Re: High Noon Drifter v1 - Dancing With Spiders
Posted: Fri Aug 11, 2017 4:55 pm
Hopefully I'm not stepping on toes, but I'm working on a rudimentary Hexen patch.
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Discussion about ZDoom
https://forum.zdoom.org/
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Likewise, the Shotgun is internally actually called a Winchester, and it's only by reason of Future Lore that it's not referred to as such.RikohZX wrote:Pretty sure they're meant to be a take on the grease guns.Valherran wrote:5. Dual SMGs - Same thing with the shotgun, it would be interesting to keep having the character show his age using extremely old weapons in and past his era. Instead of using TEC-9's from the late 80's, maybe something from WW1 like a Villar Persosa.
Hmm, considered making the grenades replace flechette pickups and allowing someone to use the demon as a superweapon instead?Gollgagh wrote:Hopefully I'm not stepping on toes, but I'm working on a rudimentary Hexen patch.
Eh, maybe, barrel seems off though (literally).RikohZX wrote:Pretty sure they're meant to be a take on the grease guns.Valherran wrote:5. Dual SMGs - Same thing with the shotgun, it would be interesting to keep having the character show his age using extremely old weapons in and past his era. Instead of using TEC-9's from the late 80's, maybe something from WW1 like a Villar Persosa.
https://www.twitch.tv/videos/164783302Gollgagh wrote:Mind sharing a link?
I have no idea where that is.
Thank you very much!Doctrine Gamer wrote:Playing his mod reminded me of Cowboys From Hell of Pantera Band.![]()
This is excellent, I look forward to a next update if there is one.
Have you thought about creating Intermission Text for main wads (DooM I, II, Final Doom) just like you did for Strange of Aeons?
Thank you!hammer oz wrote:Just finished playing plutionia 2 with this baby and enjoyed every bit of it. The gun play is awesome as well as the sexy weapons and with the ability to change mod options on the fly makes playing with nothing but a pistol quite satisfying.
I was wondering Ever thought of turning this gem into something compatible with maybe reelism especially with the ol west reel that you can get
SORRYSensu_Kamen wrote:dang ol term, making me stay up, screaming at him that i have school. gosh darn quality mods
XristoferLee wrote:Nice really enjoying this one. If a may a few suggestions? The grenades are op as hell and bounce like a rubber ball. Maybe make them bouce less and allow less in the inventory? I just played a whole map using nothing but the grenades and still had 13 left after killing everything including a baron. Oh and the slide feature doesn't seem to work on my end. Using gzdoom3.1.0 32 bit. Great work Terminus
twinkieman93 wrote:They're only slightly more powerful than rockets, they only get really really strong in the context of an enclosed space where the fragments bounce around like mad and rip through targets multiple times. In a fairly open space it only takes one less grenade to kill a baron than it would with the RL.In an enclosed space, maybe less.
Thank you!Cryomundus wrote:The grenades are pretty ridiculous against mancubi and arachnotrons, they get wrecked super fast due to the fact that fragments deal a lot more damage since they stay in their hitbox longer.
This is a surprisingly popular request.NovaRain wrote:It would be nice if I can switch back to use single SMG after picking up two, at least for me it "feels" more ammo saving and I tend to spam too many bullets with dual SMGs.
Thank you, I'm glad you liked it!Valherran wrote:I had a go at this, and it was pretty fun to play. As always there is feedback to be given.
Most of the weapons are pretty damn good and balanced. There are some that I want to address though, along with some suggestions to give.
1. Bow & Arrows - If there is an ammo counter present for these, I am blind and don't see them. When I picked these up I thought they were infinite ammo like the boomerang, but I quickly ran out of arrows sniping Revenants from across the map. Other than that, it would be great if there was an upgrade or alt-fire to use against bigger targets since this is the only sniper rifle type weapon in the game. Maybe something like an enchanted arrow alt-fire that you have to charge up to fire to deal heavy damage to a target.
2. Demon Mode - For some reason this takes 40 energy to summon and 40 to unsummon. I think it would be better if it just costed 80 to summon, maybe even bump it up to 100 because of how powerful this thing is.
3. Revolver - This would be perfect if it dealt the same damage as the boomerang. I thought it was a little silly that a chaingun zombie could take up 4 rounds to kill from a revolver, but only 1 hit from a boomerang. This does not mean the boomerang needs to be nerfed, I think it's perfect as it is for short range silent kills.
4. Shotgun - I was really hoping this would have been a Winchester model to fit the cowboy theme, maybe we could get this in the future?
5. Dual SMGs - Same thing with the shotgun, it would be interesting to keep having the character show his age using extremely old weapons in and past his era. Instead of using TEC-9's from the late 80's, maybe something from WW1 like a Villar Persosa.
6. Grenades - Nothing wrong here, I like them a lot. Though the amount of bouncing they do is unorthodox. A simple suggestion I could give for these to make sense is during one of the throw frames, make the grenade glow as if he enchanted it to throw it like that.
This isn't toe-stepping at all! If anything, I'm extremely interested in this and would love to see what you've got with it.Gollgagh wrote:Hopefully I'm not stepping on toes, but I'm working on a rudimentary Hexen patch.
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will183 wrote:Heretic support?
Heretic support, yes! Heretic support is in for v1.1.Overlord wrote:lol he already did both, heretic and hexen support in the next version, check the stream of term
It currently causes monsters to target the hat instead of you, so you can throw it as a distraction.Elementz wrote:Will the hat soon have a purpose? Maybe land on an enemy and act like Zenyatta's orb of discord, except with the requirement to be picked back up?
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