Empire: The Peasants Revolt! New V3 [05-01-15]

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Average
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Re: Empire: The Peasants Revolt! V1

Post by Average »

This looks like it could be fun though I think it'd be more suitable for Heretic. Would you consider making a version for that game too? It could certainly do with the love! :)
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VriskaSerket
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Re: Empire: The Peasants Revolt! V1

Post by VriskaSerket »

Captain J wrote:WE ARE THE ONLY ONE WHO CAN STOP THIS NONSENSICAL RIOT OF PESKY PEASANTS. so gotta try it now, thou shalt wait for response.

okay, i played it. sound effects and voices were all great, except some archers from this mod is really overpowered yet unhornorable; their arrows are heavily damaged and faster, also they does melee attack much faster which it's same as arrows but attacking closer. otherwise, their damages or arrows' speed is needs to be decreased. i mean, other enemies with melee weapons are dangerous than them. but they least don't throw any kind of weapons or arrows at me to make harder to against them.

also, they don't shot arrows or swinging a bow at me when i'm closer, but it sounds like slashing. are they uses bladed bows or what?

oh, and last thing. baron of hell class knights are always never attacking me but blocking attacks, they are kind of unhornoable either.

keep your great suppressing progress, thou wilt need it.
I just tested the Baron of Hell knight. He does indeed block constantly, but he also stands still for about a second when blocking. All you gotta do is walk around him and attack from behind.
Granted, it doesn't give you much time to do so, but it works.
Mehnrues
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by Mehnrues »

New update v2
New features:
-Added shield for 1 handed weapon (didn't haved time to add it to mace, mace will have shild in next version)
-New enemies: Maceman and noblearcher
-New weapon and class: Morningstar (Maceman)
-Added dagger sprites for the archer enemy
Balance:
-Balanced the archer enemy a lot
-Fixed that the enemy swordman uses the shield a lot
-Fixed very low accuarcy of the archer
-Balanced crossbow imp and gived attack sound
-Balanced spearman enemy attack range
Link:
V2
http://www.mediafire.com/download/9h6r8 ... olt+v2.zip
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VriskaSerket
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by VriskaSerket »

Mehnrues wrote:New update v2
New features:
-Added shield for 1 handed weapon (didn't haved time to add it to mace, mace will have shild in next version)
-New enemies: Maceman and noblearcher
-New weapon and class: Morningstar (Maceman)
-Added dagger sprites for the archer enemy
Balance:
-Balanced the archer enemy a lot
-Fixed that the enemy swordman uses the shield a lot
-Fixed very low accuarcy of the archer
-Balanced crossbow imp and gived attack sound
-Balanced spearman enemy attack range
Link:
V2
http://www.mediafire.com/download/9h6r8 ... olt+v2.zip
I've tried out the update, it's getting wonderful!
The archers are more tolerable now, thank you. My only complaints about them now is that their melee attack has very little delay, so evading their arrows to hit 'em up close almost always ends in getting hit anyway, and if I block their melee attack the time window to hit 'em back is too small because of their melee speed.
That, and that the player's arrows seem a little underpowered, but that may be just me. I can tolerate 'em as they are now.

Now, I had an idea. You see, in every game I've played that has a bow, you can hold the fire button to ready the bow, so you can fire when you feel it's the right time. This is just a little thing I'd like to see, and nothing major. In some cases it also affects the distance or damage of the arrow, and thus quickfiring the bow wouldn't have the same effect as holding for a few seconds and then firing. It'd be a nice addition, however, and it's just a little idea I had.

Another idea I had was getting multiple enemies for a single role (For example, a zombieman having a random chance to be either a peasant with a spear or a peasant with sword, and such) or having a randomly selected colors for the enemies, just for a cosmetic touch and for the sake of variety.

Then again, I know next to nothing about modding yet, so I wouldn't know how hard it is to do so, and I don't want to request too much work of you.

Also, I'm curious about what other ideas you had for this mod? Do you have a list of ideas for the monsters you'll replace?
Mehnrues
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by Mehnrues »

VriskaSerket wrote:
Mehnrues wrote:New update v2
New features:
-Added shield for 1 handed weapon (didn't haved time to add it to mace, mace will have shild in next version)
-New enemies: Maceman and noblearcher
-New weapon and class: Morningstar (Maceman)
-Added dagger sprites for the archer enemy
Balance:
-Balanced the archer enemy a lot
-Fixed that the enemy swordman uses the shield a lot
-Fixed very low accuarcy of the archer
-Balanced crossbow imp and gived attack sound
-Balanced spearman enemy attack range
Link:
V2
http://www.mediafire.com/download/9h6r8 ... olt+v2.zip
I've tried out the update, it's getting wonderful!
The archers are more tolerable now, thank you. My only complaints about them now is that their melee attack has very little delay, so evading their arrows to hit 'em up close almost always ends in getting hit anyway, and if I block their melee attack the time window to hit 'em back is too small because of their melee speed.
That, and that the player's arrows seem a little underpowered, but that may be just me. I can tolerate 'em as they are now.

