by Enjay » Sat Jul 13, 2013 4:58 pm
Thanks for the more friendly download link.
First impressions (only played the first couple of maps in Doom2) - quite a nice simple mod that changes the feel of gameplay enough to be interesting yet keeping much of what makes Doom fun.
Points to consider:
The combat rifle timing felt a little off to me. I don't have a problem with its rate of fire but it doesn't feel as if it responds quickly enough to a trigger press. I'd look at making the button-press to fire-time a little shorter.
Different Imp types can infight. You might want to make them the same species to avoid this. If you don't, imp hordes can pretty much eliminate themselves without you having to do anything much. I suspect that this may also affect other enemy types.
The Thompson is nice but there is an unwanted animation of a few stray pixels on the top of the weapon near the sight when you fire. Also, the back of the sight is that green colour that I associate with "electronic aiming screen" details on a weapon. This seems inappropriate for a Thompson.
I thought that a lot of the automatic weapons were a bit samey. Some of them don't really seem to add much that isn't already covered by the other weapons and seem to be there only to boost the weapon count. I'd look closely and ask yourself if any of them can be trimmed out and still leave the mod being fun. I suspect at least one or two can. Perhaps the same can be said for the melee weapons although this is not as bad.
Speaking of melee weapons, the crowbar and the knife making the same clanging noise when you hit a wall seems odd. I'd look at replacing the knife clang with something more suitable.
You have mixed centred and sided weapons. It doesn't bother me but I know that some people don't like that.
However, the rocket launcher does bother me. If it off to one side and it is very obvious that the projectile spawns centrally. ie it doesn't look as if the rocket comes from the launcher. Also, I found the line of the launcher misleading. When using the sprite to aim rather than the crosshair, I found that I was aiming off to one side quite badly.
Finally, I don't like the door sound. There is something about it that makes it sound almost like something from the user interface than the game world. Its got a sort of electronic "you found a secret" feeling to the early part of the sound and it sounds weird to get something like that when I open a door or when enemies open a door elsewhere in the level.
[edit]
Oh yes, I also forgot to mention that there are a bunch of errors reported when the game starts:
Definition of random sound 'soilder/pain' refers to itself recursively.Definition of random sound 'human/10mm' refers to itself
...
Tried to register class 'Fatso' more than once.
Tried to register class 'Demon' more than once.
Tried to register class 'Spectre' more than once.
Tried to register class 'RadSuit' more than once.
Tried to register class 'PlayerStep' more than once.
Tried to register class 'GreenArmor' more than once.
Tried to register class 'BlueArmor' more than once.
Tried to register class 'HealthBonus' more than once.
Tried to register class 'Stimpack' more than once.
Tried to register class 'Medikit' more than once.
Tried to register class 'BloodSplashBase' more than once.
Tried to register class 'KnifePuff' more than once.
Tried to register class 'WolfensteinSS' more than once.
Fists is not a weapon
DEPistol is not a weapon
DukeShotgun is not a weapon
...
Spawn ID 116 refers to hidden class type 'WolfensteinSS'
Editor number 84 refers to hidden class type 'WolfensteinSS'
Spawn ID 8 refers to hidden class type 'Demon'
Editor number 3002 refers to hidden class type 'Demon'
Spawn ID 9 refers to hidden class type 'Spectre'
Editor number 58 refers to hidden class type 'Spectre'
Spawn ID 112 refers to hidden class type 'Fatso'
Editor number 67 refers to hidden class type 'Fatso'
Spawn ID 68 refers to hidden class type 'GreenArmor'
Editor number 2018 refers to hidden class type 'GreenArmor'
Spawn ID 69 refers to hidden class type 'BlueArmor'
Editor number 2019 refers to hidden class type 'BlueArmor'
Spawn ID 136 refers to hidden class type 'RadSuit'
Editor number 2025 refers to hidden class type 'RadSuit'
Spawn ID 152 refers to hidden class type 'HealthBonus'
Editor number 2014 refers to hidden class type 'HealthBonus'
Spawn ID 23 refers to hidden class type 'Stimpack'
Editor number 2011 refers to hidden class type 'Stimpack'
Spawn ID 24 refers to hidden class type 'Medikit'
Editor number 2012 refers to hidden class type 'Medikit'
Warning: Fatso and Fatso both have doomednum 67.
Warning: Demon and Demon both have doomednum 3002.
Warning: Spectre and Spectre both have doomednum 58.
Warning: RadSuit and RadSuit both have doomednum 2025.
Warning: GreenArmor and GreenArmor both have doomednum 2018.
Warning: BlueArmor and BlueArmor both have doomednum 2019.
Warning: HealthBonus and HealthBonus both have doomednum 2014.
Warning: Stimpack and Stimpack both have doomednum 2011.
Warning: Medikit and Medikit both have doomednum 2012.
Warning: WolfensteinSS and WolfensteinSS both have doomednum 84.
...
nukagesplashsmall is not an Actor (in splash nukage)
lavasmoke2 is not an Actor (in splash Lava)