Nightmare Logic V2.2 [28.03.22] New weapons!

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Frozsoul
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Re: Nightmare Logic V1.4 (30/12/20) Raven and Hacx!

Post by Frozsoul »

Awesome, I look forward to it!

One more suggestion to add - the ability to interrupt reloading a weapon by throwing a grenade.

EDIT: It would also be great if there was an indication on the HUD when you have collected the AllMap powerup.
JohnnyTheWolf
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Re: Nightmare Logic V1.4 (30/12/20) Raven and Hacx!

Post by JohnnyTheWolf »

Great mod! I especially like the minimalistic main menu with its old-school computer aesthetics.

I do have four issues with the mod:

1) Grenades are just too dangerous to use: their trajectory is hard to predict, they oftentimes bounce back at my feet and they can even get hit by enemy projectiles (oftentimes right after I have thrown them). The fact that they also detonate on impact does not help either.

2) The lack of reliable crowd-control weaponry and the fact that the character stops running during reloading make slaughter maps frustrating difficult, if not downright impossible. Cases in point: Hellbound's MAP 14: Doom District and MAP 31: Diabolus Ex Machina.

3) Speaking of the moving speed, platforming is much trickier now. Jumps that would be normally easy to do are now next to impossible without straferunning.

4) The Pistol is really not that great, even as a last resort weapon: it does not hit very hard, its clip capacity is too low and its semi-automatic fire rate is too slow. As such, there is little incentive to use it aside for saving rifle ammo. The fact that it comes with a reflector sight also makes me wish it could be more accurate or came with the ability to aim down the sights.

Finally, a suggestion: a powerful sniper rifle/railgun type of weapon would be a welcome addition to the arsenal, since the gameplay encourages a slower, more careful approach to combat.

In any case, keep up the good work!
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Dr_Cosmobyte
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Re: Nightmare Logic V1.4 (30/12/20) Raven and Hacx!

Post by Dr_Cosmobyte »

Thanks for your feedback!

About the new weapon? Heh, seems like you will have it covered soon...

Image

More details will follow in the future, soldier.

Dismissed.

E n d   o f   f i l e  :  C A P R I C O R N  #001
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Dr_Cosmobyte
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Re: Nightmare Logic V1.5 [22.01.21]

Post by Dr_Cosmobyte »

Hey there guys, hope you're all doing well. I am mentally blocked and i am not going to update too much things so soon. But i had this update lying around and i wanted to leave it here after some polishing.

This build has some significant increase in size (like, 100kbs) because i added some new stuff, such as a new weapon: The Caseless Anti-Personnel Battle Rifle, or it's prototype nickname, CAPRICORN.

Replaces the BFG spots, and has scarce ammo. Use it wisely; Think of it as the Anti-Tank Rifle from Dino Crisis 2.

All in all, there are some other changes too, but take a look at the changelog; it's very short, and it follows the most recent feedback. Enjoy it, comment, spread the word. Have fun.
Spoiler:
Last edited by Dr_Cosmobyte on Fri Jan 22, 2021 3:03 pm, edited 2 times in total.
JohnnyTheWolf
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Re: Nightmare Logic V1.5 [22.01.21]

Post by JohnnyTheWolf »

Never played Dino Crisis 2, so that reference is lost on me. Still, I noticed this new weapon comes with an actually usable scope, which is nice! :D

Thank you for the update. Enjoy your break and take it easy! :wink:
Frozsoul
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Re: Nightmare Logic V1.5 [22.01.21]

Post by Frozsoul »

Great update, thank you! Enjoy your well-deserved break!
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Skullman
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Re: Nightmare Logic V1.5 [22.01.21]

Post by Skullman »

This mod is quite nice!!! I very much enjoy that "struggle" aspect of being faced with overwhelming odds and kinda limited firepower, feels fresh without being frustrating. The guns are very punchy and nice, especially the assault rifle. :D

here's some mockups for a weapon that might solve the slaughter map crowd control issue, even if only at relatively close range LOL

The MAC-10:
WPMPA0.png
WPMPA0.png (8.92 KiB) Viewed 1717 times
(Original Sprite by Blick-Blanks on DeviantArt, modified to make more sense sitting on the ground)

Weapon Sprite:
Ab6aWlP.png
Ab6aWlP.png (15.64 KiB) Viewed 1717 times
(Original MAC-10 Sprite by Cybermeme, modified as well)


Making guts for it is beyond me, but 1100rpm seems adequate for dealing with hordes of mooks. :P
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cubebert
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Re: Nightmare Logic V1.5 [22.01.21]

Post by cubebert »

I've finished playing a small ObAddon-generated mapset with Nightmare Logic and the DoomRL Aresnal monster pack and I've thought that I share some of my feedback on this mod.




