Pirate Doom! - House of Mojo 06/05/14

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0bsidian
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by 0bsidian »

Maybe you could replace the plasma rifle with that Skullstaff weapon from Psychophobia: you know the one? Basicall a skull on a stick that shoots red stuff. :P I dunno where Psychophobia originally got it from, I've only seen it in there.
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Sgt. Shivers
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Sgt. Shivers »

0bsidian wrote:Maybe you could replace the plasma rifle with that Skullstaff weapon from Psychophobia: you know the one? Basicall a skull on a stick that shoots red stuff. :P I dunno where Psychophobia originally got it from, I've only seen it in there.
Was it the one from Blood? Or something different?
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Gez »

0bsidian wrote:Basicall a skull on a stick that shoots red stuff. :P I dunno where Psychophobia originally got it from, I've only seen it in there.
[wiki=Classes:SkullRod]Ever played Heretic[/wiki]?
niculinux
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by niculinux »

Sgt. Shivers wrote:
0bsidian wrote:Maybe you could replace the plasma rifle with that Skullstaff weapon from Psychophobia: you know the one? Basicall a skull on a stick that shoots red stuff. :P I dunno where Psychophobia originally got it from, I've only seen it in there.
Was it the one from Blood? Or something different?
Nice idea! I'm I'm! As far as I remember it was on Blood.
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Arch
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Arch »

Or maybe a mini cannon that works quite like the plasma rifle... there is a nice sniper rifle in outlaws that could go on slot 06, but then there won´t be any weapon like the plasmarifle... I don´t know if I try to make weapons that work similiar to doom or complete new ones... in the first case, then I should change these slots :
cannon on 05 : rocket launcher
Dynamites on 07: slow and powerful like bfg

They are actually inverted because I plan on making a super mega devastating cannon that would go on slot 07 along with the standart cannon, replacing bfg.
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0bsidian
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by 0bsidian »

Gez wrote:
0bsidian wrote:Basicall a skull on a stick that shoots red stuff. :P I dunno where Psychophobia originally got it from, I've only seen it in there.
[wiki=Classes:SkullRod]Ever played Heretic[/wiki]?
Nope, never. :3:
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RV-007
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by RV-007 »

I wonder if a rifle works (a lot of those firearms back in the day), but the ammo definition could be a problem. I guess the rifle could be a weapon that fires pellets in a line. Chainguns might work, but I yet looked over its history (the Puckle gun seems like it was in the pirate times [link]). You can also include a cannon that fires either a light canister or heavy grape shot (I don't know cannon types though [maybe switching ammo types by secondary fire works]). Other artillery ammunitions may include round shots (standard cannonball), pellet-raining shrapnel shells (too complicated for me), and fuming/shooting carcasses; the rest is in the list. The most worst weapon suggestion might be a reloading system (imagine reloading a musket, but oh well). A hud might be required for reload indication.
niculinux
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by niculinux »

Arch wrote:Or maybe a mini cannon that works quite like the plasma [...]
Maybe some sort of "flak cannon" I dunno id it were ever used by piretes/bucaneers in 1600s...serachin for some screenshots...
niculinux
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by niculinux »

or even caltrops. That's all I found -.-
niculinux
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by niculinux »

...also the sabre semms way too overpowered, needs some tuning down, probably.
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Arch
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Arch »

Ok, I tuned it down by half. Now you might want to find a berserk pack before attacking a revenant with the cutlass, but still can gib imps and zombies sometimes.
Ed the Bat wrote:Will the player sprites be pirate-ized before this is deemed finished? It bothers me a little seeing a man in space armor when everything else (except for a couple of items) is decidedly pirate-themed.
Itens almost done. How about this guy for player sprites? It´s an edited version from Fistful of Doom.

Image
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Ed the Bat
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by Ed the Bat »

I love it! You do fine work with the art, my friend! :)
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0bsidian
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by 0bsidian »

Maybe you could have him in Conquistador armour. :P It also might give you a chance to make him look more like a marine as well.
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twinkieman93
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by twinkieman93 »

0bsidian wrote:Maybe you could have him in Conquistador armour. :P It also might give you a chance to make him look more like a marine as well.
But he isn't a marine. He's a pirate. Hence the title, Pirate Doom. :P
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0bsidian
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Re: [WIP GZDoom] Pirate Doom! - 10th map!

Post by 0bsidian »

twinkieman93 wrote:
0bsidian wrote:Maybe you could have him in Conquistador armour. :P It also might give you a chance to make him look more like a marine as well.
But he isn't a marine. He's a pirate. Hence the title, Pirate Doom. :P
:|
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