Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 13, 2014 11:21 pm
by jdredalert
Sure, no problem. Consider it done.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Fri Sep 19, 2014 1:38 pm
by jdredalert
Guess i should give you guys a sitrep about how the works are doing.
I'm almost finished with the weapons. Turns out that we're not getting 7 new weapons as i promissed, instead there will be 9 weapons + the new basic shotgun sprites, so if this last one counts, there's a total of 10 new guns to the fun! Also, i'm adding new drop chances for the regular Doom enemies (for the stand alone CM Arsenal) and new pickup items (for both arsenal and main mod), since a lot of new weapons could mess up with our already tight pickup list.
I know there's is still some good amount of work left to do, but i want you guys know that i'm trying my best to finish it until next sunday. I'm having college exams next week, so i will not have free time for mods for a little while and that's why i'm giving myself a deadline.
So here some new previews:
Spoiler:
Credits goes to Captain J for this little baby
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Fri Sep 19, 2014 2:13 pm
by Valherran
Awesome! I wouldn't mind trying this on the Doom monsters too.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Fri Sep 19, 2014 4:28 pm
by Endless123
Valherran wrote:Awesome! I wouldn't mind trying this on the Doom monsters too.
Agree with you entirely
Those new weapons will add even more fun into an already awesome mod
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Fri Sep 19, 2014 9:21 pm
by jdredalert
Thanks for your support, fellows.
I realized that i've started to create new dynamic lights for torches and other light sources, but haven't finished. So i'm improving it right now.
EDIT - And with this pic, i finally declare that all the work around weapons and lights are done. Now there's only the pickups left
Spoiler:
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 12:16 pm
by jdredalert
It's done. The new Colonial Marines Arsenal v. 1.4 is complete and is already uploaded. Before you guys throw yourselves into the meat grinder, i suggest you to read the change log bellow. There are a lot of new things added to the arsenal, some weapons were rebalanced and new guns are now on scene. Not only that but new drop chances and new items too.
CHANGELOG
- Added 9 new weapons (.50 AE Pistol, Tactical Pulse Rifle, M41A/2 Pulse Rifle, Tactical Shotgun, M68 Auto Shotgun, Grenade Launcher, MiniGun, SADAR Rocket Launcher Mk.3 and NSG23 Assault Rifle) plus a new sprite set for regular Shotgun.
- Added 4 new classes: Assault, Demolitons, Heavy Weapons and Specialist.
- Replaced shotgun firing sfx.
- All Pulse Rifle variants now have recoil.
- M41A Pulse Rifle and M41A/2 fires different grenades. M41A Grenades deals more damage and have a wider blast radius, while M41A/2 Grenades are weaker and therefore safer for closed-ranged combats.
- Shotguns now fire more pellets, and deal more damage per pellet.
- Re-arranged weapons slots. Pistols are now in slot 1, Pulse Rifles in slot 2, Shotguns in slot 3, Smartgun in slot 4, Flamethrower (and in some cases, the Grenade Launcher) in Slot 5, Special Weapons (SADAR, Minigun, Sniper Rifle and NSG23 Assault Rifle) in slot 6 and Secret Weapon (Ripley's Pulse Rifle) in slot 7.
- Nerfed Flamethrower's DropFlame from 5 damage per frame to 2 damage per frame. Also, added the PAINLESS flag, so enemies no longer get stucked in pain state while in contact with the flames. You can still create a massive wall of flames, which will potentially kill everything that come close though.
- Zombiemen, seargents and smartgunners now drops flares. Some may drop boxes, other single flares. Both can happen at once.
- Pulse Rifle Clips and Pistol Clips no longer shares the same pickup items. Zombiemen now drops both ammo as separated items. The vanilla Doom Clip is now replaced with a random spawner: both pistol and Pulse Rifle ammo have equal chances to be spawned. The vanilla Clipbox remains replaced with a big Pulse Rifle ammo box.
- Ripley's Pulse Rifle parts now must be assembled in order to use the weapon. Both are rarely dropped by the Smartgunner.
- Zombieman and Seargents can drop grenades.
- Smartgunner's Health dropped from 600 to 350.
- New dynamic light effects for light sources such torches, lamps, etc.
