Accessories to Murder (ww-doomnukem): on Github
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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LostSkull
- Posts: 797
- Joined: Thu Sep 26, 2013 1:58 pm
Re: Accessories to Murder (ww-doomnukem): Update 4-10
Have I ever pointed out my love for this mod?
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iSpook
- Posts: 743
- Joined: Sun Feb 05, 2006 9:23 am
- Location: In the middle of Stephen King Territory
Re: Accessories to Murder (ww-doomnukem): Update 4-10
Yeah, this mod is plenty of fun. Fun enough that I decided to Whore out what Make a play-through of it and a level set.
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Voxelbro
- Posts: 36
- Joined: Sat Feb 22, 2014 11:22 am
Re: Accessories to Murder (ww-doomnukem): Update 4-10
Fixed the box size and updated the download. I treated it like a veteran voxel instead of a newcomer so I forgot to check if it was in voxeldef.
I need a better way to test my updates.
I need a better way to test my updates.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Okay, state of the mod address.
I've implemented the new Accessories to Voxel, added Ed the Bat's fixes and changes, implemented the dual pistols (they're awesome, by the way), and updated some more graphics that Doom Nukem sent my way for the rocket launcher. I think the mod is nearly ready for a new version.
But - and I'm sure someone will cry about this - I'm going to sit on the mod as it stands, until this weekend. I'm not confident that the changes and updates are bug free, and I want to make sure that there are no unforeseen issues with them. Stay tuned for next week. (I also have an upcoming math test, for which I need to catch up on a lot of homework. College math sucks.)
I've implemented the new Accessories to Voxel, added Ed the Bat's fixes and changes, implemented the dual pistols (they're awesome, by the way), and updated some more graphics that Doom Nukem sent my way for the rocket launcher. I think the mod is nearly ready for a new version.
But - and I'm sure someone will cry about this - I'm going to sit on the mod as it stands, until this weekend. I'm not confident that the changes and updates are bug free, and I want to make sure that there are no unforeseen issues with them. Stay tuned for next week. (I also have an upcoming math test, for which I need to catch up on a lot of homework. College math sucks.)
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Ed the Bat
- Posts: 3060
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- Location: Maryland, US
Re: Accessories to Murder (ww-doomnukem): Update 4-10
Assuming the version you sent me (plus the fixes I shot back) is the most recent build now, I'll be happy to spend some time doing bug sniffing/fixing while you're busy. I've already spotted a couple of little cosmetic things that can be fixed up, and if I find anything beyond my skillset, I'll just put together a list to report it.
Folks can always count on the Bat and the Weasel for quality work!
Folks can always count on the Bat and the Weasel for quality work!
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FreddBoy
- Posts: 46
- Joined: Sat Apr 19, 2014 7:00 am
- Location: Wales. You know, where the men are men, and the sheep are scared.
Re: Accessories to Murder (ww-doomnukem): Update 4-10
I have to admit, I'm very impressed by the effort, polish and balance that has gone into this mod. The current voxels look incredible and its currently my favourite gameplay/weapon mod to use. Will all of the pickups be voxels in future updates (such as the armours, medikits, stimpacks and bonuses) or will they remain sprites?
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iSpook
- Posts: 743
- Joined: Sun Feb 05, 2006 9:23 am
- Location: In the middle of Stephen King Territory
Re: Accessories to Murder (ww-doomnukem): Update 4-10
I'm not sure about the Mega/soul/blur spheres, but I assume the replacements for the Invulsphere, the berserk and the other new graphics would be made into voxels.
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Captain J
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- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Accessories to Murder (ww-doomnukem): Update 4-10
if doomnukem wants to makes custom sprites for them or wildweasel creates something new and decent ideas to replace them, we can talk about that.
