Accessories to Murder (ww-doomnukem): on Github

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
GhostKillahZero
Posts: 742
Joined: Wed Nov 13, 2013 4:41 pm
Location: 343 Industries Headquarters

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

Post by GhostKillahZero »

wildweasel wrote:I'm also considering replacing the Zombie Plasma Tanks, because they aren't really very satisfying enemies to fight, and tend to deny access to rooms unless the player is willing to take a lot of damage.
Yeah, specially if there trying to chase you and they can't past certain small/tight areas, I'd say replace them.
User avatar
Captain J
 
 
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Location: An ancient Escape Shuttle(No longer active here anymore)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

Post by Captain J »

and i hope your uncoming new enemies' projectiles has a own decals, too.
Toberone
Posts: 290
Joined: Sun May 12, 2013 10:58 pm

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

Post by Toberone »

wildweasel wrote: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.
In my defense, I originally suggested that because vores move at a snails pace, so I thought something new would really compensate. To be honest I'm not very really well-versed in a lot of wads, so I can only really recall chillax having a major issue with my idea which I was fine with because chillax is filled with no-nos everywhere. Though I can see where your getting at, I'm not quite sure about no ressurection at all.

Anyway your ghoul idea sounds really unique, quite excited to see how it plays out.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

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

Post by TheRailgunner »

wildweasel wrote: [*]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.[/list]
The "upward firing missile" was my original idea for the Revenant Warden's attack - 90% of the time, it ends in missiles hitting the ceiling.
User avatar
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

Post by wildweasel »

I might need to think of something else. I do like the idea of the homing torpedo losing its lock after a few seconds, but maybe I'll have to abandon the "javelin" effect.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

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

Post by TheRailgunner »

wildweasel wrote:I might need to think of something else. I do like the idea of the homing torpedo losing its lock after a few seconds, but maybe I'll have to abandon the "javelin" effect.
Well, if you can figure out how to get the missile to run along the ceiling until either the drop or the ceiling height increases, both your concept and the original RW missile (which, I may add, I am still partial to) would be workable. Perhaps a randomly determined angle and pitch (enough to be visibly noticeable), followed by a short retarget/lock, then unlock, to propel the missile towards the player while decreasing the overall likelihood of wall or ceiling impact.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

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

Post by Mav3rick »

maybe this will sound dumb, but why no add something that is not a rocket? what about a ground hunting razor? it will have the property to run up to some ledges, no too high, like some stairs or little debris. they will spawn in the floor and if the player is on sigh for long they will lock on it and go for it otherwise they will just fo fordward and hit anything on the way
User avatar
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

Post by wildweasel »

Hmm. That makes me want to try making the ghouls alternate between firing Descent style mercury missiles and Fatal Fury style Power Waves that have homing effects. Anybody know a way to make a projectile hug floors, but detonate when hitting too large of a step up?
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

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

Post by Ed the Bat »

wildweasel wrote:Hmm. That makes me want to try making the ghouls alternate between firing Descent style mercury missiles and Fatal Fury style Power Waves that have homing effects. Anybody know a way to make a projectile hug floors, but detonate when hitting too large of a step up?
Give it +FLOORHUGGER and control its MaxStepHeight property?
User avatar
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

Post by Ethril »

wildweasel wrote:Hmm. That makes me want to try making the ghouls alternate between firing Descent style mercury missiles and Fatal Fury style Power Waves that have homing effects. Anybody know a way to make a projectile hug floors, but detonate when hitting too large of a step up?
[wiki=Actor_flags#STEPMISSILE]STEPMISSILE[/wiki]? IDK all the differences between that and FLOORHUGGER, although IIRC FLOORHUGGER comes with an infinite step height.

edit: Got it; put +STEPMISSILE and +NOEXPLODEFLOOR on a gravity-affected projectile. Set MaxStepHeight to desired amount. Don't forget garnishes such as: Fish-shaped crackers, fish-shaped candies, fish-shaped solid waste, fish-shaped dirt, fish-shaped ethyl benzene, pull-and-peel licorice, fish-shaped volatile organic compounds and sediment-shaped sediment...
User avatar
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

Post by wildweasel »

And add salt to taste. Cool, thanks, I'll get to work on that tonight.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

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

Post by chronoteeth »

as enjoyable as this mod is, i gotta ask: anything new cooked up in the ol noggin of yours?
User avatar
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

Post by wildweasel »

chronoteeth wrote:as enjoyable as this mod is, i gotta ask: anything new cooked up in the ol noggin of yours?
Considering this is currently my only project outside of college courses...
User avatar
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

Post by FreddBoy »

wildweasel wrote:
chronoteeth wrote:as enjoyable as this mod is, i gotta ask: anything new cooked up in the ol noggin of yours?
Considering this is currently my only project outside of college courses...
Oh you cheeky tease you! :wink:
User avatar
Captain J
 
 
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

Post by Captain J »

god speed, those monster's ideal is pretty getting good.

Return to “Gameplay Mods”