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Re: TiberiumDoom : Beta 1.7 Out Now
Posted: Sat Jun 07, 2014 2:11 am
by jimbob
It's still the shovel mod for me. With the amount of damage the enemies can absorb, the ammo is too low. I would love to keep the normal shotgun, maybe with tighter spread for more precise shots. I think the double and quad shotgun are ok as they are.
Re: TiberiumDoom : Beta 1.7 Out Now
Posted: Sat Jun 07, 2014 6:23 pm
by LivingWithGames
Okay? Not really no. They deserve some buff. The mod is still indeed teh shovel mod but, it's been improved. Slightly.
Even on Easy a.k.a Noobcake, one shotgun..I repeat, one shotgun shot, up his anus, doesn't kill the zombie. The increase damage for the assault rifle is okay, just one bullet stronger than the pistol. The damage dificulty works ...sorta...okay, on Noobcake, 9 shots with pistol, on normal, goes to 10...I was expecting a bigger change but I guess lesser than that will be a piss easy wad for you.
I still think enemies should drop more ammo...I mean, increase rate of drops. Like up to 10% or higher. And I do think if the double shotgun is going to replace teh shotgun, make the spread a bit more tighter, as the pellets will miss some of the enemies, forcing you to use it as crowd control however, the enemies repeatdly attack you...But I guess that is what explains you teh use of those health souls.
Now for the Quad Shotgun. Tight the spread completely. The secondary fire was made to tear apart enemies so, keep that as it is.
And good that you removed the BFG, as that Rail Gun is amazingly powerful. Knowing railguns are strong, since Q3:A, it makes sense.
Though Il'l be completely honest. while graphically it's amazing, it doesn't make the mod that much betetr with the scarce ammo and other flaws. I'm waiting for you on 1.8.
Re: TiberiumDoom : Beta 1.7 Out Now
Posted: Sun Jun 08, 2014 4:24 pm
by TiberiumSoul
Thank you for your input LWG I'll also adjust monster hp by difficulty and give the ssg and qsg firing a tighter spread also the point blank function of the qsg alt was changed the visible shockwave was made into a harmless effect in favor of using an invisible missile that doesn't hurt bosses
Re: TiberiumDoom : Beta 1.7 Out Now
Posted: Sun Jun 08, 2014 9:51 pm
by LivingWithGames
Good. Do not fail me again, TiberiumSoul. I'll be in touch when 1.8 comes out. If I see the mod hasn't been improved much like, extremely slightly, I will have to give up. Just warning you. However if the change is a bit slight but on the plus side, perhaps I'll take my chances with you.
Now get going.
Re: TiberiumDoom : Beta 1.7 Out Now
Posted: Sun Jun 08, 2014 10:00 pm
by wildweasel
Um...gee, LWG, don't you think you're being a bit dire? And maybe a little bit rude?
Re: TiberiumDoom : Beta 1.7 Out Now
Posted: Sun Jun 08, 2014 10:31 pm
by jimbob
LivingWithGames wrote:Good. Do not fail me again, TiberiumSoul. I'll be in touch when 1.8 comes out. If I see the mod hasn't been improved much like, extremely slightly, I will have to give up. Just warning you. However if the change is a bit slight but on the plus side, perhaps I'll take my chances with you.
Now get going.
Uhm....what?

I hope you let TiberiumSoul live if he fails you.
I enjoy the mod even if it's rough around the edges.
Re: TiberiumDoom : Beta 1.7 Out Now
Posted: Sun Jun 08, 2014 11:41 pm
by LivingWithGames
wildweasel wrote:Um...gee, LWG, don't you think you're being a bit dire? And maybe a little bit rude?
Rude? Not really, I'm just really telling him to this mod quite nice to play. Graphically, the sprite an such are fantastic. I am just kinda...annoyed he did some mistakes in the past, okay?
And TS will live don't worry. It's not like I have a gun up his face...knowing that a Tiberium Soul in the actual game, is really the mean type and I'm not the kind to piss it off. Just enough tips to make this wad a masterpiece.
Such as the tracers that he added it himself in the very new whole beta of this wad. Something I always consider it a plus, ofcourse, you're the very same man who have introduced it. Correct? Such as WW-Terrorists but mainly WW-NAZIS!.
Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Fri Jun 13, 2014 7:22 am
by TiberiumSoul
well my fate now rests in the hands of LWG so please be happy with this update and let me liiiiiiiiiive D':!
and now, a small changelog.
the enemy HP values are now scaled by difficulty.
the shotgun stays in your inventory regardless of which shotgun pickup you grab
the pistol has been nerfed to do shotgun pellet damage (8,8) and pellets do pistol damage (12,12).
rifle has been buffed (15,15).
minigun uses more ammo per round and has been slightly buffed was (20,20) is now (25,25).
pistol and rifle are now just one notch below pinpoint accuracy.
and now, this.
Download Link: TiberiumDoomGZ Beta 1.8
Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Fri Jun 13, 2014 2:57 pm
by LuSan
Geatings I really love your mod, kinda reminds me of what an arcade of Doom in japan would play like.
If I could ask you to add anything new beyond what you've done so far it would be to add a timer like it's shown in the most recent vídeo, as part of the mod (or make it optinal) as I think it would make the mod really arcade like and really neat and it would stand-out of other mods (plus you already have a score thingy and flashy orbs, a timer wouldn't hurt to make it more arcadey eh? :3)...
Anyways know that you've gained a fan I love your project!
The timer as part of the mod would be the onlly new thing I would like to see in it

Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Fri Jun 13, 2014 3:12 pm
by Doomguy5th
LuSan wrote:Geatings I really love your mod, kinda reminds me of what an arcade of Doom in japan would play like.
If I could ask you to add anything new beyond what you've done so far it would be to add a timer like it's shown in the most recent vídeo, as part of the mod (or make it optinal) as I think it would make the mod really arcade like and really neat and it would stand-out of other mods (plus you already have a score thingy and flashy orbs, a timer wouldn't hurt to make it more arcadey eh? :3)...
Anyways know that you've gained a fan I love your project!
The timer as part of the mod would be the onlly new thing I would like to see in it

First off, a timer?! Especially for maps like Slaughterfest 2012?! Okay, I really don't think it's a good idea. I also see you do like the timer. That's from a ZDoom Mapset called ZPack. It's filled with 3 episodes, and one of the levels has a timer (E1M3).
Say... since there is a Legacy of Strife, wonder what TiberiumStrife would bring.
Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Fri Jun 13, 2014 3:32 pm
by LuSan
Thats why I said he could make it optional, and yeah Zpack is awesome

Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Sat Jun 14, 2014 12:51 pm
by LivingWithGames
Didn't go much furtehr in Veteran, I guess I do have to be actually now careful to use the ammo right.
Shotgun now kills in oen shot, at Hardcore level which would be HMP. Well done. Imps die one shot soemtimes in Veteran. Pleased.
The new sounds - unexpected but man, they're so satisfying now.
Shotgun always available - beautiful job. Pistol does better now and the AR buff, very pleased. On Vterean, you'll be still using the shovel but I'll give it a shot again, This time, for real.
TS, you did well. You're safe. I have more faith in you now.
~L.W.G.
Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Sat Jun 14, 2014 1:08 pm
by TiberiumSoul
Woohoo. The sounds are being refined for b1.9 as for TiberiumStrife it's not likely to happen but you never know ; )
Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Sat Jun 14, 2014 1:22 pm
by LivingWithGames
Okay, gave a shot on Veteran. very much still more use for shovel to save ammo, got stuck again in lvl3 of Doom II. This time a lot more ammo though I shoudl be more expert, 123 of health and no armor. I have a bit of ammo than before but still, quite scarce. I'm not sure if this would work only for veteran since there's more baddies to kill, make that one difficulty have more ammo drop up to at least 10%.
Maybe I should blame the random ammo because, ya know that box of shells after the small set of stairs in the first level? Instead of a box, it was only one shell. Talk about being unlucky, gee. Though that added to 74 shells, which ain't bad, I guess.
Though the third level with that kind of scarce ammo, I wouldn't call this an issue but these guys are a pain to the ****ing neck. Bloody minigunner deadlier than ever, crap... Though luring them to attack each other, and the imps, is the only way. And be real lucky and fast. You don't want those minigunners mad at you.
Maybe I'll try more often to see if I'll ever beat that level on Veteran. Might aswell try to enjoy the game on Hardcore.
Re: TiberiumDoom : Beta 1.8 Is Out Right Now
Posted: Mon Jun 16, 2014 7:43 am
by TiberiumSoul
All I'm focused on for b1.9 are the weapons the QSG ans SSG have individual she'll reload now so you're vulnerable longer when reloading speaking of reloading should I add it to the b1.9 weapons?