DoomStorm (v0.92 March 2017)

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Machalite
Posts: 44
Joined: Thu Feb 03, 2011 11:00 am

Re: DoomStorm (Beta Released 06-08-12)

Post by Machalite »

My apologies for being redundant, then. I discovered what the problem was just minutes before you replied. My impression was the only reason they're flagged as such was so that you could use the leash on them. It could be argued that it sequence-breaks by allowing you acquire items when you aren't supposed to. I don't think that reason alone is enough to justify removing the feature, because it's functional and can lend additional depth to the gameplay (and I'm assuming it's reflective of Bulletstorm, since I haven't played it); however, the key word there is can. From my experience, I never used the leash to grab items, and I certainly don't think to use it on items that aren't otherwise out-of-reach. Realistically, it's too hard to pick up items with it, not least of which during heavy fighting, and the brief pause between uses can render it inefficient. At that rate, it's just a novelty. With that in mind, would you go so far as to consider making the items unshootable if that feature you need isn't implemented?

And while I'm on the subject: can you render the Thumper charges with ACS as well, so that they don't scale with the hud? Otherwise, I'm using the minimal hud, whereas they won't show up at all. Not that I think it's any sort of priority, but I have yet to find any other problems so far.
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CorSair
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Re: DoomStorm (Beta Released 06-08-12)

Post by CorSair »

Mothereffin' Sendspace, my nemesis.

I would recommend for Dropbox for less hairsplitting. But up to you, pal... :P

Anyways, loaded...
... And it has good feeling on it. First I need to find good bindings for my actions. Keep forgetting what is what. :P
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Gothic
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Re: DoomStorm (Beta Released 06-08-12)

Post by Gothic »

first, brutal doom, and now this! this is my best friday ever :D
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: DoomStorm (Beta Released 06-08-12)

Post by Steve1664 »

Hmmm. . . a few observations:

- The Peacemaker might need slight damage buff - not much, but enough to keep you from wasting about half a clip on one chaingunner or imp. Also the delay to resume firing after shooting a charged shot could be reduced a bit.
- Speaking of chaingunners, the insane rate of fire they have tears you apart rather easily, and a bunch at once will all but destroy you in a few seconds. Maybe revert them to the normal Doom chaingun attack.
- I love the kick/leash in tandem with the chainsaw - thanks for making that your standard melee weapon! :twisted:

Great work so far!
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Xtyfe
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Re: DoomStorm (Beta Released 06-08-12)

Post by Xtyfe »

Amazing mod, makes me want to buy bulletstorm now

Some stuff I noticed, I have seen zombiemen shooting at the floor for some reason right in front of me. It looks messed up.
Other then that my only gripe is the fact that weapons don't auto reload when they are out, and the fact they are selectable even after being out of ammo. Both are annoying
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JimmyJ
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Re: DoomStorm (Beta Released 06-08-12)

Post by JimmyJ »

If I'm all out of ammo for the revolver, and I pick one up, it gets fully loaded with 8 rounds in it, and 8 spare. Shouldn't it only get the spare? Seems like a bug!
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DBThanatos
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Re: DoomStorm (Beta Released 06-08-12)

Post by DBThanatos »

@Michaelite: True. It is indeed a novelty (the leash), but somehow, that's part of what makes it unique. There isnt much point on leashing monsters as you're basically pulling near you a damage source, so, I wanted the leash to actually have another purpose. It might break maps, and considered cheating, but is the same case with the ability to jump, crouch, and alike. Is left for the user's discretion. I honestly, find the leash more useful to get medkits from other rooms and stuff like that, than for monsters.

So, I will not make things unshootable. As discussed on that topic I linked, is a feature (leashing stuff around) I'd like to keep. However, there's another issue I'll get on below.

@Corsair: If you're curious, here's how I have them bound.
-WASD for movement.
-Shift for "run" (I dont like "always run").
-Double hit shift = Tackle.
-CTRL = kick.
-C = charged mode.
-F = Leash
-R = Reload
(Q & E are the ones I use for prev and next weapons, that's why I had to pick other keys around)

@Gothic: I hope you enjoy it. I find it pretty fun to mess around with the classic mapsets.

