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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Sat Apr 08, 2017 6:03 pm
by lizardcommando
Viscra Maelstrom wrote:a little tip if you're going to make a sequel to this mod would be to make the enemies less aggressive. i remember now that my chief complaint with the mod was its insane difficulty due to the sheer amount of hitscanners and how they can attack you faster than you can react, which can make certain levels an absolute deathtrap if the enemy gets the drop on you. if they still should fire pretty fast though, then at least they could have fast-moving projectile attacks instead of hitscans. that'd give you an opportunity to properly dodge their fire. i think that is what ultimately dragged this mod down a bit for me.
Yeah, looking back now. The enemies could have been toned down a lot more. I think throughout the mod's development, I did tweak the health of all the enemies quite a bit. I suppose making the enemies use super-fast projectile attacks in place of hitscan attacks would have been better. At least the Cowboy Lizard was a step in the right direction.
it's still a lot of fun to play though, and i actually liked how many guns there were in the mod, even though it probably would've been smarter to have less guns that are more useful overall (the magazine sizes are a bit too thin and they're often very inaccurate).
A 3 weapon slot system like some of the more recent Doom mods have could have been a great way to deal with the large weapon list. The only mods I can think of at the top of my head was that recent Rainbow 6 mod and one of Wildweasel's mods (The Greatest Hits or something?).

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Sat Apr 08, 2017 6:07 pm
by Viscra Maelstrom
i would probably suggest it at least 6 or 7, mirroring how many guns you have in Doom. DRLA has a 6 weapon slot system, and i feel it was a good balance that filled enough niches for each of the classes, given the amount of guns available in there.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Sat Apr 08, 2017 6:19 pm
by Ed the Bat
lizardcommando wrote:I kinda regret adding that Assault Shotgun in the last update
Sorry. I know I kinda drove that idea; I just missed how it was the only gun from The Exterminator that had been cut; I liked it there (despite its code being a little broken in the player's favor).
lizardcommando wrote:A 3 weapon slot system like some of the more recent Doom mods have could have been a great way to deal with the large weapon list. The only mods I can think of at the top of my head was that recent Rainbow 6 mod and one of Wildweasel's mods (The Greatest Hits or something?).
Perhaps you're thinking of wildweasel's Nazis(!) mod? Because I'm actually the one who designed that weapon slot system. Had I known you'd want to use it, too, I could have ported it to Lizard Squad.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Sat Apr 08, 2017 7:09 pm
by lizardcommando
Ed the Bat wrote:
lizardcommando wrote:I kinda regret adding that Assault Shotgun in the last update
Sorry. I know I kinda drove that idea; I just missed how it was the only gun from The Exterminator that had been cut; I liked it there (despite its code being a little broken in the player's favor).
I liked the assault shotgun too, haha. I just think it was added in a little too late in the mod's life.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Sat Apr 08, 2017 10:33 pm
by Captain J
I haven't realized that assault shotgun was actually from the oldest version of of the mod. Well, that's good to know. I really loved that gun in game!

And what i expecting right now is reviving more weapons and enemies from the older mods you made. Like Lizard war weapons.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Sat Apr 08, 2017 11:20 pm
by lizardcommando
Captain J wrote:I haven't realized that assault shotgun was actually from the oldest version of of the mod. Well, that's good to know. I really loved that gun in game!

And what i expecting right now is reviving more weapons and enemies from the older mods you made. Like Lizard war weapons.
I'd rather not bring those guns back :lol:! If you guys thought some of the guns here looked bad, those guns in Lizard War were god-awful. The weapons and enemy sprites in ICD-Lizard were pretty craptacular too. Also, there were twice as many weapons in that than in Lizard Squad.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Thu Apr 13, 2017 6:37 am
by FacĂ­nora
I downloaded it to record a video and I did not only laughed my ass off with the hand drawn graphics mixed with Havoc's voice but I found it really nice to play. Then I realized that there is a texture pack and now I'll have to record a new one.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Thu Apr 13, 2017 9:41 pm
by lizardcommando
I always find it really cool and amusing to see other people's gameplay videos of my mods. I'm glad you enjoyed it! I can't wait for you to play it with the texture pack. Just wait till you see MAP31 and MAP32 again lol.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Thu Apr 13, 2017 11:03 pm
by Captain J
I bet MAP32 is going to be textured as Pokestein 3D, but i got no idea about the icon of sin textures. It could be the supercomputer or ultimate evil... Who knows?

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Thu Apr 13, 2017 11:39 pm
by oldschoolgamer1983
Love the mod so much. Even though I never heard of it until now. And from what I see, this thread is quite old. :))
Which means I should, but didn't. Anyway. Love the cartoon style and the fact that you took some things from the Metal Slug. :))
Bravo. :D
I will look forward to it buddy. :)

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Fri Apr 14, 2017 1:06 am
by lizardcommando
Captain J wrote:I bet MAP32 is going to be textured as Pokestein 3D, but i got no idea about the icon of sin textures. It could be the supercomputer or ultimate evil... Who knows?
That's pretty much it. Also, MAP31 and MAP32 are the only maps in Doom 2 where you could see the most changed textures. I didn't change the Icon of Sin textures. I, too, am stumped as to what I would change it to.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Fri Apr 14, 2017 5:59 pm
by Awez
A bit late to the party as well, but I love your mod. So here's a short animated loop I just created inspired by it http://i.imgur.com/YiuZ0Rs.gif

Keep it up!

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Fri Apr 14, 2017 6:28 pm
by lizardcommando
That was really neat. I liked it! I'm glad you enjoyed my mod. I gotta ask though, what happened to his tail though, did a dog bite it off or something :D?

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Fri Apr 14, 2017 7:12 pm
by Awez
[quote="lizardcommando"]That was really neat. I liked it! I'm glad you enjoyed my mod. I gotta ask though, what happened to his tail though, did a dog bite it off or something :D?[/quote]

Oh shoot... Uhm, imagine like how drag queens, "tuck". Yeah, he's wearing pants and doing that with their tail. ;^)

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Posted: Fri Apr 14, 2017 10:18 pm
by Captain J
Hiding your tail under the pants are doing tactically fine, huh. Anyway nice animation!