Re: Voyage Infernal [1.04]
Posted: Tue Jan 14, 2020 2:28 pm
Also what are the odds we can get a grenade launcher and railgun? I'm guessing zero, but I Still thought I should make the suggestion just because I miss the days of skulltag.
Nevermind, false alarm, This was on my endTheOldKingCole wrote:Another thing I noticed is that I now cannot hear any teleport sound
there was a grenade launcher initially, which got replaced by HL/duke nukem style satchel explosives, which got replaced by grenades, which got replaced by the current rocket launcher, because everything else just doesn't work very well in doom maps as i have discovered during my own playtesting.TheOldKingCole wrote:Also what are the odds we can get a grenade launcher and railgun? I'm guessing zero, but I Still thought I should make the suggestion just because I miss the days of skulltag.
haha no i meant the mouselook, not your modding skillsTheOldKingCole wrote: Because I'm a hack with no talent? See what I did there? In all seriousness I am very new to modding in general, so I had no idea how to make it work the way you did.
it's already there. Releasing fire button before it's overheated allows to fire again right away without the "cooldown" animationGoat wrote:I noticed there's a little overheating animation on the plasma rifle. Is this just cosmetic or are you planning to add something to it?
Ah, subtlevidumec wrote:it's already there. Releasing fire button before it's overheated allows to fire again right away without the "cooldown" animation
How about like, a flamethrower or something for plasma rifle? The FAMAS could also get beefed up or replaced with an LMG. Increase SPAS shell cap from 6 to 8?vidumec wrote:there was a grenade launcher initially, which got replaced by HL/duke nukem style satchel explosives, which got replaced by grenades, which got replaced by the current rocket launcher, because everything else just doesn't work very well in doom maps as i have discovered during my own playtesting.TheOldKingCole wrote:Also what are the odds we can get a grenade launcher and railgun? I'm guessing zero, but I Still thought I should make the suggestion just because I miss the days of skulltag.
I've also considered making the plasma gun shoot small lasors/rails or something like that instead of balls, but for now im satisfied with the existing arsenal.
Buffing famas will make plasma gun irrelevant. 8 shells in SPAS were OP, enough to kill fatso in one burst, or kill archvile in one burst + one shot from TTN. It also makes reload longer. Flamethrower sounds great, but i would need to draw various burning animations for monsters of different sizes, as well as draw some realistic first person fire sprites ( all particle based variants look funky ), so that goes into the backlog, right along with custom sliding animations for each weapon ( the current "ducking" is just a placeholder )EddieMann wrote: How about like, a flamethrower or something for plasma rifle? The FAMAS could also get beefed up or replaced with an LMG. Increase SPAS shell cap from 6 to 8?
btsx episode 1 and 2retronutcase wrote:Probably a dumb question but what map sets are featured in the screenshots?
I meant to say replace FAMAS with LMG sprites, like QBB-95 or make it feel more impactful. Aside from that, the pistol does seem a bit on-and-off with its rapid fire.vidumec wrote:Buffing famas will make plasma gun irrelevant. 8 shells in SPAS were OP, enough to kill fatso in one burst, or kill archvile in one burst + one shot from TTN. It also makes reload longer. Flamethrower sounds great, but i would need to draw various burning animations for monsters of different sizes, as well as draw some realistic first person fire sprites ( all particle based variants look funky ), so that goes into the backlog, right along with custom sliding animations for each weapon ( the current "ducking" is just a placeholder )EddieMann wrote: How about like, a flamethrower or something for plasma rifle? The FAMAS could also get beefed up or replaced with an LMG. Increase SPAS shell cap from 6 to 8?