[WIP] GZDA - Virus Issues (p. 16)

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Quadruplesword
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Quadruplesword »

The manual pump thing for the single-barreled shotgun is a little new to me but I'm getting used to it. This mod is great! I love the new sounds for the weapons.

Here's my personal opinion on all of the weapons:

Fist: The only use you had for it in Vanilla Doom was to combine it with a berserk pack to deal massive damage. Since the berserk is now only temporary it's pretty much useless.

Chainsaw: It feels like it was slightly nerfed but it's easy to get around. Demons are still able to get a few bites in when I have the chainsaw right in their face so what I do is circle-strafe around them while sawing them apart. Also, enemies should be able to hear you pull the ripcord on the chainsaw and the sound played while pulling the ripcord is too weak.

Pistol: Useful for picking off enemies at long range. But what happened to the pistol that had the burst fire mode?

Single-barreled shotgun: Love it!

Double-barreled shotgun: Good but you need to be able to reload it by pressing the fire button.

Auto-shotgun: You need to be able to fire it rapidly by holding down the fire button. Also, it's appearance is just WAY too rare.

Microgun: I can't even use the normal fire mode for this weapon because of it's absurd recoil.

Rocket Launcher: Great weapon! It looks awesome, sounds awesome, and is really powerful. Could use a better firing sound though.

Plasma Rifle: Overpowered.

BFG9000: Sucks!

Railgun: There's no ammo for it >:( . As for key bindings I think it should be double-bound with the plasma rifle and for ammo, well, I don't know :?
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

thank you, i agree on pretty much all your points. keep it coming, guys!

also, the machine pistol is only available through cheats at the moment, it has select fire capability.
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Orangewaggs
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Orangewaggs »

I asked before but if you do do you plan to release old builds for the old reloading system for the pistol and auto shotgun for non realistic reloading if you know what i mean... if not ill be more specific
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

Orangewaggs wrote:I asked before but if you do do you plan to release old builds for the old reloading system for the pistol and auto shotgun for non realistic reloading if you know what i mean... if not ill be more specific
i'm a little confused by this, but i assume you are talking about going back to the system where reloading lets you keep the ammo? if so, the current build is already using that system again. it really wasn't that realistic to begin with, i know i would keep empty or even partial magazines on me for later. however, i have made it so the microgun dumps its cassette when reloading, and you can only reload if you have 500. this is to balance the insane rate of fire and the newly decreased recoil.
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hnsolo77
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by hnsolo77 »

eliw00d wrote: I have a kind of repository for new versions:

http://www.medpackstudios.com/GZDA
will download when i have my computer on the internets, but for now i must wait

...

waiting sucks...
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

hnsolo77 wrote:
eliw00d wrote: I have a kind of repository for new versions:

http://www.medpackstudios.com/GZDA
will download when i have my computer on the internets, but for now i must wait

...

waiting sucks...
i'll try to keep it as up to date as possible.
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Quadruplesword
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Quadruplesword »

I actually prefer the previous version. I don't notice much of a difference between the recoil of the most recent version's microgun and the previous version. Plus, the microgun has no sound effects! It seems more like the recent version just reverted back to the old sound effects that don't sound nearly as good as the more recent ones.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

Quadruplesword wrote:I actually prefer the previous version. I don't notice much of a difference between the recoil of the most recent version's microgun and the previous version. Plus, the microgun has no sound effects! It seems more like the recent version just reverted back to the old sound effects that don't sound nearly as good as the more recent ones.
you must have downloaded the zip file before i updated it. try now.
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Quadruplesword
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Quadruplesword »

Concerning the machine pistol, what I would do is have it so that zombies have a chance to drop it when they are killed. 20% seems like a good number to put it at. For now, it would probably be best to have the Railgun use the same type of ammo as the plasma rifle, at least until you figure out something else to do with it.

Also, about the pistol and auto-shotgun, instead of showing you how many bullets or shells remaining in your inventory, they should show how many pistol magazines and drum magazines you have left. I also think that the auto-shotgun should use its own pool of drum magazines rather than sharing ammo with the other two. And the BFG9000 needs some serious work.