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Toberone
- Posts: 290
- Joined: Sun May 12, 2013 10:58 pm
Re: Accessories to Murder (ww-doomnukem): Update 4-10
I don't know if your still thinking about it or not but about the vore being the arch-vile
I had initially disliked the position but on second thought I think it can work with some changes, or not, just an idea
I did the following
Vore itself:
Scale 1.25 (Not necessary, but the archy is quite tall and it made the vore look more arch-vile-y)
Speed 20
A_VileChase and a Heal State, Using Sprite J
+QuicktoRetaliate
+MissileEvenMore
+NoPain (to override the sledgehammer, which wrecks it even without berserk)
The Missile:
Damage: (30) (maybe more? I think it should hurt something fierce)
Speed 20
Scale 1.25 (to match)
Unshootable
A_SeekerMissile(10,16) instead of A_SeekerMissile(45, 0.1, SMF_PRECISE). SMF_PRECISE is too ferocious on 20 speed, with A_Seekermissile(10, 16) if you get caught in its path you better run, but you can still escape it.
and to differentiate it a bit more, it keeps it's raise state, which means Vores can raise Vores. It can be a fair trade since, although deadly and aggressive, the missile doesn't force you into cover as much as archies fire attack did.
Any good? Also I think the BFG should have +ForceRadiusDMG
I had initially disliked the position but on second thought I think it can work with some changes, or not, just an idea
I did the following
Vore itself:
Scale 1.25 (Not necessary, but the archy is quite tall and it made the vore look more arch-vile-y)
Speed 20
A_VileChase and a Heal State, Using Sprite J
+QuicktoRetaliate
+MissileEvenMore
+NoPain (to override the sledgehammer, which wrecks it even without berserk)
The Missile:
Damage: (30) (maybe more? I think it should hurt something fierce)
Speed 20
Scale 1.25 (to match)
Unshootable
A_SeekerMissile(10,16) instead of A_SeekerMissile(45, 0.1, SMF_PRECISE). SMF_PRECISE is too ferocious on 20 speed, with A_Seekermissile(10, 16) if you get caught in its path you better run, but you can still escape it.
and to differentiate it a bit more, it keeps it's raise state, which means Vores can raise Vores. It can be a fair trade since, although deadly and aggressive, the missile doesn't force you into cover as much as archies fire attack did.
Any good? Also I think the BFG should have +ForceRadiusDMG
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Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: Accessories to Murder (ww-doomnukem): Update 4-10
giving the Vore pain immunity is actually a pretty sound idea, since it's so hard to make an Arch Vile in regular Doom enter pain state that you shouldn't actively rely on it, and would remove the "i win" solution to make a fool out of a pack of Vores by just hitting them with the hammer. if it were implemented, though, then the Spider Mastermind and probably Cyberdemon should also not be able to enter pain state, since you can just kill a single Mastermind using the hammer, regardless of whether it's charged or not. however, none of the weapons in the arsenal are that doable to take on these boss enemies apart from that, i feel, since they waste too much ammo, and the BFG seems to do very minor damage to it when not using it against a group of enemies.
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Mav3rick
- Posts: 966
- Joined: Sun Jan 13, 2013 6:48 pm
- Location: Hell
Re: Accessories to Murder (ww-doomnukem): Update 4-10
i just notice that the rockets from the rocket launcher dont come centered, they come from a little more to the left side no idea if this is a error or intended
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Toberone
- Posts: 290
- Joined: Sun May 12, 2013 10:58 pm
Re: Accessories to Murder (ww-doomnukem): Update 4-10
I think that may be a side-effect of the missile weaving. I turned it down by a half and it looked a lot more centered.
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Captain J
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- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Accessories to Murder (ww-doomnukem): Update 4-10
now she can learn how to heal anyone like a...vile? now you're talking, that's should be least useful and threatening for her.Toberone wrote:Vore itself:
Scale 1.25 (Not necessary, but the archy is quite tall and it made the vore look more arch-vile-y)
Speed 20
A_VileChase and a Heal State, Using Sprite J
+QuicktoRetaliate
+MissileEvenMore
+NoPain (to override the sledgehammer, which wrecks it even without berserk)
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wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: Accessories to Murder (ww-doomnukem): Update 4-10
So far, the changes I've made to the Vore are quite different from these. I have increased her speed, the speed of her projectile, and removed her Pain state and chance altogether. I should probably add +MissileMore (I'm not sure about +MissileEvenMore, I fear that might be overkill), and +QuickToRetaliate sounds like it might be worth adding as well.
