Page 9 of 15
Posted: Sun Jul 08, 2007 6:14 pm
by Snarboo
Alright, the beta has been sent to a few testers. If you recieved the beta, please do not leak it. I don't mind people taking things from anything I do, I just want to wait until it's completed so I don't comments such as "OMG this sux lol". Keep in mind this is uncompleted and rough around the edges.
@Blade: you helped me figure out what the problem was with my spawning code, so I could definitely use more help like that. :)
Posted: Sun Jul 08, 2007 6:21 pm
by Ryan Cordell
One suggestion is to actually make the weapons spawn puffs when they clash against walls. I think this works on the puff actors best on Melee, I might be wrong. Also, you ought to offset some of the weapons, you can see some of them are cut off and looks kinda ugly.
Also, a few mystical weapons wouldn't hurt as much, since the Cultists, in a large group, could really pwn you with their long range attacks.
Posted: Sun Jul 08, 2007 6:26 pm
by Snarboo
Yeah, there are definitely going to be magic spells you can cast. In fact, the cultists are going to randomly spawn the magic missile spell when they die.
I thought about doing some spark effects for the weapons, but didn't really find any. That will probably change.
If you look in the wad, you'll note the weapons are actually offsetted as best as I could make them. I really do need to fix it in the few cases where it is most obvious, however.
Posted: Sun Jul 08, 2007 6:42 pm
by Marcus101RR
These monsters look so strangly familiar in graphic. Was that final boss in KDIZD from these set of monsters on Page 1 and 2?
Posted: Sun Jul 08, 2007 6:43 pm
by BouncyTEM
No, it wasn't. but it was made in a similar style, which surprised me.
Posted: Sun Jul 08, 2007 7:53 pm
by TheDarkArchon
There definitely needs to be more than one blunt class weapon: Earth elementals shrug off anything else and using the flail means large amount of pain from melee attacks.
Posted: Sun Jul 08, 2007 8:29 pm
by qwerqsar
any chance for me to playtest it? Specially now that I am studying medieval times, haha

!
I promise I won't leak.
Posted: Mon Jul 09, 2007 7:51 am
by Snarboo
TheDarkArchon wrote:There definitely needs to be more than one blunt class weapon: Earth elementals shrug off anything else and using the flail means large amount of pain from melee attacks.
Earth Elementals are also effected by fire damage pretty well, too. But yeah, I forgot to add some blunt damage to the axe, since Slot 3 was meant to be blunt weapons. It won't do much more damage than it already does, but it should help. :) The claymore will do some blunt damage as well, even though it's in Slot 5, which is heavy weapons.
@qwerqsar: I'm going to work on this some more and release another beta release either today or tomorrow, so you'll be in the next batch of internal beta tesitng.
Posted: Mon Jul 09, 2007 9:25 am
by TheDarkArchon
Yeah, I noticed that fire arrows do decent damage but in most cases I run out of them before the elemental(s) go down.
Posted: Mon Jul 09, 2007 12:16 pm
by wildweasel
The lowly cultists are way too damaging, which makes some mapsets almost impossible to play - Darken2.wad really suffers because it has so many imps in it. I say either tone down the cultists' damage a bit, or add a different enemy to the Imp spawn spots and have a 1 in 5 chance that the spawn spot will spawn a cultist instead.
Posted: Mon Jul 09, 2007 12:35 pm
by Snarboo
The Cultists will have their projectiles toned down to better match the Imp. The actual projectiles do 1 damage, but if I slow them down, that should balance them.
The Claymore has been added to the mod. Now I just need to find appropriate unsheathing sounds for it.
Posted: Mon Jul 09, 2007 2:47 pm
by wildweasel
Snarboo, check out this Oblivion mod:
http://planetelderscrolls.gamespy.com/V ... il&id=2667
That contains tons of good medieval weapon sounds, including more flesh-hit noises which would greatly benefit the mod. It might also add some consistency to the weapons, too - the battle axe making both light and heavy swinging noises? The contrast of quality in all the wall-hit noises?
Posted: Mon Jul 09, 2007 2:50 pm
by Snarboo
I'll check that out, Weasel! I need high quality sound effects that are more consistent.
Posted: Mon Jul 09, 2007 4:59 pm
by TheDarkArchon
Snarboo wrote:Earth Elementals are also effected by fire damage pretty well, too. But yeah, I forgot to add some blunt damage to the axe, since Slot 3 was meant to be blunt weapons.
Yeah it did sound odd in the DECORATE that you said that the Battle Axe did blunt damage as well as slash damage but both attacks did slash damage.
Self-fixed in any case. (The primary attack is supposed to do the blunt damage, right?)
Posted: Mon Jul 09, 2007 5:02 pm
by Snarboo
TheDarkArchon wrote:Self-fixed in any case. (The primary attack is supposed to do the blunt damage, right?)
Yeah, pretty much.