The zombieman's sprite is a leftover from when the Doomguy's starting weapon was a rifle, and the cyberdemon and arachnotron weapons are not only completely different from Doomguy's, but parts of their bodies. The shotgun and chaingun guys do drop their weapons, though. Also it just doesn't make any sense for so many perfectly useful weapons to be lying there and B.J. doesn't pick them up.Tormentor667 wrote:You can't please everyoneWoolie Wool wrote:The SS do indeed drop their weapons if you don't have a machine gun of your own.Cyberdemons don't drop Rocket Launchers, Arachnotrons don't drop Plasma Rifles and Zombiemen don't drop Rifles or Pistols. Honestly, we need to discuss this further but I don't see this as an high-priority issue atm
[Wolfenstein: Blade of Agony] v3.1 released (p204)
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- Woolie Wool
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Re: [WolfenDoom] Blade of Agony (intro p14)
Re: [WolfenDoom] Blade of Agony (intro p14)
^ This right here. Even if you don't want the enemies to drop perfectly usable weapons at least make their dropped weapons into ammo only pickups. If you really want to go into this, the Chaingunner in Doom 2 doesn't even drop the weapon it uses, look clearly at the sprite graphic and you can see that the chaingun that drops is not the same chaingun in its hand, which gets mixed up in the corpse pileWoolie Wool wrote:The zombieman's sprite is a leftover from when the Doomguy's starting weapon was a rifle, and the cyberdemon and arachnotron weapons are not only completely different from Doomguy's, but parts of their bodies. The shotgun and chaingun guys do drop their weapons, though. Also it just doesn't make any sense for so many perfectly useful weapons to be lying there and B.J. doesn't pick them up.

- Captain J
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Re: [WolfenDoom] Blade of Agony (intro p14)
well, least tormentor seems retrospects the original wolf3d game, though. but still don't get it why they don't drop weapons even the player still don't have them yet.
oh well. different taste we should get used to, i think. or just wait for the mutator til it's released.
oh well. different taste we should get used to, i think. or just wait for the mutator til it's released.
- Tormentor667
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Re: [WolfenDoom] Blade of Agony (intro p14)
Well, it doesn't make sense for BJ carrying 100 weapons that he picked up from every soldier he killed. Sure, he might have removed the ammo and proceed but where did he put the empty weapons then because they just vanished for no reason?!Woolie Wool wrote:Also it just doesn't make any sense for so many perfectly useful weapons to be lying there and B.J. doesn't pick them up.
I guess we could go on for an unlimited time with this

- armymen12002003
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Re: [WolfenDoom] Blade of Agony (intro p14)
Am i crazy or do i see nash gore stuff thrown into this, also how many chapters will be in this?
- Ozymandias81
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Re: [WolfenDoom] Blade of Agony (intro p14)
Just give a look inside Realm667 forums... Nothing is fixed ATM I think.armymen12002003 wrote:... how many chapters will be in this?
Re: [WolfenDoom] Blade of Agony (intro p14)
Do you have something like tiers of weapons in this mod? Early on you can have the player fight only enemies that carry lesser tier weapons like pistols and submachineguns. Enemies that carry such weapons should always drop them. Enemies that have rifles could be distanced away from the player early on so that the player can never access their dropped weapon if that is what you intend. But with enemies that carry larger more powerful weapons you can play around with the logic a little, like having the flamerthrower enemies' weapon explode as it dies etc.
- Tormentor667
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Re: [WolfenDoom] Blade of Agony (intro p14)
Yes, you got it right. In my eyes it's still one of the best fitting gore effects for blood that has been made for Doom.armymen12002003 wrote:Am i crazy or do i see nash gore stuff thrown into this, also how many chapters will be in this?
I actually can control that between maps very well because the inventory always gets reset after each map. Fun-fact: Flamethrower soldiers already explodeSamVision wrote:Do you have something like tiers of weapons in this mod? Early on you can have the player fight only enemies that carry lesser tier weapons like pistols and submachineguns. Enemies that carry such weapons should always drop them. Enemies that have rifles could be distanced away from the player early on so that the player can never access their dropped weapon if that is what you intend. But with enemies that carry larger more powerful weapons you can play around with the logic a little, like having the flamerthrower enemies' weapon explode as it dies etc.

- Ozymandias81
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Re: [WolfenDoom] Blade of Agony (intro p14)
^ That. What if I add some gibs here and there? Dark red for humans, green/gray for mutants.Tormentor667 wrote: Yes, you got it right. In my eyes it's still one of the best fitting gore effects for blood that has been made for Doom.
- Tormentor667
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Re: [WolfenDoom] Blade of Agony (intro p14)
Yes for XDeath, but let's discuss that first in the dev-forums 

Re: [WolfenDoom] Blade of Agony (intro p14)
This is looking awesome so far!
- demo_the_man
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Re: [WolfenDoom] Blade of Agony (intro p14)
I was looking though the github folder in GZDOOMbuilder, and I noticed a tank enemy, what are the plans for it, it seems very unfinished looking like a set of photos of a panzer 4 tank. Might I recommend using one of the models for the tank decorations for it?
- Tormentor667
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Re: [WolfenDoom] Blade of Agony (intro p14)
The only tank model we have currently is a Sherman which simply doesn't fit so yes, we are using sprite based tanks in the same style of WolfenDoom
- Captain J
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Re: [WolfenDoom] Blade of Agony (intro p14)
if you looking for some vehicle models for sprite base, i think sketchfab and p3d is holding some useful independent models. or do you guys have any of 3d model hosting and viewing sites?
- Project Shadowcat
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Re: [WolfenDoom] Blade of Agony (intro p14)
Regarding dropped weapons, I personally don't care which direction you go, but I can understand the thought process for either direction.
1: Drop all guns does accelerate power creep for the player and can be a little more difficult to balance. Depending on what is in a dropped weapon can also make having tense low ammo situations almost nonexistent. This is the method I prefer but the dropped guns don't carry much ammo.
2: NOT dropping guns and only dropping ammo allows the mod author to more specifically control any weapons that can be found. Sure, this can be a little unrealistic, but this can be passed off as game balance.
3: An alternative option, is to do it how Blood does it. Cultists would occasionally drop their weapon, but not always, when killed, and almost always dropped ammo. This can make a playthrough a little different each time you play, depending on how often a certain enemy is used.
1: Drop all guns does accelerate power creep for the player and can be a little more difficult to balance. Depending on what is in a dropped weapon can also make having tense low ammo situations almost nonexistent. This is the method I prefer but the dropped guns don't carry much ammo.
2: NOT dropping guns and only dropping ammo allows the mod author to more specifically control any weapons that can be found. Sure, this can be a little unrealistic, but this can be passed off as game balance.
3: An alternative option, is to do it how Blood does it. Cultists would occasionally drop their weapon, but not always, when killed, and almost always dropped ammo. This can make a playthrough a little different each time you play, depending on how often a certain enemy is used.