Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
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.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
2 things:
why i used to hate it- it was cartoonic.
why i like it now-it acts like war, weapons cought my eyes when they reload, and the effects too.
why i used to hate it- it was cartoonic.
why i like it now-it acts like war, weapons cought my eyes when they reload, and the effects too.
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- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Well, I'm going to start working on this mod again. I know I still need to remake the Mafia Lizard sprites and add in the Vangaurder Robot (which replaces the Baron of Hell), but I still need some input from everyone. There's a few things that am a bit unsure on doing:
Personally, I like the animations for the Molotov Cocktails and I don't want it to go to waste. The problem is duplicating the same behavior of the Molotov Cocktails from ICD-Lizard, namely the spawning of the fire after it explodes.
The enemies are a bit tougher than the original Doom monsters and sometimes playing larger maps can be a huge pain. Even with the weapons in this mod, some of the enemies can be a huge pain to deal with, namely the SWAT Lizard with the Assault Shotgun and the Medic Lizard. Should I lower their health to compensate for their attacks and abilities or is it fine as it is now?
It's kind of the same issue as above, but with the LV. Armor (which replace the Mancubus), their attacks are a tad bit overpowered and they've got alot of health. Plus, the Mancubus are usually placed in large packs. Should I change their attack style? Should I have it so that the LV Armor shoot projectiles a la Metal Slug instead of having a hitscan attack?
Let's face it, even I think the Charge Cannon is a bit boring at its current state. I was thinking of having it so that when the full charge shot explodes, it shoots out smaller plasma fragments or something. I don't know. Something like that, I guess. Someone want to give me a suggestion as to how I can make the full charge shot more interesting and more useful?
I am not really liking the Berserksphere. I can't have it behave like it did in ICD-Lizard so I am thinking of scrapping it. I'm thinking of having some kind of item powerup that's just like that one beacon item in Strife where when you use it, friendly soldiers get teleported to help you.
That's all I have to announce, really...
- Should I try to place back the Molotov Cocktail?
Should I decrease some of the enemy hp?
Should I have it so that the LV. Armor shoot projectiles like they do in Metal Slug 3 instead of "bullets"/hitscan attack?
Should I change the current behavior of the Charge Cannon?
Should I get rid of the Berserksphere?
Personally, I like the animations for the Molotov Cocktails and I don't want it to go to waste. The problem is duplicating the same behavior of the Molotov Cocktails from ICD-Lizard, namely the spawning of the fire after it explodes.
The enemies are a bit tougher than the original Doom monsters and sometimes playing larger maps can be a huge pain. Even with the weapons in this mod, some of the enemies can be a huge pain to deal with, namely the SWAT Lizard with the Assault Shotgun and the Medic Lizard. Should I lower their health to compensate for their attacks and abilities or is it fine as it is now?
It's kind of the same issue as above, but with the LV. Armor (which replace the Mancubus), their attacks are a tad bit overpowered and they've got alot of health. Plus, the Mancubus are usually placed in large packs. Should I change their attack style? Should I have it so that the LV Armor shoot projectiles a la Metal Slug instead of having a hitscan attack?
Let's face it, even I think the Charge Cannon is a bit boring at its current state. I was thinking of having it so that when the full charge shot explodes, it shoots out smaller plasma fragments or something. I don't know. Something like that, I guess. Someone want to give me a suggestion as to how I can make the full charge shot more interesting and more useful?
I am not really liking the Berserksphere. I can't have it behave like it did in ICD-Lizard so I am thinking of scrapping it. I'm thinking of having some kind of item powerup that's just like that one beacon item in Strife where when you use it, friendly soldiers get teleported to help you.
That's all I have to announce, really...
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- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Wel, I can't help you all that much on this project, but I agree with some things. The LV Armor DEFINETLY neds a projectile attack instead of that cheap-owing-machine gun type of weapon he has, I easily can get killed by one of those suckers machine guns THAT fast. The berserksphere MUST be removed and get replaced with something else that's much more useful. And yes, some monsters could maybe get a bit tuning down of their health because most of the new enemies are hitscan types, and that's pretty annoying. And remove the CyberDemon's flamethrower, it's a cheap overkill bastard now with it's super-powerful flamethrower. That's mostly all i have to say, really.
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- Location: somewhere with trees
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Molotov Cocktail's would be cool, but the weapons seem to be following a military theme, do they not?lizardcommando wrote:
- Should I try to place back the Molotov Cocktail?
Should I decrease some of the enemy hp?
Should I have it so that the LV. Armor shoot projectiles like they do in Metal Slug 3 instead of "bullets"/hitscan attack?
Should I change the current behavior of the Charge Cannon?
Should I get rid of the Berserksphere?
Stronger enemies are fun, I like it when the game is slightly harder, but if it's too hard then I dunno. I haven't played this wad enough to know if they should be weaker.
LV. Armor should shoot projectiles, I usually can't even beat the first level of Plutonia because of it.
Charge cannon is boring. It needs more boom.
I like the teleporter idea, that'd be pretty cool. We need some awesome lizard on lizard action goin' on here.
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
The Molotov Cocktails are more of an homage to the Metal Slug games and even ICD-Lizard to some extent. Also, like I mentioned earlier, I like the animation I made for it and I don't want to let it go to waste.
I'm going to lower most of the enemies health. Probably reduce it to at least a quarter/half the HP they have right now.
I just finished replacing the LV Armor's attack. It now shoots projectiles. The Cyberdemon now shoots rockets.
And say goodbye to the Berserksphere. I'm scrapping that.
