DoomRL Arsenal - [1.1.5] [MP-B7.3]

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Yholl
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

I'm currently planning out the monster pack I intend to make to go along with Arsenal, and I was wondering if any of you people wanted to provide thoughts, ideas, inspirations, or whatever on it.
Currently, my plans are as follows.

All standard Doom monsters will be relatively the same in their behaviour, barring a few exceptions.
All enemies will have gibbing, and plasma death states. Except some, obviously. Lost Souls can't gib.

I plan to have both Nightmare and Cybernetic versions of all enemies. (Already cybernetic enemies may have slightly different attacks.)
Nightmare enemies will have between 1.5x to 3x the health of their normal counterparts, and will be more vicious in their attacks and defences. Nightmare enemies will be rare random spawns.
Cybernetic enemies will be louder and a bitmore dangerous than normal enemies, with between 1.2x to 3x the health of their normal counterparts. Cybernetic enemies will be uncommon random spawns.

Nightmare! difficulty would be altered, to instead of having fast monsters and respawn monsters, instead all enemies are Nightmare variants.
I plan to create another difficulty under Nightmare!, called Technophobia, which has all enemies as Cybernetic variants.

These difficulties and new enemies should help with those that feel the game is too easy when you get a full load of awesome gear.

Is there anything you'd particularly like to see in this? I'd love to hear your opinions on the matter. I've come up with a few neat mechanics for the new enemies, but I'd love to get new ideas from you guys. :)
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CorSair
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by CorSair »

Considering that DoomRL Nightmare! is bitch to play, even when you're careful...

Bring it on! :)
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twinkieman93
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by twinkieman93 »

So for the Nightmare Monsters, do you plan to just go with translucent dark greenish-blue translations of the monsters, or maybe use actual different sprites? Like, I dunno, there's that extra-spiky imp floating around, he could be the Nightmare Imp.
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SoloSpaghetti
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by SoloSpaghetti »

Yholl wrote:I plan to have both Nightmare and Cybernetic versions of all enemies.
I want to create cyber-lost soul sprites! :D (I'm not kidding)
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twinkieman93
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by twinkieman93 »

SoloSpaghetti wrote:I want to create cyber-lost soul sprites! :D (I'm not kidding)
Make 'em look like a more skull-y version of Doom 3's lost souls. :D
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Yholl
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

twinkieman93 wrote:So for the Nightmare Monsters, do you plan to just go with translucent dark greenish-blue translations of the monsters, or maybe use actual different sprites? Like, I dunno, there's that extra-spiky imp floating around, he could be the Nightmare Imp.
I plan to use various different sprites, based on what I feel would be a good Nightmare enemy. For instance, the Nightmare Imp sprites will be the Agaures. Most will have distorted version of their original sounds.
SoloSpaghetti wrote:I want to create cyber-lost soul sprites! :D (I'm not kidding)
Well, originally, I was planning on having the cyber variants of Lost Souls be spherical floating mines, but perhaps we could combine the two? Make a weird techy skull bomb. That could be neat, and seems in line with what Hell would use.

Anyway, I've more or less finished the basic concepts for all the enemies, so I'll post it here for everyone to look at. This is in no way final, I'm very open to input on changes to it. Basic enemies are listed here primarily to indicate whether they do anything differently, so they are not detailed. Also, prepare for wall of text.


Kills made with a melee weapon while berserked have a chance of giving a fear powerup to the player.
Nightmare and cybernetic versions of every monster. Already cybernetic monsters are altered slightly.

=============================================================================================================
ENEMIES

Former Human

Fires a slightly hurty pistol. Dies easily. After 6 shots, he reloads.

Former Human Sergeant

Fires a somewhat hurty shotgun. Dies easily. Pumps shotgun after firing.

Former Human Commando

Fires a hurty chaingun. Dies easily. Has new inbetween frames for not firing gun. After 40 shots, he reloads.

Former Human Captain

Fires a very hurty plasma rifle. Dies fairly easily. Fires bursts of 4 shots. After 40 shots, he reloads.

