@ average; sorry that was unclear; 'done' as in version 2. see first post
now before i go any further, a few points i'd like to raise to all here.
- this is
not quake. it
is a quake themed mod in heretic. it has been made purely from memory and has not been created to simulate quake physics and or gameplay TO THE LETTER. if you want 100% quake then go play quake, if you want it in the zdoom engine, go play samsara...
- altered behavior of weapons IS intentional. for example the shotgun recoil/pitch is there to add a bit of life to the otherwise static quake weapons. The observant among you will notice that the nailgun will randomly fire nails that can bounce off of walls/floors adding an extra tactical element to the weapon. also the supernailgun will randomly fire ripper nails. making it a more deadly weapon than the nailgun. all of this (and more) is designed to create a set of weapons that fit the Heretic monsters and maps with gameplay balance in mind.
- read my posts CLEARLY please. as stated in the subject heading; this is a
WIP. therefore, unless stated otherwise, the sprites code and sounds used are how I want them
at present and do not always reflect how they will be in the
final version. as such, things like the doomguy kick are intended as placeholders*. if sounds aren't there I haven't put them in yet. patience is a virtue.
now dont think i'm being an ogre here (pun unintended there), I have taken some things into consideration. the cone of fire on the nailgun, for example, was indeed way too sparse. this is altered now. the grenade behavior is altered to be much less dangerous when aiming high but, again, the short fuse time is indeed intentional.
oh and @captainJ; no offence, but I did not feel my sprites needed 'fixin'.

the nailgun is green to add a bit of variety to the colours. yes I know quake was almost entirely brown but, again, this is not quake.
please bear in mind that this mod is in no way going to please everyone. and that is not its intent. I am sorry. but if there are things that you just don't like when the final version is done then thats tough. I create mods to play myself, therefore its how I want it to be. I share them because I'm a generous sort

. no offence but I'm really not making it to please a huge audience. if it does please some then jolly good.
I tend create my mods with a rigid specification set in mind before I even start. this allows me to work from section to section getting things done. That does not mean that some things wont change as I go along, that's only natural with alpha testing, but If theres things
you'd do differently feel free to alter, remove or completely change it to make a version that suits you. all I ask is let me get my final version done first...
*

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