Personal Gameplay Mod (WoS rework, 11 Apr)

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LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.35)

Post by LedIris »

patrik wrote:I understand that BFG exsplosion is just meant to be placeholder, but still better than nothing and it has similar color to that energy projectile, so it is not too much out of place.
Silly me, how could I not notice, of course original death roars are still in place. :oops:
Considering adding chaingun? Well, I am not sure about your intentions with it because I previously presumed you deliberately omitted it by giving chaingunguys rifles. But if you will come out with some interesting I am all out for it. :)
I was thinking of making the chaingun replace the rifle, but still have chaingunguys drop rifles when they die, but I don't know how this would work. I've got the chaingun done, I'm just trying to figure out how to balance it with other weapons. At the moment, it has a high fire rate, at the expense of massive recoil and large inaccuracy.
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-Ghost-
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Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.35)

Post by -Ghost- »

Maybe higher damage for the rifle, so it can be more of a precision/single target weapon, while the chaingun is for crowds.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.35)

Post by LedIris »

-Ghost- wrote:Maybe higher damage for the rifle, so it can be more of a precision/single target weapon, while the chaingun is for crowds.
I think this might be the best solution, make the rifle more suitable for longer ranges, and make the chaingun better used for tight areas with large crowds. :wub:
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patrik
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Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.35)

Post by patrik »

And to what slot do you want to assign it? I would then prefer if rifle was moved to 2 and share it with pistol and keep 4 for chaingun solely.
I have idea, lets have it use separate ammo type from pistol/rifle, that could be only found at chaingun pickups. This could balance out usage of both chaingun and rifle, so one would not overshadow other.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.35)

Post by LedIris »

patrik wrote:And to what slot do you want to assign it? I would then prefer if rifle was moved to 2 and share it with pistol and keep 4 for chaingun solely.
I have idea, lets have it use separate ammo type from pistol/rifle, that could be only found at chaingun pickups. This could balance out usage of both chaingun and rifle, so one would not overshadow other.
Rifle will be moved to slot 2 then, and chaingun in slot 4. I was also thinking of having zombies dropping ammo belts with a rare chance, but I have a feeling this would end up making the chaingun useless if the chance is too little. I'll experiment with it for a while, see what I can come up with that is balanced.
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-Ghost-
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Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.35)

Post by -Ghost- »

That might be a good way to incentivize those used items and supply creates. Zombies could drop half empty mags, almost depleted ammo belts etc, so you get a slow trickle of chaingun ammo, along with other kinds, but you won't be running around full. Find a supply crate or a backpack or something, and then you actually get a lot of ammo. Depends on how far you want to move away from vanilla balance though.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.355)

Post by LedIris »

Update!
-Chaingun added! (Replaces the Rifle in vanilla maps, rifle is still dropped by chaingunners and has had a damage increase, Used in slot 4)
-Rifle moved to Slot 2
-New ammo: Nato Belt (used for chaingun)
-Chaingunners have 50% chance of dropping Nato ammo
-Zombiemen have 25% chance of dropping Nato ammo

Please note that the chaingun is still a work in progress, and some sounds are missing. These will be added in the next update.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 5 April, Alpha v1.35)

Post by LedIris »

-Ghost- wrote:That might be a good way to incentivize those used items and supply creates. Zombies could drop half empty mags, almost depleted ammo belts etc, so you get a slow trickle of chaingun ammo, along with other kinds, but you won't be running around full. Find a supply crate or a backpack or something, and then you actually get a lot of ammo. Depends on how far you want to move away from vanilla balance though.
It looks like I will have to do this when adding new weapons. It'd be nice to try something new, and I can try this out.

Update note: I forgot to add the pickup sound to the chaingun, wow :oops: will include in a small update.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 6 April, Alpha v1.3555)

Post by LedIris »

Updated!
-Used items have been added. What this means is simple; Zombiemen, Shotgunners and Chaingunners now have very slim chances of dropping:
Used Stimpacks (+5 health)
Used Armor (+15 armor, runs out VERY quickly)
Shotgunners can drop used shell boxes (+8 shells) or single shells (+1)
-Missing chaingun sounds added
-Zombiemen can drop rifles (this fixes the rifles being absent in Doom 1)
Please let me know what you think, this change might be very major, and can be redone if it makes the gameplay unbalanced.
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-Ghost-
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Re: Personal Gameplay Mod (Updated 6 April, Alpha v1.3555)

Post by -Ghost- »

I can confirm that this seems to work with the Ultimate Doom Visor with the vanilla setting, seems to work pretty well so far.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 6 April, Alpha v1.4)

Post by LedIris »

Small update: I increased the rate that used items drop very very slightly, and I allowed the used armored vest to be picked up twice to double it's amount. The used vest does not add armor past 30%.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 6 April, Alpha v1.4)

Post by LedIris »

UPDATE: Fixed an issue with certain PWADs (BTSX) messing up some weapon muzzleflashes (Rifle was a culprit)
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patrik
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Re: Personal Gameplay Mod (Updated 6 April, WoS mod)

Post by patrik »

Sorry, dont want to put you down but I have rather mixed feelings from this last update. :?
I thought you conceptualized chaingun as situational crowd killer, but now all zombies (even low tier zombiemen) drop so many nato rounds, that supply is rather abundant in maps with larger presence of former humans.

So rifle was not meant to be Doom 2 exclusive weapon? Here I thought pistol got chance to shine in Doom 1. Because you really made one of most satisfying vanilla based pistols I have seen. I think experimenting with more diversifying arsenals between Doom 1 and 2 can be sometimes quite refreshing. As example look at Accesories to murder. It swiched roles of shottie and SSG, so in Doom 1 you will never acquire normal shotgun.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 6 April, WoS mod)

Post by LedIris »

patrik wrote:Sorry, dont want to put you down but I have rather mixed feelings from this last update. :?
I thought you conceptualized chaingun as situational crowd killer, but now all zombies (even low tier zombiemen) drop so many nato rounds, that supply is rather abundant in maps with larger presence of former humans.

So rifle was not meant to be Doom 2 exclusive weapon? Here I thought pistol got chance to shine in Doom 1. Because you really made one of most satisfying vanilla based pistols I have seen. I think experimenting with more diversifying arsenals between Doom 1 and 2 can be sometimes quite refreshing. As example look at Accesories to murder. It swiched roles of shottie and SSG, so in Doom 1 you will never acquire normal shotgun.
I'm sorry this update caused problems. :oops: I'll remove the rifle drop in Doom 1 and lower the rate of nato rounds. I hope it improves a bit.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (Updated 6 April, WoS mod)

Post by LedIris »

Okay, update!
-Rifle no longer drops in Doom 1 (Should give the pistol a chance to shine. :D)
-Nato round drop significantly reduced for former humans (this should make nato ammo more rare on Doom 1)

By the way, what are your thoughts on the used items? It has a pretty low chance of happening that it doesn't make a major difference, but some people like this style of play.
Last edited by LedIris on Wed Apr 06, 2016 4:09 am, edited 1 time in total.
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