Accessories to Murder (ww-doomnukem): on Github
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Captain J
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Re: Accessories to Murder (ww-doomnukem): Update 8-16
i beg to differ for your opinions. chaingun is inspired on minigun also same firing style, which means it can waste bullets a lot but low damages from each one of those bullets.
also that rocket launcher uses drum magazine of small sized micro-rockets, same size as 40mm grenade rounds i think. and it's can help to make a small recoils rather then other big sized rockets or missiles but low damages. just imagine grenade machine gun for a example.
but there's a only one thing i can agree you with; the explosive radius of rockets. maybe it has a much small damages compare to other rockets, but hell. even vanilla doom's rockets didn't have that much large splash radius. and my opinions goes, decrease the chaingun and rocket's splash radius and increase the chaingun's rotating time if chaingun's damage is fine to wildweasel's eye. that's all.
and talking about revolver's extreme death puff, here's the reason why he can't;
http://forum.zdoom.org/viewtopic.php?f= ... en#p700959
also i have a little taste on classical puff ACTORs that includes extreme death. heheh, old wad rules.
also that rocket launcher uses drum magazine of small sized micro-rockets, same size as 40mm grenade rounds i think. and it's can help to make a small recoils rather then other big sized rockets or missiles but low damages. just imagine grenade machine gun for a example.
but there's a only one thing i can agree you with; the explosive radius of rockets. maybe it has a much small damages compare to other rockets, but hell. even vanilla doom's rockets didn't have that much large splash radius. and my opinions goes, decrease the chaingun and rocket's splash radius and increase the chaingun's rotating time if chaingun's damage is fine to wildweasel's eye. that's all.
and talking about revolver's extreme death puff, here's the reason why he can't;
http://forum.zdoom.org/viewtopic.php?f= ... en#p700959
also i have a little taste on classical puff ACTORs that includes extreme death. heheh, old wad rules.
- Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem): Update 8-16
the chaingun isn't so weak: 500 or so bullets can kill a Cyber, IIRC. it's usage is a bit different from the plasma gun, anyway, in that it it's a super-fast bullet-sprayer to easily clear out an area. the mini-rocket launcher OP? try saying that when playing, say, the later levels of BTSX. a full clip has trouble even taking down a single Caco, and forget about using it on a Cyber.
- Captain J
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Re: Accessories to Murder (ww-doomnukem): Update 8-16
chaingun's bullets damage does 5, that's pretty weaker then sawed-off shotgun's each one shot. but obvious name of the '6 barreled heavy weighted rotating ballistic weapon', it's sure really doing a good job for street cleaning and againist barons or other stronger monsters but bosses. why against bosses with this weapon is not recommanded? well, because you just said killed cybie with 500 chaingun rounds before. 500, that's such a large amounts bullets for me. also i think lot's of time has been taken also wasted ammos.
and micro-rocket launcher is of course fair and useful unless if i get closer to the pinkies, but too bad i take some damages even i stay away from 'em little bit for using it just like a vanilla rocket launcher. small raduis but lord the damages.
otherwise, i like those weapons because of useful and reasonable powers but micro-rocket launcher's large radius.
and micro-rocket launcher is of course fair and useful unless if i get closer to the pinkies, but too bad i take some damages even i stay away from 'em little bit for using it just like a vanilla rocket launcher. small raduis but lord the damages.
otherwise, i like those weapons because of useful and reasonable powers but micro-rocket launcher's large radius.
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Re: Accessories to Murder (ww-doomnukem): Update 8-16
The mini rockets does a fixed* 20 direct damage, 96 splash damage (Doom's rocket does 128), and has the same coverage area as Doom's rocket of 128.
* This basically makes the rocket launcher kind of useless against Cyberdemons and Spider Masterminds, so your choice here is the minigun, which fares well in my opinion.
* This basically makes the rocket launcher kind of useless against Cyberdemons and Spider Masterminds, so your choice here is the minigun, which fares well in my opinion.
- Minigunner
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Re: Accessories to Murder (ww-doomnukem): Update 8-16
Whatever little damage each chaingun round does is made up for with the immense rate of fire (thus pain-locking ability) and the high ammo cap. There's a reason this weapon is Minigunner-Approved. 

- Captain J
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Re: Accessories to Murder (ww-doomnukem): Update 8-16
now you just turn my mine into chaingun. and IF i have a full ammos for chaingun, but i'll try to love it. also i just changed rocket's splash radius into a 86. now it's working right.
- wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 8-28
Okay, I've realized I've been sitting on a build of this since August 28th and decided there's no real reason for me not to share it with you. No major features this time around, download link is the same as always, the only changes I can see are that the NewBlood actors don't leave decals anymore (due to issues inheriting the blood color), the chaingun's smoke effect is spread out quite a bit so you can actually see through it without having to be constantly on the move, and the vore got changed a bit, but I can't remember how.
- Ghostbreed
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Re: Accessories to Murder (ww-doomnukem): Update 8-28
I tend to remove the Vore. Sorry W, but the rest I love.
- Yutrzenika
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Re: Accessories to Murder (ww-doomnukem): Update 8-28
I can't say I'm a huge fan of the vore either. Though with this new version it kinda seems like their projectiles are easier to avoid.Ghostbreed wrote:I tend to remove the Vore. Sorry W, but the rest I love.
- wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 9-08
I've just made one more change to the mod today; Vore fireballs can now be shot down. Redownload to see this change.
- Ghostbreed
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- Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem): Update 9-08
does this mean it's actually plausible to smack the fireballs down with your hammer?
- Yutrzenika
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Re: Accessories to Murder (ww-doomnukem): Update 9-08
I approve of this change. Having multiple vore projectiles following you gets annoying.wildweasel wrote:I've just made one more change to the mod today; Vore fireballs can now be shot down. Redownload to see this change.
...Well now I have to try that.Princess Viscra Maelstrom wrote:does this mean it's actually plausible to smack the fireballs down with your hammer?
EDIT: HAHA. You totally can! You still take a bit of damage, but it's possible.
- cortlong50
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Re: Accessories to Murder (ww-doomnukem): Update 9-08
can i ask, what does the code look like that you guys used to make the reloading clip based? because its just plain good.
- wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 9-08
You...could just open it and look?cortlong50 wrote:can i ask, what does the code look like that you guys used to make the reloading clip based? because its just plain good.