1. The assault rifle is easily my favorite weapon in NL, but it's 20-bullet clip can feel a bit short at times. I think the rifle can use a buff with its' ammo count, maybe 30 bullets per clip?

2. The pistol makes for a nice backup weapon for lesser enemies, serving as a way to eliminate smaller foes without resorting to the rifle. I don't want to stray from the mod's ground rules of semi-survival horror, but would it be possible to add an option for infinite pistol ammo with lowered damage?

3. For many of the powerups such as invisibility, I think they would be more useful if they were inventory-usable instead of being pickups, since it would fit the gameplay of NL a bit better.

4. It's arguably not even a bug, but if you die while swinging your crowbar, your camera view will stay tilted. It's just something that I thought I'd point out.

Even though NL takes a more realistic approach with the weaponry, I enjoyed the tactical gameplay that it offers. It sort of reminds me of the Mercenaries minigame that some Resident Evil games have, with the player having a greater arsenal than a regular survival horror protagonist but still having grounded abilities.
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Dr_Cosmobyte
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Nightmare Logic V1.6!

Post by Dr_Cosmobyte »

After almost two months, here's another small update for Nightmare Logic! This is mostly so i can keep the latest visual for the C.A.P.R.I.C.O.R.N. and the code changes. Have fun!
Spoiler: Changelog
D O W N L O A D !
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Captain J
 
 
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Re: Nightmare Logic V1.6 [17.03.21]

Post by Captain J »

This CAPRICORN looks absolutely badass and i like the powerful oomph to it. Splendid update! But i'd like to talk about this special weapon and also i think i've found some weird glitch:


- Sometimes when thrown grenades hit the ceiling, go down and explode straight to the floor, one of the shrapnel strides around while spawning smoke trails. It stops eventually specifically if you step it on, though.

- So now about the CAPRICORN, it replaces BFG9000 and is more like an anti-big-guy weapon. But the ammo capacity is very small and reloads very slowly. What we get along with such balancing is the damage that doesn't take a single cacodemon down in one hit. It only hits one enemy and the ricochet effect is again, looks powerful but it doesn't do anything. Don't get me wrong, we already have Plasma Cannon for real firefight, but some maps that forces you to use the all-range big guns like BFG9000 with this weapon might be sticky.

Just my thoughts, really! I dig the weapon sprites of this mod.
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Dr_Cosmobyte
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Re: Nightmare Logic V1.6 [17.03.21]

Post by Dr_Cosmobyte »

Totally agreed J!

Here's my idea: What if the bullet dealt a highly toxic posion damage? Is there any monster immune to poison, aside from custom monster packs?
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Captain J
 
 
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Re: Nightmare Logic V1.6 [17.03.21]

Post by Captain J »

I thought about Radioactive or EMP damage, but never thought about poison! And i really don't really think vanilla enemies except the robots from Strife? have poison damage immunity. That would be cool regardless!
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BradmanX
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Re: Nightmare Logic V1.6 [17.03.21]

Post by BradmanX »

Captain J wrote:I thought about Radioactive or EMP damage, but never thought about poison! And i really don't really think vanilla enemies except the robots from Strife? have poison damage immunity. That would be cool regardless!
Chex Quest 3's Flemoids also have Poison immunity to prevent them from infighting iirc
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Dr_Cosmobyte
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Re: Nightmare Logic V1.7 [04.04.21]

Post by Dr_Cosmobyte »

Hey there everyone, happy easter!

I think it's time to push this new update out of the door.

"How can this guy bring more content and keep it at a small size?"

This is what you'll discover by reading the changelog. Capricorn was buffed, player has his own sprites, the assault rifle has an ADS mode, Raven spawners were fixed, player can climb ledges, has a less slippery movement, added new inventory items, many code fixed by Ac!d and some friends, and the mod is now OFFICIALLY the first shit i've fully converted to ZScript!!! It does not change jackstuff, but at least this can be helpful for better fixes, new function additions and for beginners to learn the language. SO, WITH THAT SAID,

DOWNLOAD THIS AND HAVE FUN!
Spoiler: Changelog
JohnnyTheWolf
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Re: Nightmare Logic V1.7 [04.04.21]

Post by JohnnyTheWolf »

Thank you for the update. Unfortunately, as for the Z-script ports of Kriegsland, the zoom function is way too sensitive and if I do anything more than to gently press the Weapon Zoom key, the weapon will uncontrollably zoom and un-zoom several times in a row. :(
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