Also, I think this mod could use a custom-made HUD.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

Quadruplesword wrote:Concerning the machine pistol, what I would do is have it so that zombies have a chance to drop it when they are killed. 20% seems like a good number to put it at. For now, it would probably be best to have the Railgun use the same type of ammo as the plasma rifle, at least until you figure out something else to do with it.

Also, about the pistol and auto-shotgun, instead of showing you how many bullets or shells remaining in your inventory, they should show how many pistol magazines and drum magazines you have left. I also think that the auto-shotgun should use its own pool of drum magazines rather than sharing ammo with the other two. And the BFG9000 needs some serious work.

Also, I think this mod could use a custom-made HUD.
well, the machine pistol, auto shotgun and railgun are mostly for custom maps and for fun. i don't think they really fit into doom.

as far as showing magazines, i had wanted to do that, and it is possible that i might still go that route, but i don't see it as a priority. i will, however, give the auto shotgun it's own ammo type.

the bfg has always needed work with every variant i have made, i just don't know what to do with it.
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Quadruplesword
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Quadruplesword »

the bfg has always needed work with every variant i have made, i just don't know what to do with it.
Maybe you could make it like the BFG from Doom 3, where it shoots out energy at enemies it passes by. It would be nice to have a slightly shorter charge time as well.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

Quadruplesword wrote:
the bfg has always needed work with every variant i have made, i just don't know what to do with it.
Maybe you could make it like the BFG from Doom 3, where it shoots out energy at enemies it passes by. It would be nice to have a slightly shorter charge time as well.
i had done that in previous versions, but again, it's been done in quake 2 and doom 3. i want something that's at least somewhat unique. i dunno.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

i just realized that the sounds folder had somehow been switched with the older sounds folder, this has been fixed and i am uploading it atm.
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Quadruplesword
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Re: [WIP] GZDA | Download Link on Page 1

Post by Quadruplesword »

Well, maybe you could have the BFG shoot a ball of energy into the air that would fly through the air and shoot energy pulses at enemies it comes near as an alt-fire mode. And you could have the primary fire mode just fire the regular Vanilla Doom projectile. And to make up for the alt-fire's extreme power you could have it so that it uses up all four BFG shots at once and cause a small amount of damage to the user. You could also have it so that the alt-fire takes longer to charge up than the normal firing mode (about as long as what it is now, maybe a little longer) and have normal shots charge up about as fast as the Vanilla Doom BFG.

Now you might be saying "hey, what would be the point of the alternate firing mode when you can use the normal firing mode to do basically the same thing?" Well, the alternate fire can damage enemies you can't see and is a lot more powerful and useful at wiping out a room full of enemies since its energy pulses deal more damage than the regualr shot's AoE effect, which can only hit so many enemies at once.

What would be really cool is if you could create a custom status bar to go along with the mod to show all ammo counts properly. I really like this mod :D

EDIT: I've been brainstorming this for a long time and I've come up with some cool alternate fires for the weapons:

Fist: Kick attack. More powerful but is a little slower.

Pistol: Attach a silencer to it, so enemies can't hear it being fired.

Pump shotgun (Singled-barreled shotgun): Melee attack. Useful for when you run out of ammo and don't want to waste time reloading. But doesn't get the berserker pack damage bonus :P

Double-barreled shotgun: Same as before.

Auto-shotgun: Fire the weapon faster at a loss of accuracy and increased recoil.

Minigun: Same as before.

Rocket launcher: Fire a rocket as a grenade.

Plasma Rifle: Take 5 plasma rounds and fire them as a large projectile that can bounce off walls and is more powerful than standard plasma rifle fire. To keep it from being spammed the plasma rifle must cool down after firing.

BFG9000: Mentioned above.

Railgun: Activate thermal vision which allows you to see monsters and players through walls. But I understand if this is outside of (g)zdoom's capabilities.
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Gendo
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Re: [WIP] GZDA | Download Link on Page 1

Post by Gendo »

shotgun melee alt-fire would indeed be cool :) what troubles me is that minigun (apparently) can't be reloaded if you got fewer than 500 bullets for it on you...

i recorded this demo with 10 sector megawad (read the txt file, you can get the wad off idgames), where i experienced this drawback towards the level's end.
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