Page 9 of 20
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Tue Jun 17, 2014 3:20 am
by Captain J
100% accurate, if they has even more dmgs, then the easter egg moment would be deadlier also regretful, and all we gotta do is blame the 'why i need to wasting my time for this short easter egg' momentum.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Tue Jun 17, 2014 10:35 am
by Untitled
Yholl wrote:tsukiyomaru0 wrote:Correction: LETHAL joke monster. If I recall correctly, SS Soldiers have 100% accuracy no matter where you are.
If by 100% accurate, you mean as inaccurate as a slow firing chaingunner, then yes.
such lethal very not actually hitting you much wow
hey, back in Wolfenstein 3D, those things were the worst. They actually like did damage and were really annoying hitscan enemies (chaingunners from doom got nothing on how they were).
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Tue Jun 17, 2014 11:20 am
by tsukiyomaru0
Untitled wrote:Yholl wrote:tsukiyomaru0 wrote:Correction: LETHAL joke monster. If I recall correctly, SS Soldiers have 100% accuracy no matter where you are.
If by 100% accurate, you mean as inaccurate as a slow firing chaingunner, then yes.
such lethal very not actually hitting you much wow
hey, back in Wolfenstein 3D, those things were the worst. They actually like did damage and were really annoying hitscan enemies (chaingunners from doom got nothing on how they were).
Someone remembers my suffering. I don't recall their accuracy in Doom, though.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Tue Jun 17, 2014 11:36 am
by HexaDoken
Their accuracy in Doom is identical to that one of a chaingunner. I.e. essentially nonexistent. Their much slower firerate doesn't help either.
On Wolf 3D things were harder. They fired a lot faster(or at least the sound they produce makes it look like that), they were incredibly accurate. The only thing that saved you was the very severe damage dropoff - at high ranges, they would chip away 4-5 hp per each second, pretty much making them useless majorly.
At close range? They could easily do up to 80 in HALF a second.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Tue Jun 17, 2014 5:47 pm
by TerminusEst13
TheBeardedJedi wrote:Terminus, I wanted to ask if there is a way to eliminate randomized damage in your mod. It's only for personal recreation (I despise random number generators).
Thank you, glad you enjoy the mod! I despise randomized damage as well, though, so there shouldn't be any sort of random damage going on. The projectiles all are encased in parenthesis.
The only real possibilities for random damage left are A_Explode, which does damage reduced by distance, and ripper, which depends on positioning.
As for why your fulldamageradius isn't working, I'm afraid I don't have an idea, sorry.
tsukiyomaru0 wrote:Correction: LETHAL joke monster. If I recall correctly, SS Soldiers have 100% accuracy no matter where you are.
As the others have pointed out, the SS have much, much, much less than 100% lethal accuracy. I'm all for making them slightly dangerous, considering the perils of hitscan and how mapsets like to give them replacements to make them viable threats, but they won't be THAT dangerous.
Captain J wrote:TehRealSalt wrote:Since the SS is normally used as a joke monster, what about a Baby Metroid? It tries to attack you, but does pitiful damage. Or it follows you, causing no harm; it doesn't matter. :V
or, 8 bit-pixelized monsters. it would be reasonable if we wants to throwback to the past.
8-Bit monsters or Komaytos might be good!
There's not really a whole lot of options to go with otherwise in regards to "references to the past", since there isn't a lot of especially memorable stuff that's been cut/passed over in the games, with the possible exception of the
Humetroid, so it'll probably end up being an old-fashioned 8-bit reference or a Doom reference.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Tue Jun 17, 2014 6:55 pm
by Slax
The final Doomguy is captured in hell. The universe... is fucked.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Wed Jun 18, 2014 3:04 am
by Captain J
Komaytos would be came up nicely! and hope they are not OP or weaker, though. the easter egg should be kinda challengeable.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Thu Jun 19, 2014 12:14 am
by GenesisFlux
We'll, I'll be posting this for the third time. :V
I'm interested in being an active partner in the development of this mod. I'm an avid Doom and Metroid fan and I'm a dedicated artist with spriting/texturing skills. I'll be teaching myself how to make levels in Doom in the coming days.
