Yeah, specially if there trying to chase you and they can't past certain small/tight areas, I'd say replace them.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.
Accessories to Murder (ww-doomnukem): on Github
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
and i hope your uncoming new enemies' projectiles has a own decals, too.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.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.
Anyway your ghoul idea sounds really unique, quite excited to see how it plays out.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.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]
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.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.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Give it +FLOORHUGGER and control its MaxStepHeight property?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?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
[wiki=Actor_flags#STEPMISSILE]STEPMISSILE[/wiki]? IDK all the differences between that and FLOORHUGGER, although IIRC FLOORHUGGER comes with an infinite step height.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?
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...
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
And add salt to taste. Cool, thanks, I'll get to work on that tonight.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
as enjoyable as this mod is, i gotta ask: anything new cooked up in the ol noggin of yours?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Considering this is currently my only project outside of college courses...chronoteeth wrote:as enjoyable as this mod is, i gotta ask: anything new cooked up in the ol noggin of yours?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Oh you cheeky tease you!wildweasel wrote:Considering this is currently my only project outside of college courses...chronoteeth wrote:as enjoyable as this mod is, i gotta ask: anything new cooked up in the ol noggin of yours?

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Re: Accessories to Murder (ww-doomnukem): Update 4-10
god speed, those monster's ideal is pretty getting good.