OSJC's QUAKE - Descent into Heresy - revisited
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
I was actually able to end E1M! of Heretic with 50 shells by using the axe a little at the start. It might benefit from a 2 shell pickup though since that's not as viable on harder maps. The golems seem to take a weird amount of shots too, either 3 single shots or 2 double barrels, so it ends up easy to waste a shell killing them.
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
In order to not run out shells at a fresh start, you gotta not waste shells on gargoyles, use a nailgun instead if you have it. Although the ammo consumption wouldn't be a problem if the shotguns packed just a little more punch.
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
i think that the base power of the shotgun is fine, some more shells in the early game wouldn't hurt tho, and i think those single shell pickups are a great place to pick up the difference. the axe is hardly a weak weapon but using it (and the kick) to give yourself an ammo buffer slows things down.Valherran wrote:In order to not run out shells at a fresh start, you gotta not waste shells on gargoyles, use a nailgun instead if you have it. Although the ammo consumption wouldn't be a problem if the shotguns packed just a little more punch.
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Got to say I had not thought of map starts with start weapons... I always play through and save often. Reducing the need for restarts with no weapons and ammo. Still this is a very fair point and I will try out the double shell idea...
*edit*
OK tried that and did not like how it turned out. Far too much ammo early on and from then on. I think the key is to save often guys or use the axe and feet if you are stubborn! Truth be told I remember having an equally hard time in quake from a map start with start weapons so that's an interesting parralel... there will be s new version though with fixed recoil/centreview thing...
*end*
*edit*
OK tried that and did not like how it turned out. Far too much ammo early on and from then on. I think the key is to save often guys or use the axe and feet if you are stubborn! Truth be told I remember having an equally hard time in quake from a map start with start weapons so that's an interesting parralel... there will be s new version though with fixed recoil/centreview thing...
*end*
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Yeah, it's tricky since there's not much margin for error. You either get one shell, or you're doubling the pickups and end up with a ton. Obviously we can't have 1.5 shell pickups.
Maybe a slight damage boost?

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
welp; if turning the single shell pickups to two shells is too much ammo, there's not much that can be helped. the gargoyles and golems are pretty squishy with quakeguy's melee weaponsosjclatchford wrote:Got to say I had not thought of map starts with start weapons... I always play through and save often. Reducing the need for restarts with no weapons and ammo. Still this is a very fair point and I will try out the double shell idea...
*edit*
OK tried that and did not like how it turned out. Far too much ammo early on and from then on. I think the key is to save often guys or use the axe and feet if you are stubborn! Truth be told I remember having an equally hard time in quake from a map start with start weapons so that's an interesting parralel... there will be s new version though with fixed recoil/centreview thing...
*end*
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version 5 is out now!
well hang on now. I'm not quite done
had a bit of an idea on this. you can try it in this latest version : https://www.mediafire.com/?lysr66jhbklmg5g version 5
the idea I had was to make gargoyles have a 50/50 chance of dropping a shell on death. this seems to balance things nicely. also, golems are much more forth-giving with ammo on death now. these tweaks give the ammo a bit of a boost without wrecking the rest of the ammo pickups already on the floor.
version five also includes a lookspring of sorts on the shotguns, gl and rl. however I've left the thundebolt with the kickup as its a good way of making it a bit less op without affecting the damage...
@kmxexii - this is more or less it I figure so feel free to do your review now

the idea I had was to make gargoyles have a 50/50 chance of dropping a shell on death. this seems to balance things nicely. also, golems are much more forth-giving with ammo on death now. these tweaks give the ammo a bit of a boost without wrecking the rest of the ammo pickups already on the floor.
version five also includes a lookspring of sorts on the shotguns, gl and rl. however I've left the thundebolt with the kickup as its a good way of making it a bit less op without affecting the damage...
@kmxexii - this is more or less it I figure so feel free to do your review now

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
That's actually a great way to fix it. I think they normally dropped crystals anyway, right? That may have been why the ammo balance felt off, since you got a certain amount back from your kills and weren't with the mod.
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Only the golems did, gargoyles never dropped anything. So if the gargoyles drop ammo now, then I guess that would solve the problem.-Ghost- wrote:That's actually a great way to fix it. I think they normally dropped crystals anyway, right? That may have been why the ammo balance felt off, since you got a certain amount back from your kills and weren't with the mod.
Re: version 5 is out now!
clool! i'm gonna be out of town for a week but i'll be sure to take a run at this after I get back and edit my review accordingly.osjclatchford wrote:well hang on now. I'm not quite donehad a bit of an idea on this. you can try it in this latest version : https://www.mediafire.com/?lysr66jhbklmg5g version 5
the idea I had was to make gargoyles have a 50/50 chance of dropping a shell on death. this seems to balance things nicely. also, golems are much more forth-giving with ammo on death now. these tweaks give the ammo a bit of a boost without wrecking the rest of the ammo pickups already on the floor.
version five also includes a lookspring of sorts on the shotguns, gl and rl. however I've left the thundebolt with the kickup as its a good way of making it a bit less op without affecting the damage...
@kmxexii - this is more or less it I figure so feel free to do your review now
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Not that I know what I'm talking about, but did you try using it with autoaim disabled?Legend wrote:Just wanted to say this is a really fun mod. The only niggle I have is that the grenade launcher feels a bit off. At least it doesn't quite aim the way I expect it to like in Quake. Seems like it kinda drops out of the barrel really low. Even when aiming high, it seems like it just launches forward as opposed to lobbing where I am aiming. I can almost never make effective use of it unless I am aiming at an enemy on a lower plane than me.
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
absolutely right! I should of thought of that. yes it is true that grenades will NOT work properly with autoaim on in any form. set it to never in the player settings and all will be better I'm sureGollgagh wrote:Not that I know what I'm talking about, but did you try using it with autoaim disabled?Legend wrote:Just wanted to say this is a really fun mod. The only niggle I have is that the grenade launcher feels a bit off. At least it doesn't quite aim the way I expect it to like in Quake. Seems like it kinda drops out of the barrel really low. Even when aiming high, it seems like it just launches forward as opposed to lobbing where I am aiming. I can almost never make effective use of it unless I am aiming at an enemy on a lower plane than me.
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
review is up, thanks for this
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
WOW, I must say many many thanks for writing this review. its honest and kind and its clear you completely get what it is I was trying to achieve with this. thanks for understanding the grief I had balancing the weapon/monster/ammo/item issues that occur with these type of mods and for not being overly harsh regarding these things: like the grenade launcher/gauntlet replacement thing. Its an honour to be on your blog and I'm over the moon to be on there!kmxexii wrote:review is up, thanks for this
perhaps it will find its true audience on there!
thanks again...
Latchford