Being so close with Metroid makes me want to see it shine again with game design and polish at the top of Nintendo's IPs like it used to. Maybe something like this would be a message, I dunno. But this has so much potential it's crazy.
That being said, what can I do to contribute? I've been to the Metroid Construction forums and the Zandronum forums already replying to the other threads. I really want to help.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Sat Jun 21, 2014 8:33 pm
by TheBeardedJedi
I finally figured it out. I was accidentally placing the value for int fulldamageradius into the previous slot (int flags). No wonder it wasn't working properly! It reminds me of how a single engineering mistake can stop the entire system. Thanks for all the help. By the way, the monster replacement setup seems ideal. I look forward to fighting an omega pirate.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Sun Jun 22, 2014 2:05 am
by tsukiyomaru0
Remember the whole talk about Chroma gun? Thought of a suitable replacement. Omega Cannon, from Metroid Prime Hunters. Acts much like BFG9K, but kills anyone caught by it (actually causes 200 damage, but in MPH Multiplayer you don't have Energy Tanks. Hence lethal), being a little like a mini nuke. Downside? You have only one shot for it, it will hurt the user (a little) if caught within the projectile impact site and the projectile is very slow. Also takes 30 seconds to respawn.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Sun Jun 22, 2014 7:55 am
by Ijon Tichy
Term's already said no to all plot device weapons, so no Hyper Beam, no Phazon Beam, no Hyper Mode (I dunno man), and no Omega Cannon.
The Skulltag replacements will be completely original weapons.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Sun Jun 22, 2014 2:20 pm
by tsukiyomaru0
Ijon Tichy wrote:Term's already said no to all plot device weapons, so no Hyper Beam, no Phazon Beam, no Hyper Mode (I dunno man), and no Omega Cannon.
The Skulltag replacements will be completely original weapons.
I didn't say BFG10k, I said BFG9k
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Sun Jun 22, 2014 2:22 pm
by twinkieman93
It doesn't matter, man, plot device weapons are still plot device weapons.

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Sun Jun 22, 2014 4:33 pm
by TerminusEst13
GenesisFlux wrote:I've been to the Metroid Construction forums and the Zandronum forums already replying to the other threads. I really want to help.
For the record, just one forum would be nice in the future. But I've already been chatting with this person and we've got some interesting things lined up for the future.
tsukiyomaru0 wrote:Remember the whole talk about Chroma gun? Thought of a suitable replacement. Omega Cannon, from Metroid Prime Hunters. Acts much like BFG9K, but kills anyone caught by it (actually causes 200 damage, but in MPH Multiplayer you don't have Energy Tanks. Hence lethal), being a little like a mini nuke. Downside? You have only one shot for it, it will hurt the user (a little) if caught within the projectile impact site and the projectile is very slow. Also takes 30 seconds to respawn.
The Chroma Storm is most definitely not going to be replaced, sorry.
Ijon and twinkie are right--I'm not really a big fan of plot device weapons being implemented. With the possible exception of the Omega Cannon (I'll admit I haven't really played with since Hunters is the only Metroid game I haven't played), they don't really have any big thing aside from "useful during plot-important moments, did a lot of damage". I'm not going for Mega Man 8-Bit DM where every weapon from the games are implemented, I would really much rather all of the weapons have unique behavior, function, and purpose, so you don't have a lot of overlap in regards to "what weapon does what and should be used when".
tsukiyomaru0 wrote:I didn't say BFG10k, I said BFG9k
9k already has a replacement at the moment.
I might try to do a cvar-based replacement system and turn it into other weapons, though. I remember one lad had a clever Zero Laser idea, and that would be really fun to code.
Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Posted: Sun Jun 22, 2014 6:36 pm
by tsukiyomaru0
Eh, you been to MM8BDM too?! Hm... I'm thinking some things... :J