DoomRL Arsenal - [1.1.5] [MP-B7.3]

Projects that alter game functions but do not include new maps belong here.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Yholl »

zrrion the insect wrote:If you use A_Playsound/A_PlaysoundEx and specify CHAN_AUTO, you tend to have less problems with sounds doing that.
Eh, it's fine the way it is.

Anyway, I'm releasing this super WIP beta of the Monsterpack now.
MONSTERPACK BETA 1

Currently has all normal enemies replaced, with fixed offsets (Thanks to Revenant100), custom blood colors, some new behaviours and tricks. Some enemies are identical gameplay-wise, others like Revenants change their attack style on low health. The fixed offsets have also been applied to the custom monsters within, so they don't look silly rotated when compared to the fixed vanilla sprites.
About half of the Nightmare enemies are done, and will appear ingame to make you suffer. The ones that have not yet been completed obviously do not spawn. Same goes for Cybernetic enemies.

The extra difficulties currently do not work properly, due to the enemies that need to spawn not actually existing. You can play it, but the missing enemies will be replaced by stock Doom enemies, rather than my altered ones.

And of course, finishing the game will give you my custom CastCall, which will show all the enemies currently ingame.

There are quite a few placeholder sprites in the wad currently. The Nightmare Demon, Former Captain with Plasma Rifle, and Elite Former Humans with the Combat Pistol and Handcannon are all placeholder sprites, and will be changed.
Also, when more complete there will be two versions of this pack. This current one is vanilla-compatible, and will work with other weapon packs just fine. Later, I'll make a version that has enemies dropping specific DoomRL weapons, to use alongside Arsenal.
Tux
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Tux »

Shamblers? :p

Is uzi treated as a pistol?
Ribo Zurai
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Ribo Zurai »

Crafted a Heavy Shotgun, gave it a double Firestorm modpack, became happiest Doomguy in the world. :D
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Triple S
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Triple S »

Ribo Zurai wrote:Crafted a Heavy Shotgun, gave it a double Firestorm modpack, became happiest Doomguy in the world. :D
You sure about that
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Yholl »

Tux wrote:Shamblers? :p
No special DoomRL enemies as of now. I don't really intend to put the Shambler in anyway.
Tux wrote:Is uzi treated as a pistol?
Yes.
Ribo Zurai wrote:Crafted a Heavy Shotgun, gave it a double Firestorm modpack, became happiest Doomguy in the world. :D
wat.
Apparently you not only used two rare mods that have no absolutely no effect on shotguns, but those items don't even exist! What in the world did you do?!
You literally can't do what you just said. It's impossible, or a bug that actually did something else.
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Triple S
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Triple S »

Yholl wrote:Stuff
This reminds me: One of these days you should totally give the two-mod assemblies the ability to be assembled further if you're a Tech.

Plasmatic Heavy Shotgun? Heavy Elephant Gun? High-Power Gatling Gun? Awwwww yeeeeaaaaahhh


plasmatic elephant gun
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Yholl »

Triple S wrote:
This reminds me: One of these days you should totally give the two-mod assemblies the ability to be assembled further if you're a Tech.

Plasmatic Heavy Shotgun? Heavy Elephant Gun? High-Power Gatling Gun? Awwwww yeeeeaaaaahhh


plasmatic elephant gun
Right now, while I like the idea for the Technician to be able to do that, there just aren't enough two-mod assemblies to justify it. If I can get a whole bunch more two-mod assemblies, I'll probably put that in, but right now apart from the first three guns, the only thing you can do is stack high power on high power.
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Triple S
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Triple S »

Yholl wrote:stack high power on high power.
Ultra Pistol

Its power is maximum
Spoose
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Spoose »

Has anyone managed to find a good wad to play this with? I love the mod from what I've played, but it just doesn't feel right to play with the regular Doom maps especially considering how unbalanced some of the assemblies are.
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Captain J
 
 
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Captain J »

final doom team's evilution, plutonia, community chest, the way what id did 1 and 2, alien venguard and icarus etc. we have so many maps to play out there. so why not? if that's true, what kind of wad is that what's you're looking for?
Spoose
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Spoose »

Honestly, I don't know. It's just wierd playing a mod based off a roguelike without randomly generated levels. I'll check some of those out though, thanks.

Edit: Just checked out Oblige and it seems to be what I'm looking for. I thought it could only do single levels, but it turns out it can create entire episodes!
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SoloSpaghetti
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by SoloSpaghetti »

Spoose wrote:Has anyone managed to find a good wad to play this with? I love the mod from what I've played, but it just doesn't feel right to play with the regular Doom maps especially considering how unbalanced some of the assemblies are.
Try back to saturn X! It's amazing with this! :)
Funky Gnoll
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Funky Gnoll »

Triple S wrote:
Yholl wrote:Stuff
This reminds me: One of these days you should totally give the two-mod assemblies the ability to be assembled further if you're a Tech.

Plasmatic Heavy Shotgun? Heavy Elephant Gun? High-Power Gatling Gun? Awwwww yeeeeaaaaahhh


plasmatic elephant gun
Some of them CAN be double-assembled. Plasmatic Shrapnel Tactical Shotgun is quite nice.

There really ought to be a better way to figure out what your armor, boots, and weapons/assemblies/legendary items actually DO aside from code diving. My Cerberus Armor didn't seem to do anything other than shatter like a light bulb in combat.
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Yholl
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Yholl »

Triple S wrote:Its power is maximum
I don't think I'll ever not find that funny.
Spoose wrote:Just checked out Oblige and it seems to be what I'm looking for. I thought it could only do single levels, but it turns out it can create entire episodes!
Just don't do what I did and set it to Cooperative. Generated so much ammo I had maxed out mods and all of my weapons by the 4th level.
Funky Gnoll wrote:Some of them CAN be double-assembled. Plasmatic Shrapnel Tactical Shotgun is quite nice.
Not in this they can't.
Funky Gnoll wrote:There really ought to be a better way to figure out what your armor, boots, and weapons/assemblies/legendary items actually DO aside from code diving. My Cerberus Armor didn't seem to do anything other than shatter like a light bulb in combat.
Yeah, I'd like to make something to display that stuff, but I am unsure of how I should go about it.
Funky Gnoll
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Re: [WIP] DoomRL Arsenal - [Beta 5 HF10] [MP-B1]

Post by Funky Gnoll »

Well shit, I could have sworn I'd double-assembled before. Must have been the assault shotgun instead.
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