[Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

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
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by Captain J »

Every zombies does sometimes, if you always rans out of ammo often, here's the tip; don't waste your ammo on such a horde of medium~strong enemies, use your sword or mace\hammer instead.

Oh also magnum is pretty handy for snipe 'em. So use it wisely.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by TerminusEst13 »

TheBadHustlex wrote:-The radius of the player seems to be smaller then the default one. That gives you the ability to walk through areas (like between two bars which are supposed to go down after pressing a button) where you shouldn't fit through. Happened a lot of times while playing Plutonia2.
Ethril wrote:Yeah, it seems like a cool thing until you end up stuck in an inescapable crevice between two platforms that's just slightly too narrow for an ordinary Doomguy to fit into.
This is sort of a double-edged feature--the player's radius and height are definitely smaller, aye, in order to assist with dodging projectiles. It helps to have that little extra edge in moving through lots of crossfire to get in and cut enemies up. But as you said, yeah, it's too easy to wriggle into a crevice.
If there was a ProjectilePassRadius along with ProjectilePassHeight, I wouldn't need to do this, but unfortunately...well. I'll try and think of a workaround.
TheBadHustlex wrote:-Even if you disabled jumping, you can still do a jump in mid air, if you fall of a ledge.
The cvar the mid-air jump checks for is sv_nojump--if you disabled jump but you're still jumping, then your settings might not have actually kept. Or you might have disabled sv_allowjump instead.
Steve1664 wrote:Great mod, but I seem to have ammo issues; I keep running out of ammo and there aren't enough pickups to keep me stocked, which sucks if you're dealing with maps that have guys on ledges that you can't reach. I'd like it if zombies drop some small amounts of ammo.
I'm not 100% fond of this, since the focus is on melee. If all else fails I can give it a stab, though, and see if I can make it optional--it won't be in 0.73, but I'll experiment with it for 0.74.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by Viscra Maelstrom »

ammo can be a problem if the map expects you to be able to run around and fire at enemies that are above you. for instance, Deus Vult's first map is rather optimal for this mod's type of gameplay, because you get a lot of baddies coming after you at ground level... but when you get to level 2, there are enemies all over the place that you can't reach, which is frustrating, to say the least. maybe i just suck at slaughter in general.
User avatar
President People
Posts: 149
Joined: Sat Apr 28, 2012 10:40 am

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by President People »

Being able to hitch a ride on a flying enemy and take the fight to the skies and/or reach high places would be insane. But I would love it.
User avatar
abbuw
Posts: 653
Joined: Tue Jun 12, 2012 10:24 am
Location: South Lake Hills

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by abbuw »

I beat Doom 1 with this mod on the Facing Hell difficulty, it was very fun.
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: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by Captain J »

President People wrote:Being able to hitch a ride on a flying enemy and take the fight to the skies and/or reach high places would be insane. But I would love it.
hehe, caco-tame.

Anyway they should struggle to get rid of her, since they're ain't peaceful sky-steed.
User avatar
President People
Posts: 149
Joined: Sat Apr 28, 2012 10:40 am

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by President People »

Captain J wrote:Anyway they should struggle to get rid of her, since they're ain't peaceful sky-steed.
Yeah, I doubt they'd like that.

I wonder if it could be a grappling weapon that either keeps them from attacking you as long as the ammo can sustain it, and/or makes them "friendly" while you're attached to them.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by TerminusEst13 »



Lads wouldn't stop firing this damn thing in the test server.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by Slax »

Dat powerlevel.
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: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by Captain J »

It's beyond overpowered over 9000.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by TerminusEst13 »

COULD SOMETHING BE COMING OUT TOMORROW?
Spoiler:
User avatar
TheBadHustlex
Posts: 1914
Joined: Thu Oct 03, 2013 12:50 am
Location: 'stria

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by TheBadHustlex »

Why does she say "yoshi" when transforming...?
I never really thought about that until now.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by TerminusEst13 »

She says "byeonsin", which is Korean for "transform".

Thanks, though, now I can't unhear it.
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: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by wildweasel »

I'd misheard it as "henshin" and thought you were trying to invoke Japanese sentai shows...
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.72 N

Post by TerminusEst13 »

I was, actually! Henshin also means transform, and combined with the gesturing and sound effects, that's exactly what I was going for. :p

Return to “Gameplay Mods”