TiberiumDoom : Final 2.0.3 Altfires! WOOOOO

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Slax
... in rememberance ...
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Re: TiberiumDoom : Beta 1.8 Is Out Right Now

Post by Slax »

Good ol' BFG seems really visually underwhelming after seeing the railgun tear shit up. Aww.
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by TiberiumSoul »

Well ive finished al the previous stuff from my small changelog

and to make note untill i can find some reload frames for the Piercer Nailgun it will feed on an ammo pool like the minigun and rotary nailgun



GZDoom Version:
Download Link: TiberiumDoomGZ Beta 1.9

Zandronum Version:
On Hold until further notice
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chronoteeth
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by chronoteeth »

its been a long road but the improvements are far better, and now theres a proper balance of weaponry and a nice ebb and flow to things. Just some slight improvement recommendations

-the stock shotgun's sprites just feel a little meh, especially in comparison to the rest are new. even the stock doom pistol has a new look. maybe dabble in somethin a lil nicer for it?

-the solid cannon (other slot 5 weapon) is incredibly fun to use, but the trail confuses me slightly as i keep thinking im firing a nailgun weapon. Maybe make it yellow or use different trail sprites?

-The nailguns are fun to use but they still fall curse to the me-too isms of before. maybe give those weapons a bit of their own perks? Like piercing, or ricochet nails. Just somethin to give those weapon class its own flair to the other weapons

-The railgun sprite is awesome, but it does look tiny in comparison to the rest of the weapons. Maybe slap on an extra body to the sprite?

-the SSG's reload noises are cool, but a little loud. Maybe lower the volume on them a lil?

-The demonic soul's hyming for the special items can be a bit loud especially with a lot of them in one area, you should lower the volume of that a bit.

all in all though the improvements i recommend are far better than the overall gameplay rehauls i recommended before. a lot of this has come a long way and its lookin a lot better than it was a few months back
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by TiberiumSoul »

The first nail gun was going to have a 40 round magazine with accurate shots as opposed to the rotary nail gun which was just an inaccurate spraying weapon but I've been unable to find reloading frames for the nailgun
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chronoteeth
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by chronoteeth »

Thing is you dont want too many weapons of that me-too variety. Minigun is already your innacurate spraying weapon. Do you need the same kind, just as a projectile? They're good guns, just give em their own flare to diffrentiate between them
LivingWithGames
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by LivingWithGames »

Heh, TS. You folled me pretty good with that trailer. The moment I saw you with 555 hp and armor made me think "Shite, he hasn't learned at all" Until you were taking actual armor damage from enemies. Not bad I say.

Then I saw the reason behind it at 2 minutes. Motherfuckin' hell, that's one Revenant I don't wanna mess with. Eliminated your armor and got you some of the health down.

The reloading seems fine on the videos, and the reloading for teh quad shotgun, slow but teh way I like it. And yes, I do agree shotgun need new sprite. Not just the same ones from otehr wads maybe but I don't mind.

EDIT: Fantastic. The reload thingy has pleased me. +1 respect.

No more that annoying cooldown for the Plasma Gun? Very good. Another +1.

The new sprite for the Assault rifle and a few other are nice. Now the assault rifle ain't that very pixelated green square scope. And on Veteran, the Assault rifle does 4 shots on a zombie when pistol varies to 8-9. Not bad here. BUT WAIT! The shotgun kills teh zombies in one shot on VETERAN! So I see the doubleshotgun is gone knowing we have a better shotgun, and the quad one. And a new precise nailgun weapon. Very good. +3.

On the enemies part, I have to get deep on that but for now, you've secured the mod as great. Though one request:

Make the shotgun pump when using the secondary fire. And for the guns reloading, using the reload key that you can use on the controls in zdoom/gzdoom. I still think it's awkward to use reload with secondary fire.

Other than that, TS, you've nailed it, bingo, jackpot. I can trust you on this mod/wad, mate.

Keep up teh good work.

EDIT2: Forgot about teh quadshotgun too. Tighter spread for normal shots...Now we are talking.

Excellent, TiberiumSoul. Just excellent.

EDIT3: Intermission music is also changed along with the intro, though...for that intermission...Man I should watch him again sometime, maybe... (In case y'all fail to get it, that's the music it was used in some of...AHEM, FPSRussia outro in his videos...in soem videos I think, yeah.)
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-Ghost-
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by -Ghost- »

Yeah, good job on the update, it all feels a lot more playable now. Ammo is still a little tight, but I'm not stuck with the shovel for 95% of the maps anymore. :P
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Somagu
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by Somagu »

Quad shotgun fires a full burst on secondary fire even if there's only one shell in the gun.

Edit: Also you can reload with fewer than 4 shells which is especially important given the scarcity of ammo in this mod, which, I will add, is MUCH better than it used to be. Good work with that.
LivingWithGames
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by LivingWithGames »

Somagu wrote:Quad shotgun fires a full burst on secondary fire even if there's only one shell in the gun.

Edit: Also you can reload with fewer than 4 shells which is especially important given the scarcity of ammo in this mod, which, I will add, is MUCH better than it used to be. Good work with that.
Quote for truth.

Ammo si still scarce but with the damamge changed and improve, amongst otehr things, having too much ammo would ruin this experience. It's nice to use the shovel here and there but not as often and this new version shows that. Shovel when you think it's safe, and use ammo when actually needed.

Also, teh shockwave attack for the quad shotgun works extra well, I see also as you spawn the hellknights, some have different colors given which well, would imply more helth. And they do have different health indeed for noraml fire for shotguns and other guns.

But that alt fire...get up close and no matter what health given for the hellknights, they will vanish in one hit so, it's brutally necessary. If you see one and wanna save ammo, bring entire hell on that fucker. He won't even come bck for more.

EDIT1: Actually, even Baron of Hell's won't do shit. If you really REALLY get close to them, that quad shockwave shot kill will annihilate them. As for cyberdemon, the fucker actually have a pretty good armor. He was made to eb killed with plenty of ammo...or the railgun.
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by TiberiumSoul »

Thank you, Everyone.

i really apprecieate the feedback.

now for some changes for the upcoming beta 2.0:

Changed the shotgun sprites

Changed the shells from blue back to red (too much PMSX) :P

Changed cell clip capacity from 80 to 100

Changed nailgun clip from 40 to 60

also ChronoTeeth if you can help me with the nails ill make them bounce off walls, floor, and ceiling more threatening to the player :P the minigun is more potent than the super nailgun anyway
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chronoteeth
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by chronoteeth »

i dont code decorate, but i think its literally like -NOHARMPLAYER or something like that to make the nails not harm the player
Jetrean
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by Jetrean »

Since this topic isn't mega old, would like to say great job. I'm liking it a lot. One gripe that I had was that you overused monsters. Didn't like that there were two Cyberdemon Variants. I'd be nice, if you're still working on this; that you maybe add a Spider Mastermind. Other than, well done mod.
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by TiberiumSoul »

i am still working on this and yes ill look into bringing back the demolisher/dark demolisher again and putting the two cyberdemons in a spawner of their own most everyone else liked that two cyberdemons could go to war with one another
Jetrean
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by Jetrean »

I take it the Demolisher was in a previous version? If you don't mind me asking? If so then I don't mind rolling back a couple of versions to see them in action. Hope that doesn't come off as offensive.
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TiberiumSoul
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Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by TiberiumSoul »

the demolisher hasn't been around since the alpha builds XD

and im sorry to say but i dont give links for those i only keep them for archiving purposes.

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