Imp

Fires a somewhat hurty fireball. Tougher than humans.

Demon

Bites you. Hurty. Much tougher than imps.

Spectre

Bites you while invisible. Hurty. Much tougher than imps.

Lost Soul

Charges and bites. Should be weaker than vanilla souls.

Cacodemon

Fires a quite hurty plasma ball. Pretty tough.

Hell Knight

Fires a very hurty plasma ball. Alternates which arm it throws with. Even tougher than a Caco.

Baron of Hell

Fires a very hurty plasma ball. Super tough.

Mancubus

Fires two very hurty fireballs. Slightly weaker than a Hell Knight.

Revenant

Fires a very hurty fire missile that homes half the time. Glass cannon, but still pretty tough.

Arachnotron

Fires a very hurty plasma rifle. Slightly weaker than a Mancubus.

Pain Elemental

Fires Lost Souls. Punch it.

Archvile

Fires an extremely hurty explosion of fire. Resurrects stuff. Kill it quick.

Cyberdemon

Fires an overwhelmingly hurty fire missile. If you get too close, attempts to step on you. Toughest brick around.

Spider Mastermind

Fires an extremely hurty minigun. Second toughest around.

=============================================================================================================
NIGHTMARE ENEMIES

Elite Former Human

Fires a slightly hurty combat pistol. Has 2x the health of a Human. 30% damage reduction to everything, with an additional 10% to melee and bullet damage.
Ideally, looks like a zombieman wearing green bloodstained armor, wielding a pistol.

Elite Former Human Sergeant

Multiple variants with different shotgun weapons. Has 2x the health of a Sergeant. 30% damage reduction to everything, with an additional 10% to melee and bullet damage.
Variant 1 fires a 6 round burst from an Assault Shotgun, then reloads.
Ideally, looks like a sergeant-headed former, wielding an autoshotgun of some kind.

Variant 2 fires a Plasma Shotgun. Can fire 10 times before reloading.
Ideally, looks like a sergeant-headed former, wielding the plasmabeam weapon of some kind.

Variant 3 fires a Double Shotgun, then reloads.
Ideally, looks like a sergeant-headed former, wielding a doubleshotgun or sawn-off double shotgun of some kind.

Elite Former Human Commando

Multiple variants with different rapidfire weapons. Has 2.5x the health of a Commando. 40% damage reduction to everything, with an additional 20% to plasma damage.
Variant 1 fires a 5 round burst from a laser rifle. Fires 40 times before reloading.
Ideally, looks like a commando-armored former, wielding a laser rifle. I know of no similar looking weapon sprite, so it'd have to be made.

Variant 2 fires a minigun until you die or leave line of sight, and continues firing for a short while afterwards. Can fire 200 times before reloading. The minigun takes a while to wind up, giving you warning before you are decimated.
Ideally, looks like a commando-armored former, wielding a minigun of some kind.

Elite Former Human Captain

Multiple variants with different extremely dangerous weapons. Has 2x the health of a Captain. 40% damage reduction to everything, with an additional 20% to plasma damage.
Variant 1 fires a Missile Launcher. Can fire 4 times before reloading.
Ideally, looks like a former of some kind, wielding an rocket launcher on his shoulder.

Variant 2 fires a Napalm Launcher, then reloads.
Ideally, looks like a former of some kind, wielding an advanced looking rocket launcher in a similar fashion to a minigun.

Variant 3 fires a Tristar Blaster. Can fire 3 times before reloading.
Ideally, looks like a former of some kind, wielding a BFG.

Nightmare Imp

When you can't see them, they turn invisible and move about trying to find you. Has 1.5x the health of an Imp.

Nightmare Demon

When shot, it flinches for a moment, then leaps forward. If chainstunned more than 3 times, it reverts to normal Demon behaviour except for the following; When close to it's target, it runs faster. Has 2x the health of a Demon.

Nightmare Spectre

Leaves a very faint distorted trail behind itself as it runs, while it itself is completely invisible. Has 1.2x the health of a Demon.

Nightmare Soul

Will stop and scream at the player for a short while, causing others near it to do likewise, before all charging at roughly the same time. Has the same health as a Lost Soul.

