Hard-Doom (v6.3.1)

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Ghastly
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Hard-Doom (v6.3.1)

Post by Ghastly »

New thread is here, since didn't want to have to wait for me to edit the first post for updates.
Last edited by Ghastly on Fri Jan 24, 2014 12:26 pm, edited 7 times in total.
PFL
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Re: Hard-Doom (v6.1)

Post by PFL »

Hard Doom is the right name. Great Doom is the game. Okay, I ran this with Plutonia on UV. Just to check. I got addicted. Map 11 already; I think i'm gonna go through ...

- The lost souls (Rictus)... ... damn. Charging, firing, screaming ... annoying. :)

- Pistol & chaingun's firing sound is missing. All I hear is empty clips ...

Love everything else.
Spoiler:
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Amuscaria
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Re: Hard-Doom (v6.1)

Post by Amuscaria »

12 Diabolists...you're fvcked...
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0bsidian
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Re: Hard-Doom (v6.1)

Post by 0bsidian »

Heh, there aren't enough Archie variants. :P
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Ghastly
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Re: Hard-Doom (v6.1)

Post by Ghastly »

PFL wrote:- Pistol & chaingun's firing sound is missing. All I hear is empty clips ...
We found out about that soon after release. It works fine in Zandronum, but we can't figure out why those two sounds aren't playing in GZDoom.
Eriance wrote:12 Diabolists...you're fvcked...
They aren't your original version; they're basically normal Archviles with a little extra health, but their fire does small radius damage over time as it burns in addition to the blast at the end. If you poke out, fire, and duck, you still will probably take damage. Most monsters are heavily edited from the originals (except for those monsters that I made for Hard-Doom first, then submitted to R667 :P ).
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Re: Hard-Doom (v6.1)

Post by Blue Shadow »

Ghastly_dragon wrote:
PFL wrote:- Pistol & chaingun's firing sound is missing. All I hear is empty clips ...
We found out about that soon after release. It works fine in Zandronum, but we can't figure out why those two sounds aren't playing in GZDoom.
It's simple; there is no A_PlaySound calls in either of the weapons.
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Ethril
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Re: Hard-Doom (v6.1)

Post by Ethril »

Ghastly_dragon wrote:
Eriance wrote:12 Diabolists...you're fvcked...
They aren't your original version; they're basically normal Archviles with a little extra health, but their fire does small radius damage over time as it burns in addition to the blast at the end. If you poke out, fire, and duck, you still will probably take damage. Most monsters are heavily edited from the originals (except for those monsters that I made for Hard-Doom first, then submitted to R667 :P ).
Ahahahaha I remember in an older version every monster had like double health and Diabloists still did full damage with their flames.
We still managed to beat HR2 with 3 lives Survival though. 8-)
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Ghastly
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Re: Hard-Doom (v6.1)

Post by Ghastly »

Ethril wrote:We still managed to beat HR2 with 3 lives Survival though. 8-)
Oh yeah. Some of the classic megawads work really well with Hard-Doom; Hell Revealed, Alien Vendetta, some of the Community Chests, Requiem, etc.. Three or four people working through a tough challenge map is a really fun experience.
Blue Shadow wrote:It's simple; there is no A_PlaySound calls in either of the weapons.
Why does it work in Zandronum, then? :shock:
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Re: Hard-Doom (v6.1)

Post by Blue Shadow »

Ghastly_dragon wrote:Why does it work in Zandronum, then? :shock:
When called, A_FireBullets plays whatever sound is specified in the weapon's DECORATE with the AttackSound property. In Zandronum, all of the Doom hitscan weapons define an 'attack' sound with that property in their code, while in ZDoom, they simply don't. Hence, the discrepancy.
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Ghastly
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Re: Hard-Doom (v6.1)

Post by Ghastly »

Ah, makes sense. We were going to put together a new version soon enough; I'll include the fix there.
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Re: Hard-Doom (v6.1)

Post by Hornetzero »

Dude, as good as it gets, you reeaaalllly need to make some adjustments.

I was just trying this out with Sargent Mark IV's Holocaust map, in ultra-violence settings. This thing can be so damn cheap. Everytime I get close to winning this level, I'm killed. Whats the point of giving the Cyberdemon (Cyber annihilator) guided missles with twice the accuracy and twice the speed of the revenant's homing versions?
It makes him virtually impossible to fight on a leveled plane. I'm tearing my hair out on the number of times he has killed me because of them and this is my 50th time (Even Brutal Doom at Black Metal Difficulty is not that cheap).