Things I will NOT do, however, include speeding her up to Vile-like speeds or adding raising abilities. The Arch-Vile's resurrection ability is often abused by mappers and makes many fights far more tedious than they need to be, especially when combined with Barons and other high-HP foes. Someone else suggested that Vores should be able to resurrect each other, which is a recipe for utterly ruining a game. Has anybody played recent versions of Sven-Coop for Half-Life, where they added the ability for Vortigaunts to resurrect each other? They have far fewer HP than the Vores do, and any room with three or more of them becomes a massive, massive pain in the ass, unless you've got at least two people with high explosives on hand. And in a game like Half-Life, high explosives are often reserved for the heavy-hitters like Gargantuas or choppers, not low-tier foes like Vortigaunts.
Currently hashing out some ideas for how to make the Ghouls more interesting, and by "more interesting" I mean changing their entire method of attack, and replacing their sound effects. (Hell, I should get around to making new sound effects for the Demons, too.) Here's the current plan for the Ghouls...
Things I will NOT do, however, include speeding her up to Vile-like speeds or adding raising abilities. The Arch-Vile's resurrection ability is often abused by mappers and makes many fights far more tedious than they need to be, especially when combined with Barons and other high-HP foes. Someone else suggested that Vores should be able to resurrect each other, which is a recipe for utterly ruining a game. Has anybody played recent versions of Sven-Coop for Half-Life, where they added the ability for Vortigaunts to resurrect each other? They have far fewer HP than the Vores do, and any room with three or more of them becomes a massive, massive pain in the ass, unless you've got at least two people with high explosives on hand. And in a game like Half-Life, high explosives are often reserved for the heavy-hitters like Gargantuas or choppers, not low-tier foes like Vortigaunts.
Currently hashing out some ideas for how to make the Ghouls more interesting, and by "more interesting" I mean changing their entire method of attack, and replacing their sound effects. (Hell, I should get around to making new sound effects for the Demons, too.) Here's the current plan for the Ghouls...
- The role of the Ghoul, much like the Revenant he replaces, is to be useful as a "turret" monster. As such, he uses missile attacks primarily.
- However, instead of missiles being slow and randomizing between homing and non-homing varieties, I'll space them out further.
- Missile #1, the more frequent missile of the two, will be inspired by Descent 2's Mercury Missile (or the UAV missiles from ww-terror). This missile does less damage, but is a lot faster (~35 speed, probably) than average Doom missiles.
- Missile #2, probably firing 33% of the time, will initially fire upwards into the air and then home in on the player. This missile does more damage, but is slower, and the homing effect will only carry on for a couple of seconds before its lock is aborted and the missile reverts to "dumb" mode. This should help ensure that the missiles won't just be flying around forever.
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Ethril
- Posts: 2677
- Joined: Sun Nov 16, 2008 2:59 am
- Location: with you in the dark
Re: Accessories to Murder (ww-doomnukem): Update 4-10
Didn't it cut their maximum life by half (HA HA HA) every time they were revived? Also, if you were daring enough, you could gib the corpses with your crowbar (or just kill them with a full-charged wrench alt).wildweasel wrote:Has anybody played recent versions of Sven-Coop for Half-Life, where they added the ability for Vortigaunts to resurrect each other? They have far fewer HP than the Vores do, and any room with three or more of them becomes a massive, massive pain in the ass, unless you've got at least two people with high explosives on hand. And in a game like Half-Life, high explosives are often reserved for the heavy-hitters like Gargantuas or choppers, not low-tier foes like Vortigaunts.
but yeah it was a pain in the ass.