Accessories to Murder (ww-doomnukem): on Github

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romancochi94
Posts: 2
Joined: Tue Jul 16, 2013 12:37 am

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by romancochi94 »

Is there a way to disable those Voxels?
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Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Kostov »

Either enter r_drawvoxels 0 in the console, or enter +r_drawvoxels 0 in a shortcut.
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TheBadHustlex
Posts: 1914
Joined: Thu Oct 03, 2013 12:50 am
Location: 'stria

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by TheBadHustlex »

I played XWeapon before I even knew this mod, so I expected it to be just as relentless, but it seems to be the right difficulty for me. With this, I can beat Doom2 at UV. With XWeapon, I definitly can't.

Weapons are nice, enemies to. The only thing I more or less want in there are ricochet-sounds for the bulletpuffs, but maybe I'm just too used to them.
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Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Viscra Maelstrom »

it's very finely balanced, i agree, and each weapon actually serves a useful purpose, with the possible exception of the Sawed-Off (i feel its job of firing off a few quick rounds can easily be replicated with the Dualies or Revolver.) and the Sledgehammer is ironically the best weapon to deal with bosses in certain circumstances.
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DEDLI
Posts: 85
Joined: Thu Oct 07, 2010 7:46 am

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by DEDLI »

Viscra Maelstrom wrote:it's very finely balanced, i agree, and each weapon actually serves a useful purpose, with the possible exception of the Sawed-Off (i feel its job of firing off a few quick rounds can easily be replicated with the Dualies or Revolver.) and the Sledgehammer is ironically the best weapon to deal with bosses in certain circumstances.
I believe wildweasel said himself that the primary function of the Sawed-Off is to push monsters back when they get too close. Regardless, I usually find use in it for quickly picking off two successive zombies/imps at mid-range, minimizing the longevity of hitscans/fireballs coming your way (compared to the pump-action of Trench Gun maybe allowing one of the enemies to start firing in the meantime)
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-Ghost-
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Joined: Wed Sep 08, 2010 4:58 pm

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by -Ghost- »

Yeah, I actually didn't like the sawn off being the regular shotgun at first, but I see its purpose now. It's good for that one-two shot to take out weaker enemies like you said, or knock back pinkies getting too close so you can get a followup shot in. Though once I find the regular shotgun I usually stick with that.
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NeuralStunner
 
 
Posts: 12298
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Graphics Processor: nVidia (Modern GZDoom)
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by NeuralStunner »

I like the Sawed-Off/Trench Shotgun setup for, if nothing else, shaking up player expectations. :P
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wildweasel
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Operating System Version (Optional): Windows 10, 21H1
Graphics Processor: nVidia with Vulkan support

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

NeuralStunner wrote:I like the Sawed-Off/Trench Shotgun setup for, if nothing else, shaking up player expectations. :P
And that's pretty much what I do in all of my mods. =P
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Viscra Maelstrom
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Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Viscra Maelstrom »

i think i dislike the Sawed-Off because of its somewhat unreliability to kill a Imp in one shot. of course, that makes it more like the regular Doom shotgun, but i found the Trench to be much more useful overall.
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Captain J »

Well, i thought sawed off was least useful to be a sidearm when trench gun out of ammo in a mean business.

Oh, also it's something different and opposite, after all.
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TheBadHustlex
Posts: 1914
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Location: 'stria

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by TheBadHustlex »

The SawedOff is my favourite, actually. I love the gameplay-style of it. The Trenchgun isn't bad, but I enjoy playing with the SawedOff way more.
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Zhs2
Posts: 1237
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Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Zhs2 »

I played all the way through Ultimate Doom with this mod *because* I like the feel of the Sawed-Off in place of the normal shotgun. A reason not to use the Trenchgun (e.g. not having it) makes you appreciate the alternative all that much more.
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Stormblade
Posts: 74
Joined: Fri Sep 19, 2014 5:56 pm
Location: UAC Ganymede Labs

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Stormblade »

Lovely mod! A really great mod, and I like to play it with Doom. I'm just curious though, do you have any plans for any new mods? Or any new features or additions to this mod? If so, well I'm just so giddy thinking about new features!

Dual-wielding pistols.... or dual-wielding revolvers... or dual wielding sawed-off shotguns! :D Oh boy, that just makes me feel extremely excited at that thought!
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Onar4241
Posts: 296
Joined: Sun Aug 03, 2014 9:41 am
Location: New York

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Onar4241 »

So I realized why the Sledgehammer was useless for me, turns out I had an older version of the mod...
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Abba Zabba
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Joined: Mon Sep 05, 2011 8:50 pm
Location: a place lol!

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Abba Zabba »

This mod is very balanced, that's one of the things I like about it so much. One thing I notice whether I'm playing with voxels or not, is that the ammo pickups are inconsistent with the casings the weapons eject. It would be cool to see higher definition for them.

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