the original model which is what I liked about the last one.
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 3:41 pm
by Someone64
I think the knockback fisrs would make up in amusement factor for its uselessness. Knocking Revenants off ledges sounds really fun. Maybe you could even make the knockback a little ridiculous. Got another idea for a reward: 100% painchance on fists (but for very high tier enemies, just higher painchance instead of 100. Don't wanna be able to perma stunlock a cybie with nothing but fists.)
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Wed Oct 26, 2016 3:42 pm
by shotfan
johnny wrote:Shotfan - the 3x criticals powerup is already damn near constant criticals, they happen super often. I tried infinite grenades in the past (as well as homing grenades) and it was just eh. Also, the no reloads powerup actually already causes the plasma rifle to not overheat. No reloads in every sense of the word!
I see. Oh, I forgot about no reloads powerup extending to Plasmagun's heat bulidup. Thanks for correction!
Someone64 wrote: Got another idea for a reward: 100% painchance on fists (but for very high tier enemies, just higher painchance instead of 100. Don't wanna be able to perma stunlock a cybie with nothing but fists.)
Why not? It would be rare to show up anyway (even more rare to have this '100% painchance for fists' powerup coappear with a Cyberdemon to beat up, which are rare by themselves unless you are playing a really nasty slaughterwad), and getting close to Cyberdemon is a nigh-death sentence, so the reward would be apt for the odds.
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Thu Oct 27, 2016 12:46 am
by johnny
Hello fellows, new things hot and ready:
- Scoring system added (basically duplicated JPoints throughout the whole thing, thank you baby jesus for notepad++ and multiline find+replace)
- When you turn JPoints off, multikills no longer trigger and bonus items still appear but do not trigger the popup message (just contribute to your score)
- Added a few new quit messages so 4chan people will learn things whether they try to or not
Hm, I guess that's it. It seemed like a lot more work than just those three things. Hooray for tedium! Also, the HUD is starting to seem cluttered up now. Might have to look into scaling it down a tad or something.
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Thu Oct 27, 2016 2:09 am
by Doomguy141
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Thu Oct 27, 2016 2:15 am
by Gorec
why pew pew zombies instagib if i shot them in the head with shotgun?
why no alt-fire for double barrel?
why rifle makes pistol sound when shooting down the sights?
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Thu Oct 27, 2016 3:42 am
by Slax
At least the HUD's transparent, Johhny. No worries at all as far as I'm concerned.
Oh yeah. Noticed that megaspheres give 200 green armor. Intentional?
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Thu Oct 27, 2016 8:30 am
by johnny
Gorec - they don't instagib as far as I can tell, the SSG altfire = using the shotgun, and the rifle altfire does not make the pistol sound
Slax - intentional indeed! There is actually zero difference between blue and green armor now. All armor savepercent is 75% now when dealing with damage from a non bullet source. Whether or not you're armored is now a significant factor in whether or not you should bum rush a crowd of enemies or pick them off from afar. Side note, I fucking love Robert Downey Jr. I'm being him for halloween!
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Thu Oct 27, 2016 11:17 am
by Gorec
what about that
also rifle did not make pistol sound(i thought it was pistol uuuuhhh) but it makes some not-so-good sound
Re: <!> JohnnyDoom - creative names for doom mods
Posted: Thu Oct 27, 2016 12:48 pm
by johnny
I'll crank up the zombieman's gibhealth. And the rifle is the superdragon sound from perfect dark 64!