Pan's Mod Thing

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
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Captain J
 
 
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Re: Pan's fairly generic gameplay mod

Post by Captain J »

and the some problem i encountered is...;

-stinger combat rifle's weapon sprite have a awkwardly bent player's arm, not like than the other ones.

-terminator chaingun deselects without animations when i select other weapons, like. disappears.

-industrial flamer's secondary projectile have no decals at all.

-plasma blaster and repeater's projectile's decal is pretty unnecessarily large.

-chainsaw's pickup sprite is small, damn small. unlike it's weapon sprite.

-preacher dpg's ammo belt is never moves when i fired it. removing it would be the good choice if it's too late or hard to animate.

-sl protector's fired turrets are disappears when it hit the wall, not on the ground. anyway are those things are invincible? dude! that could ruin the gameplay balance!

otherwise, it's pretty casual and decent yet interesting mod! thanks for that!
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-Ghost-
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Re: Pan's fairly generic gameplay mod

Post by -Ghost- »

I think the little turrets are actually pretty balanced, since they're fairly rare, and they blow up if you accidentally shoot a monster with it by shooting it too close. So they're great for setting up in an area you know you'll get ambushed in, but not as good in the heat of the moment if you're dropping them mid-fight.
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Captain J
 
 
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Re: Pan's fairly generic gameplay mod

Post by Captain J »

but still it doesn't make any sense that why this thing is invincible without visual ways; is this thing uses forcefield? or heavily armed? and the major problem is, why it disappears when it hit the wall?

dunno, man. i'm pretty being realistic for it.
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-Ghost-
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Re: Pan's fairly generic gameplay mod

Post by -Ghost- »

Sorry to bump this, but I was wondering if you had any updates for the mod? Do you have an idea of what else you want to add? The mod is great in its form now, it mostly just feels like it needs more polish.
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Pandut
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Re: Pan's fairly generic gameplay mod

Post by Pandut »

-Ghost- wrote:Sorry to bump this, but I was wondering if you had any updates for the mod? Do you have an idea of what else you want to add? The mod is great in its form now, it mostly just feels like it needs more polish.
Hey! Sorry, I've been meaning to get back into this but I've been going through some RL stuff that's been really... sapping my motivation/creativity. I'm working on it slowly now, I've no idea when I'll be able to churn out a new version but I hope sometime soon.

Also the thing with the Sentries; for some reason they can only be damaged/killed by melee attacks. I have no idea why that's the case. I've also got really no clue how to fix them being swallowed by walls :(. My coding ability is really mediocre at best.
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Pandut
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Re: Pan's fairly generic gameplay mod

Post by Pandut »

OKAY, New version is up. This will probably be one of the last versions because I'm going to start applying what I learned from this into a new mod, hopefully one a bit more... I dunno. Creative. I tried to fix all the bugs mentioned though I may have forgotten some.

Version 0.2
Changelog wrote: -Many, many sounds have been altered.
-Plasma Pistol and Automatic shotgun removed from spawns. They just seemed like redundant weapons though they can still be acquired via console commands.
-Merged Automatic Shottie with the SMG. The SMG's alternate attack is now a rapid fire, underslug shotgun.
-Combat Rifle is now fully automatic, alternate zoomed mode offers a stronger, more accurate 3-shot burst.
-Changed Tracer effects a bit. Altered tracer spawnpoints on guns so they should line up with the crosshair better.
-Balanced enemies. Added some new enemy variants (Some might be a bit buggy). Added a stupid silly "easter egg" enemy that might be more annoying than amusing.
-Added parasites; small children creatures that have a chance to spawn from the corpses of certain hell monsters. Added 2 new enemies that cater specifically to the new parasite monsters. They're a little buggy but not game-breaking.
-Added a new Weapon, the "Plasma Caster", which is more or less a mortar-esque weapon that lobs superheated plasma at people. Primary firing mode is more rocket-esque while the alternate fire shoots 3 globs that arc slowly through the air.
-Sentry Launcher should now work properly.
-Fixed the weapons that looked chopped off in certain screen modes.
-Optimized effects and gore.
-Bunch more changes but I forgot what they were.
Ribo Zurai
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Re: Pan's Mod Thing

Post by Ribo Zurai »

I'm really enjoying this mod, can't wait to see more content.
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Captain J
 
 
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Re: Pan's Mod Thing

Post by Captain J »

still it has some flaws including graphical ones that seems to be oversight, but hey, it's much better. nice work.
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chronoteeth
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Re: Pan's Mod Thing

Post by chronoteeth »

personally, the old SSG sound was better than the current one
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namsan
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Re: Pan's Mod Thing

Post by namsan »

You assigned 4 weapons to Slot 6, But I think this is too many.
Otherwise, I enjoyed your mod.
jimbob
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Re: Pan's Mod Thing

Post by jimbob »

Nice update. It's strange, but your mod is satisfying to play. :)
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-Ghost-
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Re: Pan's Mod Thing

Post by -Ghost- »

Great job on the update, it feels like you fixed a lot of the remaining balance issues. The parasite enemies are great, it's cool how you can use plasma to stop them from spreading. You should develop that more as an enemy type, I think. Maybe using the corpse monsters similar to how Shut up and Bleed uses them, making existing corpses dangerous as well. It'd be interesting if the parasites could use dead bodies as a host as well or something, so they could turn different "classes" of monsters into different things, if it's possible, such as a smaller form for zombies, imps, etc, medium for pinkies, cacos, large form for barons and up.
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zimxpentagram
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Re: Pan's Mod Thing

Post by zimxpentagram »

just took a crack at it, its awesome to be honest, love the whitish-gray gloves
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Captain J
 
 
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Re: Pan's Mod Thing

Post by Captain J »

And this is... WAY too much old bump you made there.

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