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Unbound [ V1e ] (Bursts of Plasma 0-0)

Posted: Sat Jun 07, 2014 8:34 pm
by AkumaKing
I made some random mod for Doom. Don't know why I didn't post it on the ZDoom Forums 'till now. Either way, I'll probably get more feedback here than I did on Zandroum. (I assume this community is bigger since it's been around longer)

Spoiler: Classes
Spoiler: Weapons
Spoiler: Monsters
Spoiler: Other Features
Spoiler: Screenshots
Download

The link leads to a file folder on Mediafire to make it easier to update.

A list of where I got various sprites and such are in a text file placed in the Mediafire folder. (I somehow broke my post layout when I tried to add another spoiler)


I'm open to any suggestions you guys have. Also, tell me if you find any bugs with some details on them.

Re: Unbound [ V1c ] (Suddenly on ZDoom Forums!)

Posted: Sat Jun 07, 2014 9:03 pm
by twinkieman93
Uhm... so... I played for a few minutes, not even that really, I just played the first map... I could go on and on about this, but I think I can sum it up by saying this: when the poster stated it randomized everything, he meant it. Give it a try and you'll see what I mean.

Re: Unbound [ V1c ] (Suddenly on ZDoom Forums!)

Posted: Sat Jun 07, 2014 9:32 pm
by Mav3rick
lol a mancubus and revenant to start map 1 :P wow now this is hard as hell
some HUGE balance of what to appear and what not maybe a good start ;)

Re: Unbound [ V1c ] (Suddenly on ZDoom Forums!)

Posted: Sat Jun 07, 2014 9:57 pm
by AkumaKing
Mav3rick wrote:lol a mancubus and revenant to start map 1 :P wow now this is hard as hell
some HUGE balance of what to appear and what not maybe a good start ;)

It may seem like the random spawners and HP buffs make it hard at first, but it won't seem that way once you get more than a small pistol or the Chaingun. Once you get other weapons, you'll actually feel overpowered. (which is the main reason for the enemy HP buff)

Re: Unbound [ V1d ] (Fixes 'n Stuff!)

Posted: Mon Jun 09, 2014 12:02 pm
by AkumaKing
I've made an update for those who are interested.

-BFG 10K and Laser Chaingun are now missile based.
-BFG 10K can't be used with no ammo.
-Evil Eye is less spammy, is able to be gone through, and got a HP buff.
-Hyper Shotgun is now weaker and is missile based.
-Plasma Shotgun now fires 10 missiles.
-Shotgun Guy is nerffed

Re: Unbound [ V1d ] (Fixes 'n Stuff!)

Posted: Mon Jun 09, 2014 2:08 pm
by Canofbacon
I like it. It's pretty fun and challenging.

Re: Unbound [ V1d ] (Voting Poll Time!)

Posted: Tue Jun 10, 2014 3:02 pm
by AkumaKing
Two things.

1. There's a poll related to the random spawner.

2. I'm thinking of adding some starting weapons to make the classes more unique from each other and have no ideas, so anyone have suggestions for the starting weapons? After all, everything being diverse is extremely important.


Also
Canofbacon wrote:I like it. It's pretty fun and challenging.
Glad you like it. It's always nice to hear such wonderful feedback about one's work.

Re: Unbound [ V1e ] (Bursts of Plasma 0-0)

Posted: Tue Jul 01, 2014 4:50 pm
by AkumaKing
Update~

Yeah, I bet ye thought this was dead, huh? Nah, I just couldn't think of anything to do for this mod.

Anyways, this is a rather small update. I basically added a new weapon.....Or modified an old one(?) Basically, the Plasma Rifle has been transformed to act in a similar way as my Plasma Shotgun did; it now releases bursts of plasma.

Yes, this probably will take out a Cyber Demon in around 10 seconds 1 second.

Edit:

I just calculated the damage. Projectiles * Damage * Tics each could hit. The equation ended up being "(1,9) * 8 * (1,24)".
With this in mind, lowest possible damage is a decent 8, highest is a whopping 1728.

Oh, god, what in the Hell have I created.......