JohnnyTheWolf wrote:If you are still working on the mod or at the very least intend to, then may I suggest you add a score reward for discovering secrets. Right now, looking for them is rather pointless, as most power-ups have been removed, thus making secret areas often empty.
Scoring points for finding secrets is definitely on the agenda. Current plan is that they'll scale down based on how many secrets the level has, so if there's one secret in the map, you'll get a huge bonus (enough for a 1-UP), but if there's like several in another map, you'll need to find them all to get the full bonus you'd get from finding just that single one.
On a similar subject, do you think it is doable to make it so any additional token of the same type gives you extra points once you have upgraded your current weapon? The same goes with the Rapid Fire tokens once you have maxed out your firing speed.
As for the token points, well, I haven't actually thought of that. I'm not sure if the official Contra games do that since you can't easily see your score during gameplay (you can only see your score during level transitions or when you Game Over).
Also, and I am not really sure if there is anything you can do about it, I tried to play Ultimate Doom with your mod and a custom MAPINFO that removes the episode format. However, once I got to the end teleporter in E1M9, the game would not load E2M1. I know at least one other mapset that features a similar unavoidable death trap (Hellbound) and I have to wonder if it would be a good idea to play your mod with it.
Contra Doom has a custom MAPINFO that is overriding yours. It's the only way that you can let the player respawn in single player mode, but it ends up breaking custom MAPINFO for other projects, and the player can't respawn anyway if the map has a unique header (for example, MAP34-MAP99). I've made a suggestion for this, but it just simply fell on deaf ears.
I've never played Hellbound, but I am strongly considering giving the player mercy invincibility whenever he uses a teleporter or whenever he uses a bomb (and as long as infinite bombs are turned off). There are situations in several map packs (Doom II itself included) where the player teleports into the middle of a group of enemies and gets annihilated before he can act (as teleporting locks your controls for a brief second).
Finally, do you plan to make a custom shortcut icon for your mod?
No, I have no plans for a shortcut icon. Not many mods do that, so...
----------
As for future plans, I'm wanting to completely replace certain monster attack functions such as A_PosAttack and A_SPosAttack so that they shoot projectiles instead of being hitscan, but until ZScript's evolved enough for me to be able to do that, I can't do that right now.