Accessories to Murder (ww-doomnukem): on Github

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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Captain J »

to me, i was just talking about slot 6 weapon replacement; hitscan based one into a projectile one. because we're already have a lot's of hitscan weapons rather than two projectile weapons...just some facts for couraging the wishing peoples up, though.
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Abba Zabba
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Abba Zabba »

Started playing this in GzDoom, and wow, it just seems to have been enhanced by like, 5 times. It seems Zdoom is great for minor/vanilla gameplay, and Gz for most mods. I dunno. It's just great.

Anyway, moving onto the mod, I really enjoy all the aspects of it. I like how you switched the role of the shotguns around. And the pistol feels just right. All the sounds for the weapons have a great "punchy" feel to them. And the smoke feels right at home for the mod. I'd keep it heavy, imo. And that secret revealed sound...it's like ear candy.

However, the monster sounds sound a bit goofy. I might just go in and delete the custom sounds for them, but I'll give them another chance.

9/10! Would be a ten if it had replacements for all the monsters (excluding the monster sounds)

EDIT: oh yeah, and the sprites; excellent. I'm also enjoying how drawing weapons and reloading them tilts them to the left, it's refreshing.

EDIT EDIT: Throughout Deepest Reaches I kept hearing this gentle clacking sound when I went by this area of the level; turns out it was a pistol casing that had a mind of it's own! It was scooting around infinitely like casings normally do under water. I attached my save. You need the Dec 8th build, TNT, and of course, this wad.
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save3.zip
(138.95 KiB) Downloaded 35 times
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cortlong50
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by cortlong50 »

Okay. I just played this coupled with hellbound and that was one of the most kick ass doom sedges I've had in a while.
The imp sounds are a little funky like homeboy said but it's really fun. Something about it is a tiny bit cheesy but I think it's a sound thing. But it's FUN! And that's what I want. And runs like a champ. I get 120 frames on a pos laptop. So good job on the coding. And the whole reloading thing threw me for a curveball a few times haha.
It's fun. Grade a stuff.


I have a question though. Can I steal the radio chatter for my mod? It's so righteous and metal. And I want it.

Anyway. Doomnukems and ww. I like your mod. A whole bunch.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by wildweasel »

cortlong50 wrote:Can I steal the radio chatter for my mod? It's so righteous and metal. And I want it.
It's all from Half-Life 2 Episode One (the Zombine chatter).
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TheMightyHeracross
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by TheMightyHeracross »

Would you mind if I made a manual reload patch for this when I get home, Wildweasel?
EDIT:I mean having ammo-based rather than clip-based reloading.
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cortlong50
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by cortlong50 »

wildweasel wrote:
cortlong50 wrote:Can I steal the radio chatter for my mod? It's so righteous and metal. And I want it.
It's all from Half-Life 2 Episode One (the Zombine chatter).

I noticed that! It clicked when I heard "sector is not clear" haha.
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by Captain J »

Hmm, "Sector is Not Secure" i suppose?
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cortlong50
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Re: Accessories to Murder (ww-doomnukem): Update 9-15

Post by cortlong50 »

I knew that was wrong when I wa typing it but I had to get into work haha.
I bet fear would make some pretty good ones too.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 12-24

Post by wildweasel »

Because I wouldn't want a major holiday to pass without giving you guys something, I've uploaded my current version of ww-doomnukem to my Dropbox.

Here are the major changes:
  • The M2097 shotgun was honestly a little ridiculous, so I nerfed its damage down to 9 per pellet instead of 11. It is still more powerful than the One-Two, though.
  • The controversial Vore was moved to the Arch-Vile spawn instead of the Revenant. Its projectile homing characteristics and damage remain unchanged from previous version, but I boosted its hitpoints to 700 to compensate for this change.
  • In place of the Vore, the Revenant spawn is now occupied by the Ghoul using graphics by IMX. Its behavior is more or less identical to the Revenant's; he currently just has a new set of sprites.
  • The Arachnotron is now replaced by Realm667's Plasma Zombie Tank with some major nerfs to its damage and firing characteristics to make it more balanced as an Arachnotron replacement. I'm not sure if I want it to retain its current behavior of dropping a zombie when killed; this behavior persists in the current version but I may or may not remove it.
  • One or two mild changes to balance and bugfixes that I've probably forgotten about.
The download link on the first page should direct you to the current version of the mod.

Note: You can help future versions of this mod! I am currently in need of new sprites for the bosses.
FlynnTaggart777
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Re: Accessories to Murder (ww-doomnukem): Update 12-24

Post by FlynnTaggart777 »

I really like the mod. I would like to suggest an idea however. Is there a way a chainsaw could be implemented?!
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cortlong50
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Re: Accessories to Murder (ww-doomnukem): Update 12-24

Post by cortlong50 »

if i click the download does it automatically get the newest version? because if not i dont know how to get to your dropbox.
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Yutrzenika
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Re: Accessories to Murder (ww-doomnukem): Update 12-24

Post by Yutrzenika »

Yeah, he updated the download link for the new version.
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 12-24

Post by Captain J »

ahh, nice zombie tank replacement. but i think he needs more polishes, specially death frames; the explosion is coming before the tank is cracked, and it has no explosion sound either. also it's plasma ball has no effect and decal at all. just original good ol' plasma explosion. and vanilla zombieman in a tank is not same as new pistol zombie, but i pretty sure you can handle that graphical errors.

otherwise, good shotgun fix. i just wanted it.
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LostSkull
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Re: Accessories to Murder (ww-doomnukem): Update 12-24

Post by LostSkull »

wildweasel wrote:Because I wouldn't want a major holiday to pass without giving you guys something, I've uploaded my current version of ww-doomnukem to my Dropbox.

Here are the major changes:
  • The M2097 shotgun was honestly a little ridiculous, so I nerfed its damage down to 9 per pellet instead of 11. It is still more powerful than the One-Two, though.
  • The controversial Vore was moved to the Arch-Vile spawn instead of the Revenant. Its projectile homing characteristics and damage remain unchanged from previous version, but I boosted its hitpoints to 700 to compensate for this change.
  • In place of the Vore, the Revenant spawn is now occupied by the Ghoul using graphics by IMX. Its behavior is more or less identical to the Revenant's; he currently just has a new set of sprites.
  • The Arachnotron is now replaced by Realm667's Plasma Zombie Tank with some major nerfs to its damage and firing characteristics to make it more balanced as an Arachnotron replacement. I'm not sure if I want it to retain its current behavior of dropping a zombie when killed; this behavior persists in the current version but I may or may not remove it.
  • One or two mild changes to balance and bugfixes that I've probably forgotten about.
The download link on the first page should direct you to the current version of the mod.

Note: You can help future versions of this mod! I am currently in need of new sprites for the bosses.
What an update! Merry christmas WW! :D
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Patriot1776
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Re: Accessories to Murder (ww-doomnukem): Update 12-24

Post by Patriot1776 »

Merry Christmas Mr. Weasel, thanks MUCH for this update! :)
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