This is an amazing mod that I have loved playing with different maps. Incredible work on this!
I do have a few bugs, a balance complaint and an oversight however:
First bug deals with the droid trooper with the hover-scooter having it's engine noise not stop when it's destroyed at times. Hard to tell what triggers this as it has happened with it destroyed when frozen and also unfrozen, but the noise just keeps emitting from the spot it was killed on occasion.
Second is with the sniper rifle not consuming ammo when zoomed out, also the info decor on the scope screen is green instead of red when this bug triggers.
Third is with the slot 4 rapid fire blaster, it seems to be unable to hit the roly poly enemies when they are in your face, not sure if this range difficulty is intentional or not though.
And said roly-poly enemies will spawn inside the wall if their spawn spot is in a tight corridor or right up against a wall. I would suggest bringing down the balls to 3 per spawn spot.
Then there's the balance issue I have with sith/jedi. They tend to be super annoying when in large numbers since they move so fast. If you have force powers it gives you a chance to shove them away, but if a room has 4-5+ of these guys spawn then they can corner and trap you hard and fast without much of a chance for you.
I suggest toning down their walking speed just a few hairs so a player can maneuver around them a little better.
Lastly, an oversight with the smuggler's stealth item where it just has one point of energy when you start the game, not very useful. Maybe it could be a special stealth generator that generates energy by itself, but only up to 10 points so a player can get in first strike in a new sector with enemies, appropriate for a smuggler character.
Thanks very much for this awesome mod, it's incredible work!
Xim's Star Wars Doom - Updated (MAY/4/2024)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 136
- Joined: Tue Apr 06, 2021 8:21 pm
- Graphics Processor: Not Listed
-
- Posts: 2093
- Joined: Fri Feb 20, 2009 2:46 pm
- Location: somewhere with trees
Re: Xim's Star Wars Doom - Updated (MAY/4/2024)
Thank you! I'm glad you're enjoying it!Shatter-Thought[V-4] wrote: ↑Wed Mar 19, 2025 1:51 pm This is an amazing mod that I have loved playing with different maps. Incredible work on this!
I kind of randomly took a break from zdoom modding for awhile, I've been trying to get back into it but I'm a little rusty over the months. But I do plan on making a small update for this in the future.
Hmm, I'll see what I can do. I'm not entirely sure what I can do differently to prevent that, but I could probably code the sound activation differently or something.I do have a few bugs, a balance complaint and an oversight however:
First bug deals with the droid trooper with the hover-scooter having it's engine noise not stop when it's destroyed at times. Hard to tell what triggers this as it has happened with it destroyed when frozen and also unfrozen, but the noise just keeps emitting from the spot it was killed on occasion.
Do you know which sniper rifle? This mod has A LOT of weapons, I've got like 3 or 4 different snipers depending on your definition of them. I can't find out which one has the problem.Second is with the sniper rifle not consuming ammo when zoomed out, also the info decor on the scope screen is green instead of red when this bug triggers.
Thanks for pointing that out the spawn issue, I'll try and fix it so it at least happens less often. Also again I'll need to know which specific slot 4 weapon. I'd recommend turning on weapon tags in gzdoom's hud options.Third is with the slot 4 rapid fire blaster, it seems to be unable to hit the roly poly enemies when they are in your face, not sure if this range difficulty is intentional or not though.
And said roly-poly enemies will spawn inside the wall if their spawn spot is in a tight corridor or right up against a wall. I would suggest bringing down the balls to 3 per spawn spot.
But I might embrace the 'low accuracy at close range' for the slot 4 weapons in general. The smaller blaster riflers and close range blasters like the ion gun and scatter gun are intended for the closer range.
Yeah, this is one of those 'a lot of stuff in it mods', so it kind of involves switching your weapons around a lot.
Hmm, I might slow them down a bit. I want them to still be fast since they mostly rely on melee attacks, but I'll try to make them easier to avoid.Then there's the balance issue I have with sith/jedi. They tend to be super annoying when in large numbers since they move so fast. If you have force powers it gives you a chance to shove them away, but if a room has 4-5+ of these guys spawn then they can corner and trap you hard and fast without much of a chance for you.
I suggest toning down their walking speed just a few hairs so a player can maneuver around them a little better.
Yep, smuggler stealth item is an oversight. Must have forgotten to fix the amount when I changed the code for it.Lastly, an oversight with the smuggler's stealth item where it just has one point of energy when you start the game, not very useful. Maybe it could be a special stealth generator that generates energy by itself, but only up to 10 points so a player can get in first strike in a new sector with enemies, appropriate for a smuggler character.
Thanks very much for this awesome mod, it's incredible work!
-
- Posts: 136
- Joined: Tue Apr 06, 2021 8:21 pm
- Graphics Processor: Not Listed
Re: Xim's Star Wars Doom - Updated (MAY/4/2024)
Xim wrote: ↑Tue Mar 25, 2025 11:16 pmShatter-Thought[V-4] wrote: ↑Wed Mar 19, 2025 1:51 pmDo you know which sniper rifle? This mod has A LOT of weapons, I've got like 3 or 4 different snipers depending on your definition of them. I can't find out which one has the problem.Second is with the sniper rifle not consuming ammo when zoomed out, also the info decor on the scope screen is green instead of red when this bug triggers.
Well I was wielding the DLT-20a (I think, it was dropped by the enemies who I had set to the trade federation faction), but I have had a hard time getting that glitch to happen again too.
However, I tried a new game with the same trade federation faction and tried giving myself all weapons. The sniper rifle did not get the bug again BUT the wookie bowcaster started not consuming ammo in zoomed mode.
I had the E-11 Sniper Blaster Rifle set as the set sniper rifle weapon in the settings by the way, though the droid snipers were dropping the aforementioned DLT-20a.
Lastly, there were no patches added, no dark side or anything, just the main mod, and just in case, I was playing on the Garrulo mappack.
Hope this helps!