@Steve1664: It might feel like the peacemaker is weak. But remember it is a pistol replacement, with it's own ammo type so it doesnt messes with other weapons. Besides, compared to the pistol, this can stunlock much easier. So, overall, the only downside of the regular fire is the reload time. I felt it is balanced enough.
Regarding the time after the charged mode, same case. The charged ammo for the peacemaker is rather common, and delivers a very big punch. It didnt feel right to make it more responsive. It needs to have cons. Though, I might reconsider this one as I keep on playtesting. This far, I havent really had any troubles with it.
Re: Chainsaw. Yeah. I never liked the whole "imma punch you to death" (unless is like brutal doom), so, instead, you get the chainsaw right away. I did it for the rare cases where player somehow runs out of ammo in early maps, you can chainsaw your way through (in case you didnt notice, it's stronger than the regular chainsaw)

@Xtyfe: The zombiemen attacking the floor, is actually something I need to make a bug report of. The fact that items are shootable, for some reason makes hitscanners "attack them". They are not the target, because if you move around, you'll see the zombiemen will actually turn towards you as they attack. But if a shootable item get's in the line of fire, despite the fact they're small and in the ground, the hitscan attacks are immediately directed there.

Weapons dont autoreload on purpose, like I said in the disclaimer on the weapon description. And weapons are selectable because of how the code needed to be done for reloading, charging, fake ironsights and stuff like that. Cant do much about that one.

@JimmyJ: In what case? There are revolvers preplaced and the ones dropped by the zombies. In either case, is not supposed to behave like that. I'll check the code.
Zombieguy
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Re: DoomStorm (Beta Released 06-08-12)

Post by Zombieguy »

Holy crap this is sweet! I just got back home, and before I really start playing it, I wanted to do this very quick edit. I just added casings for the hailstorm minigun, and added smoke to the casings as well. You can remove the smoke from the casings, or whatever you wanna do with it DBThanatos. ;)

DoomStorm Beta Edit
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JimmyJ
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Re: DoomStorm (Beta Released 06-08-12)

Post by JimmyJ »

I know for sure it happened with preplaced revolvers, unsure if it also happens with ones dropped by zombies.
Steve1664
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Re: DoomStorm (Beta Released 06-08-12)

Post by Steve1664 »

A little more time with this and I do agree with DB's comments on the Carbine; I guess it just took some adjusting to the wide firing pattern (and I neglected to map a zoom button), and for the most part the weapons are very balanced - that said, some of the more crazy monster-heavy levels that people tend to make, or instances where you're ambushed by lots of enemies makes me kind of wish the charged shots would have less of a delay after firing the shot to resume normal fire because you're a sitting duck. It's the creators' call, though, and if DB thinks things are good as is, I'll just have to adjust.
Zombieguy
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Re: DoomStorm (Beta Released 06-08-12)

Post by Zombieguy »

I think that +FORCEXYBILLBOARD would be nice for all of the enemies. Just a thought.
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ChronoSeth
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Re: DoomStorm (Beta Released 06-08-12)

Post by ChronoSeth »

That is really not something a mod should decide for a player.
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Rangaisia
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Re: DoomStorm (Beta Released 06-08-12)

Post by Rangaisia »

Some observations:

- Charged Penetrator lacks the melee functionality present in Bulletstorm.
- The kick animation is barely noticeable due to how quickly it plays.
- I can't seem to get a zoom effect similar to the videos. Instead I get a sort of an circular cutout effect. How I need to have my settings to get it look right?

EDIT: Sometimes when a map starts, the player will be stuck and unable to move. However, tackling seems to remedy this issue.
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CorSair
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Re: DoomStorm (Beta Released 06-08-12)

Post by CorSair »

Now that I have attuned to this mod, I can raise up some things and issues...

Those minigunners are quite nasty fellows. If you don't have any cover, or cover's too far, you get hurt. And if there's group of them, you turn into mincemeat. Most of my deaths happened by them. What could alleviate this, is to increase their spin-up time to give you time to respond either attacking or getting away. This is probably my biggest issue so far.

Hailstorm Minigun could keep barrels rolling, when not directly in combat. As a drawback, cooling time slows a bit. Peacemaker can't keep enemies stunned enough, and heavy hitters are not always the best bet, especially, if you need to conserve or you're outta ammo.

Some enemies can get into stasis when you booted barrel that needed only one kick more to explode.

With proper distance and estimation, you can shoot targets behind high barricades because the flare's spiraling. I did this accidentally, when flare missed monster, and it hit bunch of guys. Only bad thing is that I didn't manage to take screenie of it. :/

And, hell yes, kickable bouncer balls! <3
Only thing is, you need time your kick, and after that, let's play some deadly soccer...
Ribo Zurai
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Re: DoomStorm (Beta Released 06-08-12)

Post by Ribo Zurai »

Apparently I'm unable to see the blue bar at the lower left side of the screen, which I guess it was the ammo for the Thumper.

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