I'm going to lower most of the enemies health. Probably reduce it to at least a quarter/half the HP they have right now.
I just finished replacing the LV Armor's attack. It now shoots projectiles. The Cyberdemon now shoots rockets.
And say goodbye to the Berserksphere. I'm scrapping that.
Last edited by lizardcommando on Tue May 19, 2009 4:26 pm, edited 1 time in total.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
yeah, zbout the charge cannon, when your switching the weapons, it closes than opens up again than lowers when it opens. if you dont know what i mean, select, than deselect it.
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- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Oh yeah, I never got around to fixing that. What I intended it for it to do was when you draw the weapon up, it opens up. Then when you deselect it, it closes.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
you want me to you help out with that?
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- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Ok. Sure thing.
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- Graphics Processor: nVidia with Vulkan support
- Location: Robot Mountain
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
I can also help out on that if you want, but I don't want to be a jerk and take his fix lol.
This mod is amazing! I've always been a fan of your's and I'm happy to say this is definitely the best thing you've put out thus far. The drawings have improved, the animations on the guns, everything is top-notch. Keep up the good work ! :D
This mod is amazing! I've always been a fan of your's and I'm happy to say this is definitely the best thing you've put out thus far. The drawings have improved, the animations on the guns, everything is top-notch. Keep up the good work ! :D
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Well... if you really want to help, you can try and fix the molotov cocktail coding.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
hey Lizzard, replace this code for the charge cannon. the select and deselect thing has been fixed.
Code: Select all
actor ChargeCannon : Weapon 14678
{
radius 20
height 20
inventory.pickupmessage "You got the Charge Cannon!"
Obituary "%o was obliterated from %k's Charge Cannon."
weapon.selectionorder 400
weapon.kickback 200
inventory.icon "STWEAP17"
weapon.ammotype "EnergenRod"
weapon.ammotype2 "EnergenRod"
weapon.ammouse 2
weapon.ammouse2 10
weapon.ammogive 20
states
{
Ready:
BFGR D 0 A_PlayWeaponSound("weapons/laserreload2")
BFGR D 2
BFGR C 2
BFGR B 2
BFGG A 1 A_WeaponReady
Goto Ready+4
Deselect:
BFGR A 0 A_PlayWeaponSound("weapons/laserreload2")
BFGR A 2
BFGR B 2
BFGR C 2
BFGR D 2
BFGG D 1 A_Lower
Goto Deselect+5
Select:
BFGR D 1 A_Raise
Goto Select
Fire:
BFGF A 3 BRIGHT A_PlayWeaponSound ("weapons/laser")
BFGF B 3 BRIGHT
BFGF C 3 BRIGHT A_FireCustomMissile("Lasershot",0,-1,4,2)
BFGF D 3 BRIGHT A_ReFire
BFGG A 5
goto Ready+4
AltFire:
BFCH A 3 A_PlayWeaponSound ("weapons/lasercharge")
BFCH B 3
BFCH C 3
BFCH DEFG 3 BRIGHT
BFCH DEFG 3 BRIGHT
BFCH DEFG 3 BRIGHT
BFCH DEFG 2 BRIGHT
BFCH DEFG 2 BRIGHT
BFCH DEFG 2 BRIGHT
BFCH H 3 BRIGHT A_PlayWeaponSound ("weapons/laserchargeshot")
BFCH I 3 BRIGHT
BFCH I 0 BRIGHT A_FireCustomMissile("Chargeshot",0,-1,4,2)
BFCH J 3 BRIGHT
BFCH K 3 BRIGHT
BFCH L 3 BRIGHT
goto Ready+4
Spawn:
BFUG A -1
stop
}
}
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Oh! Awesome! Thanks for fixing that for me.
I'm almost done replacing/remaking the sprites for the Mafia Lizard. I just need to remake his death sprites and I'm done with him.
I'm almost done replacing/remaking the sprites for the Mafia Lizard. I just need to remake his death sprites and I'm done with him.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
finnaly, more mafia-looking lizard than the other one.
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- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Argh! I'm still having trouble fixing the molotov cocktails. The fire still spawns seconds after it explodes when it is supposed to spawn immediately after it explodes.
If looking at this code doesn't help, I'll upload the current build of my mod someplace or I'll email it to anyone who can fix this or something.
Code: Select all
ACTOR Cocktail
{
Obituary "%o burned to death from %k's molotov cocktail."
height 8
radius 10
damage 8
speed 25
ExplosionRadius 80
ExplosionDamage 50
deathsound "weapons/molotovexplode"
PROJECTILE
+GRENADETRAIL
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
MCCK ABCDE 2 BRIGHT
loop
Death:
EXPL A 0 BRIGHT A_AlertMonsters
EXPL ABC 1 BRIGHT A_EXPLODE
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL DEF 1 BRIGHT A_EXPLODE
EXPL GHI 1 BRIGHT A_EXPLODE
EXPL JKL 1 BRIGHT
EXPL MNOP 1 BRIGHT
EXPL QRSTUVW 1
stop
}
}
ACTOR MolotovFire
{
Obituary "%o got too close to %k's flames."
height 10
radius 20
damage 10
scale 0.7
seesound "weapons/fire"
ExplosionDamage 3
ExplosionRadius 30
PROJECTILE
+FIREDAMAGE
+FloorHugger
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
FIR2 A 0 BRIGHT
FIR2 A 0 A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIR2 ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD DEF 2 BRIGHT A_Explode
FIRD GHIJKL 2 BRIGHT A_Explode
FIRD MNO 2 BRIGHT
stop
}
}