Nightmare Cacodemon

Fires a stream of four slightly faster plasma balls. In close proximity, it emits a lightning field that damages nearby enemies. Has 1.5x the health of a Cacodemon

Nightmare Hell Knight

Fires plasma fireballs in bursts of three at close to medium range. Has 1.5x the health of a Hell Knight.

Nightmare Baron of Hell

Fires plasma fireballs constantly at close range. At other ranges, he roars and all Hell Knights in the vicinity also roar. When he brings his arms down, they all attack at once, never ceasing until you die, flinch them, or cannot be seen. Has 1.5x the health of a Baron of Hell, and has 60% fire resist.

Nightmare Mancubus

Fires special single Tristar Blaster shots at you that have no splash damage until you die, flinch him or leave line of sight. Has 1.5x the health of a Mancubus, and has 25% fire resist.

Nightmare Revenant

Fires twin grey plasma blasts in a burst of 3, or a single grey skull plasma missile. Has 1.4x the health of a Revenant.

Nightmare Arachnotron

Fires green high power plasma rifle shots. At medium range, it engages wheels in the bottom of it's legs, propelling it towards you for a short time. If you flinch it while it does so, it immediately starts shooting instead of flinching. Has 1.5x the health of an Arachnotron.

Nightmare Elemental

When it cannot see you, it wanders around and spawns Nightmare Souls anyway. Has 1.5x the health of a Pain Elemental.

Nightmare Archvile

Unflinchable to everything but melee. When it resurrects normal enemies, they turn into their Nightmare variants. Is immune to fire damage. Has the same health as an Archvile.

Nightmare Cyberdemon

Fires a missile that emits a small maser at it's target if it gets close. Has 2.5x the health of a Cyberdemon.

Nightmare Spider Mastermind

Fires twin miniguns, as well as a green rapidfire Tristar Blaster. Has 3x the health of a Spider Mastermind.

=============================================================================================================
CYBERNETIC ENEMIES

Cyber-Imp

Fires a plasma rifle bolt. Has 1.5x the health of an Imp.

Mech-Demon

Really tough demon variant with loud footstep noises. Has 3x the health of a Demon.

Mechtre

Really tough invisible demon variant with loud footstep noises, as well as puffs of dust indicating his steps. Occaisonally his cloak shorts out with an electric noise, and he can be seen for a while. Has 3x the health of a Demon.

Antigrav Hell Mine

Slowly floats about, and explodes on proximity of the player, after a short delay. Only has 1 health, but is immune to splash damage.

Cyber-Caco - No known sprites

Fires a high power plasma rifle bolt. Has 2x the health of a Cacodemon.

Cybruiser

Fires bursts of three micromissiles. Has 2x the health of a Hell Knight.

Techno-Lord

Fires mini-missiles rapidly. Sometimes flings a normal plasma fireball. Has 1.5x the health of a Baron of Hell.

Siege Mancubus

After a delay, fires two slow missiles that, after a short time, rapidly speed up. Has the same health as a Mancubus.

Manslayer Revenant

Fires twin chainguns in short bursts. Has the same health as a Revenant.

Assault Arachnotron

Fires twin hyperblasters. Has 2.5x the health of an Arachnotron.

Machine Elemental

Fires floating explosive mines. These mines float around aimlessly until you stray near them, whereupon they detonate. Has 2x the health of a Pain Elemental.

Techvile

Fires bursts of 5 laser rifle shots. When it resurrects normal enemies, they turn into their Cybernetic variants. Has 2x the health of an Archvile.

Cyberdemon Mk. II

Fires a maser at you for a few seconds. Sometimes sweeps it back and forth. Has 2x the health of a Cyberdemon.

Spider Overmind

Fires a mini-missile minigun. Also fires a pinpoint laser from it's eye that you must hide from. Has 4x the health of a Spider Mastermind.