What I recommend for this;

- Please make some compensation for the cyberdemon's guided missles (Like giving us a guided rocket launcher). Those things are literally the cheapest attack I have seen in a mod. >:(
- Would really appreciate better sprites for the minigun and the grenade launcher.
- More overall weapons would be really nice. Different varieties of shotguns and whatnot. It would be fitting given how many unique varieties of monsters you have. They don't have to be necessarily powerful, but suitable for various situations.
- Water down the "Rictus" Lost Souls. Those things are second in being the cheapest in terms of attacks. An ambush from two or three pain elementals would put you in a losing fight if you get cornered.
- The sonic railgunner also needs some tweaking. He can be really cheap within seconds if his A.I suddenly decides to be a dick. Ofcourse if you give the player a sniper rifle, it would be a great balance to him.
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Re: Hard-Doom (v6.1)

Post by Untitled »

HornetZero: This is called Hard-Doom. While I feel the annihilator is cheap, he does his job well (EDIT: and a Cyberdemon with two rocket launchers would be too easy). It's the rare spawn for them (Dark Cybers) that personally ticks me off.
Sonic Railgunners drop their Sonic Railgun on occasion. Not sure why you're complaining. I'd personally up the chances of when it drops from 21==>32, but still.
Adding new weapons is not something the wad is supposed to do. While I get very annoyed that I don't get to wield the Quad-Shotgun from the Quad-Shotgunners, I see why not. It's not meant to add and completely transform Doom. It's designed to be a WAD that simply makes the game a lot harder.

Now, with that being said, I'd make Annihilator Rockets /slightly/ easier to dodge. Those things are atrociously hard to avoid.
Also, TAKE THE DAMN BFG10K OFF DARK CYBERS! DO YOU HAVE *ANY* IDEA HOW CHEAP IT IS IF YOU DON'T HAVE COVER (which Cyberdemons are not usually nice about since, you know, you're supposed to be able to *dodge* them)?!?!? (9K is fine if you know how to dodge, 10K is just plain stupid.)
EDIT #2: Seriously, I'd be willing to give up their BFG 10K drop (Instead make it a 9K drop) if they didn't have this.

EDIT #3: That and a homing rocket launcher would be useless in a wad like this. You don't have to worry about monsters dodging. Monsters do have to worry about you dodging.
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Hornetzero
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Re: Hard-Doom (v6.1)

Post by Hornetzero »

HornetZero: This is called Hard-Doom. While I feel the annihilator is cheap, he does his job well (EDIT: and a Cyberdemon with two rocket launchers would be too easy). It's the rare spawn for them (Dark Cybers) that personally ticks me off.
Sonic Railgunners drop their Sonic Railgun on occasion. Not sure why you're complaining. I'd personally up the chances of when it drops from 21==>32, but still.
Adding new weapons is not something the wad is supposed to do. While I get very annoyed that I don't get to wield the Quad-Shotgun from the Quad-Shotgunners, I see why not. It's not meant to add and completely transform Doom. It's designed to be a WAD that simply makes the game a lot harder.

Now, with that being said, I'd make Annihilator Rockets /slightly/ easier to dodge. Those things are atrociously hard to avoid.
Also, TAKE THE DAMN BFG10K OFF DARK CYBERS! DO YOU HAVE *ANY* IDEA HOW CHEAP IT IS IF YOU DON'T HAVE COVER (which Cyberdemons are not usually nice about since, you know, you're supposed to be able to *dodge* them)?!?!? (9K is fine if you know how to dodge, 10K is just plain stupid.)
EDIT #2: Seriously, I'd be willing to give up their BFG 10K drop (Instead make it a 9K drop) if they didn't have this.

EDIT #3: That and a homing rocket launcher would be useless in a wad like this. You don't have to worry about monsters dodging. Monsters do have to worry about you dodging.

Alright I guess. A homing RPG would indeed be useless but the speed of the Annhililator's rockets need to be nurfed. They are indeed too fast and difficult to avoid. The Dark Cybers don't seem all that cheap but I guess its because I haven't encountered them in closed space. As for the sonic railgunner, its not about picking up his gun that bothers me. Its about the fact that at any random point in gameplay, they can become assholes and snipe me off with a rapid barrage of those nasty rail blasts. It kills me nearly instantly.
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Ghastly
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Re: Hard-Doom (v6.1)

Post by Ghastly »

I actually agree about making the Annihilator's homing rockets less-homing and I've never liked the Dark Cyber period, but those were two things Aerial insisted on. It might still be fixed at some point because I do suggest balance changes, she says "no that would be bad" and then a month later gives a Glad I Thought of It and implements the change.

I really don't see the point of new weapons and variations on weapons. That's why the different guns exist in the first place. The Quad Shotgun would be overkill because as it stands the Super Shotgun does too much as a weapon anyway. As for the rest of it, most of the problems are from treating them as if they're the same monsters. Just play a little safer and you'll be fine. I've seen people go through Memento Mori start-to-finish with this on two-life survival.
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Re: Hard-Doom (v6.1)

Post by Viscra Maelstrom »

heh, this thread bump made me try to get through Plutonia on Ultra-Violence. i got ultimately helplessly stuck on map 9, at the small room you teleport into. it's either the Archons or the Bruisers or the Imps or the Caco variants that roasts, toasts, and mutilates me completely. :p
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