Now, I had an idea. You see, in every game I've played that has a bow, you can hold the fire button to ready the bow, so you can fire when you feel it's the right time. This is just a little thing I'd like to see, and nothing major. In some cases it also affects the distance or damage of the arrow, and thus quickfiring the bow wouldn't have the same effect as holding for a few seconds and then firing. It'd be a nice addition, however, and it's just a little idea I had.

Another idea I had was getting multiple enemies for a single role (For example, a zombieman having a random chance to be either a peasant with a spear or a peasant with sword, and such) or having a randomly selected colors for the enemies, just for a cosmetic touch and for the sake of variety.

Then again, I know next to nothing about modding yet, so I wouldn't know how hard it is to do so, and I don't want to request too much work of you.

Also, I'm curious about what other ideas you had for this mod? Do you have a list of ideas for the monsters you'll replace?
Hey.
I'll try to add what you sayed, to fix the delay, add more cosmetic.I will try to replace all monsters from doom 2.
Suggestions are welcomed :D but nothing that the zdoom engine can't support :lol: , i'm triyng to have the enemies have a death animation for every weapon, but that would be for other release.
And for the bow i'll add the hold and an altfire that makes you punch or use your dagger.
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by Captain J »

looks good and went better, nice update! btw, what are you up to replace the flying enemies? i can't think of anything but fantasy monsters. but hell, even armed imp...or should i say, ogre is in this mod. so what could possibly go wrong as plague of nonsense?
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Average
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Re: Empire: The Peasants Revolt! V1

Post by Average »

Average wrote:This looks like it could be fun though I think it'd be more suitable for Heretic. Would you consider making a version for that game too? It could certainly do with the love! :)
So, that'll be a no then. Thanks for replying. :P
Mehnrues
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Re: Empire: The Peasants Revolt! V1

Post by Mehnrues »

Average wrote:
Average wrote:This looks like it could be fun though I think it'd be more suitable for Heretic. Would you consider making a version for that game too? It could certainly do with the love! :)
So, that'll be a no then. Thanks for replying. :P
Sorry for not repliyng, i don't like hexen and heretic so i couldn't do that sorry.
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by Captain J »

because of frustrating weapons and maze-like maps and puzzles, maybe? i can agree with those problems, but not much or hating them.

well. since you said no, someone need to be make an addon for it, then.
Mehnrues
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by Mehnrues »

Captain J wrote:because of frustrating weapons and maze-like maps and puzzles, maybe? i can agree with those problems, but not much or hating them.

well. since you said no, someone need to be make an addon for it, then.
I don't hate it :D
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Valherran
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Re: Empire: The Peasants Revolt! V1

Post by Valherran »

Mehnrues wrote:
Average wrote:
Average wrote:This looks like it could be fun though I think it'd be more suitable for Heretic. Would you consider making a version for that game too? It could certainly do with the love! :)
So, that'll be a no then. Thanks for replying. :P
Sorry for not repliyng, i don't like hexen and heretic so i couldn't do that sorry.
The maps for Heretic fit the atmosphere in which you are trying to create. They are the same as Doom, just not futuristic and hellish looking, but more medieval.
Mehnrues
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Re: Empire: The Peasants Revolt! V2

Post by Mehnrues »

Valherran wrote: The maps for Heretic fit the atmosphere in which you are trying to create. They are the same as Doom, just not futuristic and hellish looking, but more medieval.
This is the beta, it only contain classes, im more concentrated on v3 of doom before start developing heretic version.
http://www.mediafire.com/download/zh2t0 ... c+beta.zip
ArnoldtheGov
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by ArnoldtheGov »

Just a few questions.

Are you planning on adding the battleaxe from Witch haven? Shields with 1 one handed weapon combinations?

And on the topic of axe related weapons, could you possibly add a Bardiche to your wad? I remember that there was a Conan wad in development that featured one. Here was the original sprite sheet for the wad

Image

Could this be possible without going off too far from the witch haven sprites? Or perhaps add a seperate "Barbarian" class with such weapons with credits to TompsonI?

http://forum.zdoom.org/viewtopic.php?f=37&t=37536

Would love to see some variety with the expansion on heretic as well.

Love what I see so far. Keep up the great work.
Mehnrues
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by Mehnrues »

ArnoldtheGov wrote:Just a few questions.

Are you planning on adding the battleaxe from Witch haven? Shields with 1 one handed weapon combinations?

And on the topic of axe related weapons, could you possibly add a Bardiche to your wad? I remember that there was a Conan wad in development that featured one. Here was the original sprite sheet for the wad

Image

Could this be possible without going off too far from the witch haven sprites? Or perhaps add a seperate "Barbarian" class with such weapons with credits to TompsonI?

http://forum.zdoom.org/viewtopic.php?f=37&t=37536

Would love to see some variety with the expansion on heretic as well.

Love what I see so far. Keep up the great work.
I'm planning to add all weapons from witchaven except the magical ones, i will try to add that bardiche, thanks. Heretic expansion would be released when v3 it's finished.
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VriskaSerket
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Re: Empire: The Peasants Revolt! New V2 [04-28-15]

Post by VriskaSerket »

Pardon if my suggestion barrage seems annoying, but I must ask: Will there be dual wielding for light swords?

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