=============================================================================================================
I'm going to enjoy making these, that's for sure.
Last edited by Yholl on Wed Nov 20, 2013 4:11 pm, edited 1 time in total.
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SoloSpaghetti
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by SoloSpaghetti »

Woah... That's really a lot of stuff! And tons of sprites and miles of coding! I hope you're not planning to do all of this enemies from scratch!
(Besides... I must tell that I'm with you man! I'll help as much as I can! :) )
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Yholl
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

SoloSpaghetti wrote:Woah... That's really a lot of stuff! And tons of sprites and miles of coding! I hope you're not planning to do all of this enemies from scratch!
There should only be a few in there that need sprites, most of the others should be fine; I've got a ton of resources I can search through. Stuff like the Elite Commandos and Captains, as well as a few of the Cybernetic enemies.
SoloSpaghetti wrote:(Besides... I must tell that I'm with you man! I'll help as much as I can! :) )
Thank you, that really means a lot to me.

EDIT: I'll just leave this here.
Image
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Abba Zabba
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Abba Zabba »

Awesome mod! One gripe though; I can't drop items in my inventory with the "drop inventory item" command. I'm on this one map and I have a red armor on and a blue in my inventory. I want to pick up a powered up red armor that's on the ground, but if I do that, I'll be left with a blue and a powered up red, when all I want is both of the reds. Do you think you could add options for this in the future?
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Yholl
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Lava Grunt wrote:Awesome mod! One gripe though; I can't drop items in my inventory with the "drop inventory item" command. I'm on this one map and I have a red armor on and a blue in my inventory. I want to pick up a powered up red armor that's on the ground, but if I do that, I'll be left with a blue and a powered up red, when all I want is both of the reds. Do you think you could add options for this in the future?
To drop an armor or set of boots in your inventory, you do so just like with a modpack; activate it once to select it, then press the Drop Item button. Remember that this keybind is actually the one above reload that used to be called Zoom, not the keybind further down the keybind page.
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Abba Zabba
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Abba Zabba »

Yholl wrote:
Lava Grunt wrote:Awesome mod! One gripe though; I can't drop items in my inventory with the "drop inventory item" command. I'm on this one map and I have a red armor on and a blue in my inventory. I want to pick up a powered up red armor that's on the ground, but if I do that, I'll be left with a blue and a powered up red, when all I want is both of the reds. Do you think you could add options for this in the future?
To drop an armor or set of boots in your inventory, you do so just like with a modpack; activate it once to select it, then press the Drop Item button. Remember that this keybind is actually the one above reload that used to be called Zoom, not the keybind further down the keybind page.
Thanks a ton!
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Slax
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Slax »

Mmmm, new monsters. Yum.
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Abba Zabba
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Abba Zabba »

Suggestion: do you think you could make the regular shotgun require manual reload? It was one of the challenges it gave you in Doom RL; having to use a turn pumping it or instead pull out a different weapon or run away. Using a turn pumping it in this case could be paying attention and being disciplined with it to keep it ready at all times.
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Yholl
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by Yholl »

Lava Grunt wrote:Suggestion: do you think you could make the regular shotgun require manual reload? It was one of the challenges it gave you in Doom RL; having to use a turn pumping it or instead pull out a different weapon or run away. Using a turn pumping it in this case could be paying attention and being disciplined with it to keep it ready at all times.
Not sure. I'll have to think about it.
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insightguy
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Re: [WIP] DoomRL Arsenal - Beta 4

Post by insightguy »

Yholl wrote:
Lava Grunt wrote:Suggestion: do you think you could make the regular shotgun require manual reload? It was one of the challenges it gave you in Doom RL; having to use a turn pumping it or instead pull out a different weapon or run away. Using a turn pumping it in this case could be paying attention and being disciplined with it to keep it ready at all times.
Not sure. I'll have to think about it.
What about this, firing alternates between shooting and reloading so for every click
shoot->reload->shoot->reload->shoot->reload->and so on
Yholl wrote: Spider Overmind

Fires a mini-missile minigun. Also fires a pinpoint laser from it's eye that you must hide from. Has 4x the health of a Spider Mastermind.
sounds OP as fuck, any plans on weaknesses or blind spots for it?

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