- Tweaked the flashlight a bit. It now has a better range and less lags.
-Balanced the headshots. They inflict a fair amount of damage now, instead that massive and unbalancing damage from the previous version.
Now, to the phase two: i'll discuss with Kontra Kommando about how to implement those changes into the main mod. Expect the unexpected in the next TC update! Until then, enjoy the new Arsenal!
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 12:37 pm
by -Ghost-
The new guns feel pretty nice so far, and they look great. Only thing I think might need to be tweaked a little is ammo drops. Zombies drop a ton of ammo now, so you're pretty much always full on pulse rifle/pistol rounds with plenty leftover. They might need a chance to just drop one or the other, or maybe make the basic zombies more likely to do pistol ammo than rifle ammo or something. I do like how they drop flares though, any plans for other gear like flares for the player?
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 1:40 pm
by jdredalert
Normally, the Pulse Rifle Clip would be worth a few handful rounds, but since Kontra Kommando changed the ammo value to 99 in the main wad, so did i in the Arsenal. Also, everyone was complaining about scarce ammunition. However, you can still find yourself out of ammo in some maps. I was playing Alien Vendetta now, and can confirm that. And remember that in the main wad, you won't be fighting too much human/synthetic enemies, so the ammo drops can be a lot lower. About the flares, i found a bug: you're not carrying all the flares to the next map. I'll fix that.
New gear... dunno. Deployable sentry guns, perhaps. I'm kinda empty on new ideas, so what kind of gear can you suggest?
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 4:09 pm
by Valherran
TNR Shoulder Lamp and M314 Motion Tracker would be great.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 5:01 pm
by Endless123
Valherran wrote:TNR Shoulder Lamp and M314 Motion Tracker would be great.
Yeah a motion tracker is kinda trademark of the AvP series for the marine campaign and it would be great to have one.
I added a radar for my personal use of a custom version of my Terminator mod. Its Cybermind's radar small mod with a little extra i added(the pulse) and i'm sure it could be useful to create a motion tracker based on that radar
Screenshot - Top right corner of HUD - Cybermind's Radar
It's an old mod but it's working great with most mods i played with it so far so it will be handy i'm sure
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 7:36 pm
by Stormblade
Are we going to be able to wield a M41A Pulse Rifle duct tape with M72 Flamethrower like in the Aliens movie?
I'm a huge Aliens fan so I really dig this project man!
Also I'm new to the forums and stuff. So hi everyone!
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 7:56 pm
by Endless123
Stormblade wrote:Are we going to be able to wield a M41A Pulse Rifle duct tape with M72 Flamethrower like in the Aliens movie?
I'm a huge Aliens fan so I really dig this project man!
Also I'm new to the forums and stuff. So hi everyone!
First welcome to the forum
Second there is already a flamethrower/pulse rifle combo in the mod if i'm not mistaken. Unless Kontra Kommando removed it from his Aliens mod because the combo is still in the latest jdredalert's CM arsenal (the link is just a few posts above mine )
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 8:04 pm
by TheMightyHeracross
Endless123 wrote:
I added a radar for my personal use of a custom version of my Terminator mod. Its Cybermind's radar small mod with a little extra i added(the pulse) and i'm sure it could be useful to create a motion tracker based on that radar
Spoiler:
PLEASE YES.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 8:06 pm
by Big C
Endless123 wrote:
Valherran wrote:TNR Shoulder Lamp and M314 Motion Tracker would be great.
Yeah a motion tracker is kinda trademark of the AvP series for the marine campaign and it would be great to have one.
I added a radar for my personal use of a custom version of my Terminator mod. Its Cybermind's radar small mod with a little extra i added(the pulse) and i'm sure it could be useful to create a motion tracker based on that radar
Screenshot - Top right corner of HUD - Cybermind's Radar
It's an old mod but it's working great with most mods i played with it so far so it will be handy i'm sure
Radar looks good, but if Kontra and co. want it accurate to the movies, it'd have to only display a front-facing cone as opposed to a full 360 degree circle.
Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing
Posted: Sat Sep 20, 2014 8:36 pm
by Endless123
Easy, just adapting the graphics to show only the top half of the radar without changing anything else and this will be done