LegenDoom [3.0] - LDL [4.2]
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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.
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.
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Carbine Dioxide
- Posts: 1936
- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: LegenDoom [1.1]
Great mod, nice effects. I haven't seen any legendary monsters so far though.
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KILLER2
- Posts: 436
- Joined: Fri Apr 09, 2010 2:39 pm
Re: LegenDoom [1.1]
I actually lowered the health to 200% and damage to whatever 1.5x the original multiplier is, since I much prefer to deal with glasscannons than tanks (tanks are boring to play/deal with for me in most games). I found out I can actually burst a lot of the lower-tier monsters and get their loot for free in some scenarios. Still, I'd like to consider that to be a feature rather than a bug, since the tradeoff is obviously that if you're not careful enough you can get oneshot by some things. Also, playing with Colourful Hell does mitigate this to some extent as most enemies have increased health bars. It also feels kind of awesome to one-shot a miniboss before they can do anything.Yholl wrote:Because otherwise you tend to one-shot a lot of enemies, causing them to drop their loot without any difference from a normal monster.dljosef wrote:As for the legendary monsters themselves, I don't see the point in the monsters having their boss-level hitpoints and stuff before they go into their "turns red" phase. It essentially means they have twice as much health.
I'll go check out the new version as soon as I'm done with my Reverie playthrough (and judging by my no-save UV "this is your fault", it might take a while). Still, new update after just a few days? Colour me impressed, good job Yholl!
EDIT:I have an idea. How about instead of dropping multiple legendaries, legendary bosses also had a chance to drop a souped up weapon with 2 legendary mutators instead of one? (impossible kinetic launcher, for instance) Yes, I do know that could get insane!
Also, how about a legendary weapon grabber on slot 8? Sometimes my legendary weapons get stuck on ledges or places that are inaccessible. How about a weapon with the effect "charges up for 8 seconds (so you can't just use it during battle),draw all legendary weapons within [radius] to the player, ignores height;altfire charge up 8 seconds, draw legendary weapon you are aiming at to the player (unlimited range)"? I mean if I slay a miniboss, I am entitled to the weapon, right? Please don't get mad if my suggestions are impossible/painful to code, I am oblivious
EDIT2:What exactly counts as a cybernetic enemy? I'd guess mancubi and arachs. Do skeletons count? Do bosses not count even though they are cybernetic (I guess it kind of makes sense)? Also, are legendary enemies coded as their type or as bosses?
Oh, and make the hud differentiate between blue and green armor somehow. It's sort of important to know if I want to keep my blue armor and try to find armor bonuses or just grab the green.
EDIT3:Healing items heal for +100% doesn't work on health bonuses or soulspheres. Intentional?
Some way to know what weapon is on the ground without having to pick it up would also be really useful.
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Viscra Maelstrom
- Posts: 6200
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Re: LegenDoom [1.1]
i still had a Demon spill its Legendary weapon into the liquids again with the new version. also, i can't seem to notice the Wrangler's Chaingun getting any damage boost against demons.
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Crudux Cruo
- Posts: 1172
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- Location: California
Re: LegenDoom [1.1]
So i do like this, however there is sort of a lack of... progression. I mean, you get 4 different types of weapon, but they all act the same, minus the buffs. I would really think a legendary shotgun would do x2 damage, or fire x2 pellets or something. Perhaps having a little base progression of weapons as optional thing? Otherwise it seems to work as advertised, i'm a fan
edit:
my main reason is that i play this with colorful hell, and seeing as this is seemingly made with the intention for it to be played, definitely know that its pretty damn hard without any progressional weapon speed or damage.
edit:
my main reason is that i play this with colorful hell, and seeing as this is seemingly made with the intention for it to be played, definitely know that its pretty damn hard without any progressional weapon speed or damage.
Last edited by Crudux Cruo on Sun Mar 13, 2016 12:47 pm, edited 1 time in total.
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KILLER2
- Posts: 436
- Joined: Fri Apr 09, 2010 2:39 pm
Re: LegenDoom [1.1]
That would be pretty awesome, actually. I'm a fan of this idea. I think all rarities should have some sort of bonus over the other.Crudux Cruo wrote:So i do like this, however there is sort of a lack of... progression. I mean, you get 4 different types of weapon, but they all act the same, minus the buffs. I would really think a legendary shotgun would do x2 damage, or fire x2 pellets or something. Perhaps having a little base progression of weapons as optional thing? Otherwise it seems to work as advertised, i'm a fan
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Yholl
- Posts: 1955
- Joined: Mon Dec 17, 2012 11:08 am
- Location: Here, stupid.
