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Weasel never had this problem with Nazis! (and by extension, Terrorists!) so I don't know why it's happening like it is here. You'd be better off asking him, but you don't care. That's ok.
This is definitely fun, but it feels out of place when playing through normal Doom levels. I believe it could be majorly improved if some levels specifically made for the mod were released!
Went back to this on my break, such a good mod. I have one question though; how do I set the blood color for the big caco's once they reach their death? I want to change it to blue. I changed the regular blood no problem but the death blood splash the big ones spray everywhere stays red. Thanks.
I replaced "SnappyBlood" with "SnappyCacoGoreBloodMaker: in the SnappyCacodemonLarge's death code, but it only added a bit of blue to the otherwise red cloud of blood. What's the bit of code for the majority of the blood?
As it stands right now this mod makes the game pretty easy. What if projectile monsters were capable of dishing critical hits? They'd pause for a very short moment in one of their attack frames and flash in and out of fullbright while they "charge" up their attack. All crits hit for 2 points. I think it would toughen the mod up a bit while blending in well as an arcade feature for one of the most arcadey mods for Doom I've ever played.
The only thing I see about it being a bit questionable are the monsters that keep firing; to counter this what if monsters like the chaingunner, arachnotron and spider mastermind do a short burst of fire?
Is it me or does it seem that bonuses only come towards you when you generally stand in a cardinal direction? Hanging in the directions between them, even being right up next to a bonus while doing this, doesn't seem to make it move.
Been quite some time since I've played this, and it seems even better than before. Only a couple things I noticed that seemed a bit out of place:
The explosion sprite from big cacos sink into the ground a bit, even with sprite clipping adjustment on.
Mega spheres maxing out health and armor and soul spheres giving you an extra life. After playing with this for awhile, it would feel more appropriate for soul spheres to max out your health and armor, while mega spheres max out your health and armor and give you an extra life.
Good stuff again. Might want to increase demon and specter pain chance a bit so they can't bite through the chainsaw.
- bugfix: you never got an extra life from the megasphere.
- chainsaw now has priority over fist.
- removed A_FireCustomMissile offsets in favour of increasing attackzoffset globally.