TiberiumDoom : Final 2.0.3 Altfires! WOOOOO

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TiberiumSoul
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Graphics Processor: nVidia (Modern GZDoom)
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Re: TiberiumDoom : Beta 1.6 Released

Post by TiberiumSoul »

Never saw the trailer for the trailblazer so I had no idea
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-Ghost-
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Re: TiberiumDoom : Beta 1.6 Released

Post by -Ghost- »

The guns feel pretty satisfying to shoot, and I like the monster selection. Ammo feels a bit scarce though, I was playing on Normal and ended up having to shovel my way through after Map 1 of Doom 2 because ammo was so rare/enemies took so many shots.
LivingWithGames
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Re: TiberiumDoom : Beta 1.6 Released

Post by LivingWithGames »

-Ghost- wrote:The guns feel pretty satisfying to shoot, and I like the monster selection. Ammo feels a bit scarce though, I was playing on Normal and ended up having to shovel my way through after Map 1 of Doom 2 because ammo was so rare/enemies took so many shots.
Glad to see I'm not the only one.
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.6 Released

Post by TiberiumSoul »

TiberiumDoom is meant to be a mod of extreme difficulty as ammo is sparingly given by a random spawner system players are forced to conserve ammo it makes you think:

should I use the rifle to take enemy x down and save ammo or use the minigun and waste a considerable amount of ammo it's all about perspective.
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Bitterman
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Re: TiberiumDoom : Beta 1.6 Released

Post by Bitterman »

TiberiumSoul wrote:TiberiumDoom is meant to be a mod of extreme difficulty as ammo is sparingly given by a random spawner system players are forced to conserve ammo it makes you think:

should I use the rifle to take enemy x down and save ammo or use the minigun and waste a considerable amount of ammo it's all about perspective.
Bullet sponge enemies and scarce ammo is not the best way to make a difficulty mod.
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-Ghost-
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Re: TiberiumDoom : Beta 1.6 Released

Post by -Ghost- »

It's not even really picking guns, though. There just was *no* ammo. :P My choice was shovel or shovel. The guns are good, though, all your mods have been good at having beefy weapons that are fun to use.
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.6 Released

Post by TiberiumSoul »

I suppose I could make the easier difficulties have reduced hp and damage and better chances to get larger ammo pickups.

That or make the starting pistol have infinite ammo
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-Ghost-
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Re: TiberiumDoom : Beta 1.6 Released

Post by -Ghost- »

A difficulty with fairly standard health for enemies would be good. Maybe still slightly tougher than vanilla, but still manageable.
LivingWithGames
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Re: TiberiumDoom : Beta 1.6 Released

Post by LivingWithGames »

TiberiumSoul wrote:TiberiumDoom is meant to be a mod of extreme difficulty as ammo is sparingly given by a random spawner system players are forced to conserve ammo it makes you think:

should I use the rifle to take enemy x down and save ammo or use the minigun and waste a considerable amount of ammo it's all about perspective.
The assault rifle takes as much shots to kill with the pistol. The accuracy is balls too. Slightly increase damage for it and it's accuracy.

And it's funny how you say the mod is extreme to give random ammo spawn and at times not spawning at all when in the trailer, you show godmode on and full of ammo and showcasing the chaingun. Ugh.
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.6 Released

Post by TiberiumSoul »

Valid point.

I'll change enemy health and damage factors based on difficulty

I'm too young to die : 0.5

Hey not too rough : 0.75

Hurt me plenty : 1.0

Ultra violence : 1.25

Nightmare 1.5

Weapon damage will be changed in b1.7 as will accuracy
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.7 Out Now

Post by TiberiumSoul »

good news everyone beta 1.7 will be released in about 45 minutes damage factors have been leveled by difficulty the way i said i would in my previous post weapon damage and accuracy has been ramped up on key weapons

the rifle is now just a few notches under pinpoint accurate

the railgun has replaced the BFG all together. most of you are going to be disappointed but i felt that there was no way to make the BFG into something more useful than the railgun

and I wont be cheating next trailer ill be starting from stock equipment and will be killable. that said does anyone have any recommendations for levels to film the trailer on?

Download Link: TiberiumDoomGZ Beta 1.7
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BlueInferno
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Re: TiberiumDoom : Beta 1.7 Out Now

Post by BlueInferno »

plutonia revisited

map06: Starts off fast paced with a lot of weaker enemies and a few mid tier demons. Should start you off with fair resources.

map07: Two cyberdemon spawners from the start with megasphere soulsphere spawners to help. Can be very rough. Good for testing strong monsters in hard to fight situations, two strong weapons and plenty of ammo spawners.

memento mori

map04: starts of intense. great for demonstrating pistol starts.

map05: awsome for demonstrating long ranged weapon and mid ranged weapons. My favorite stage on this mapset.

wispers of satan

map28: A huge wide opened area to ultimately show off long ranged weapons and everthing else. balenced, fun and a great pistol start stage.

map07: possibly the best stage in my opinion. many strong weapons to pick up and a large veriety of monsters mutilate with plenty of cover.

I am quite happy you continued this, I played the final zandronum version all the time, one of my most played mods. I will try to offer constuctive feedback if any severe balence flaws are found :D
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BlueInferno
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Re: TiberiumDoom : Beta 1.7 Out Now

Post by BlueInferno »

When I pick the ssg I cant switch back to the shotgun at all. I find it very useful for reserving ammo, I have the shovel and shotgun hot keys set up on my controller to conveniently switch back and forth and I cant ever use the shotgun I start with. I love the idea of being forced to conserve ammo like this, picking up a poorly charged cell battery for the first time made me laugh to my self. This gives a depth I never experienced in other mods I played, very rich with strategy.

I suggest to have the minimal ammo spawns to replace the nothing spawns completely so no one is left with nothing and still keeps them saving ammo for the stronger demons.

The shotguns are really at the bottom of the barrel, I have to be point blank to make them useful and even the gruntiest of enemies take way more shells to kill them while with the minigun I can kill them with a short burst easy, also the ammo for them are super scarce compared to other ammo pools.

Overall I enjoyed this mod, the powerful effects system this has is one of the best Ive seen. :)
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.7 Out Now

Post by TiberiumSoul »

:shock: The ssg and quad shotgun take the starting shotgun from your inventory via upgraded weapon tokens as for the shotguns I'll buff their damage just a wee bit and make the pellet spread tighter and for the ammo spawners I'm going to make them just a wee bit more generous in what they shit out for you the player to use
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Doomguy5th
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Re: TiberiumDoom : Beta 1.7 Out Now

Post by Doomguy5th »

WHY!!!! WHY!!!!! You removed the BFG!!! But can you please add a chainsaw?!
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