Re: LegenDoom [1.1]
Impossible.KILLER2 wrote:I have an idea. How about instead of dropping multiple legendaries, legendary bosses also had a chance to drop a souped up weapon with 2 legendary mutators instead of one? (impossible kinetic launcher, for instance) Yes, I do know that could get insane!
Dunno, I'll think about it.KILLER2 wrote:Also, how about a legendary weapon grabber on slot 8?
Mancubi, Arachnotrons, Revenants, the three enemies with cybernetics.KILLER2 wrote:What exactly counts as a cybernetic enemy? I'd guess mancubi and arachs. Do skeletons count? Do bosses not count even though they are cybernetic (I guess it kind of makes sense)? Also, are legendary enemies coded as their type or as bosses?
Each type of enemy is only affected by one specific damagetype weapon, so the Cyberdemon isn't affected by Scrapper, only by Heroic, because that overrides it.
Legendary enemies are just legendary enemies. Bosses are bosses. You can have Legendary bosses.
Impossible.KILLER2 wrote:Oh, and make the hud differentiate between blue and green armor somehow. It's sort of important to know if I want to keep my blue armor and try to find armor bonuses or just grab the green.
Healing items are Stimpacks and Medikits.KILLER2 wrote:Healing items heal for +100% doesn't work on health bonuses or soulspheres. Intentional?
Health bonuses and Soulspheres don't heal you to max, they overheal you.
I...KILLER2 wrote:Some way to know what weapon is on the ground without having to pick it up would also be really useful.
What
Please tell me you looked in the menu.
glshsfuianwdnwaildegfPrincess Viscra Maelstrom wrote:i still had a Demon spill its Legendary weapon into the liquids again with the new version.
I don't see what I can do about that then. If you can send me this terrain thing, I can use that for testing, but even then, I've already given them the flag that stops them from disappearing in water.
Not gonna happen, sorry. Remember, this is based on the legendary system from Fallout 4. They're just base weapons with an extra effect.Crudux Cruo wrote:So i do like this, however there is sort of a lack of... progression. I mean, you get 4 different types of weapon, but they all act the same, minus the buffs. I would really think a legendary shotgun would do x2 damage, or fire x2 pellets or something. Perhaps having a little base progression of weapons as optional thing? Otherwise it seems to work as advertised, i'm a fan
If I gave them progressive damage, not only would everything become even more facerolling on keyboard easy, but it'd also completely destroy the usefulness of lower tier legendaries. Why in the world would you ever want a Raging Shotgun, when the Gauss Shotgun not only does more damage all the time, but also shoots through enemies?
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Viscra Maelstrom
- Posts: 6200
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Re: LegenDoom [1.1]
the only file i think that would affect this at all would be njsplash, which makes all the liquid flats have actors sink into slightly, and make a splash if things fall into it. you can find it over here. i don't think anything else i have autoloaded would cause conflicts with it; the other stuff includes music packs, crosshairs packs, sound replacements, sprite replacements, Jimmy's Jukebox and No Rest For The Living on Doom 2.Yholl wrote:glshsfuianwdnwaildegfPrincess Viscra Maelstrom wrote:i still had a Demon spill its Legendary weapon into the liquids again with the new version.
I don't see what I can do about that then. If you can send me this terrain thing, I can use that for testing, but even then, I've already given them the flag that stops them from disappearing in water.
also, chargeup bars seems to make an additional black bar appear at the top-left part of the screen. that bar does nothing out of the ordinary though, it's just there.
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KILLER2
- Posts: 436
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Re: LegenDoom [1.1]
Thanks a lot for the info. I appear to have missed the "hover" option in the menu.Yholl wrote:[answers]
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GetAGrip
- Posts: 2
- Joined: Sun Aug 23, 2015 4:09 am
Re: LegenDoom [1.1]
Using the latest download, I cannot pick up weapons on the ground. I've tried in both Doom 1 and 2, can't pick up any weapons at all. Ammo, armour and health items are fine, but I can't pick up any guns.
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Carbine Dioxide
- Posts: 1936
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- Location: Anywhere.
Re: LegenDoom [1.1]
What's the best way to find a legendary monster? I haven't found one still, after making it so that they have a higher chance of spawning. 
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Viscra Maelstrom
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Re: LegenDoom [1.1]
well, the chance for one to appear is based on luck. it's not the biggest chance in the world, but eventually you should run into one. how many levels in are you in what mapset to not have encountered one Legendary yet?
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comet1337
- Posts: 876
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Re: LegenDoom [1.1]
enable 'legendary map markers'Carbine Dioxide wrote:What's the best way to find a legendary monster? I haven't found one still, after making it so that they have a higher chance of spawning.
open up your map and find a skull
go to it and shoot enemies in it's vicinity
then hope for the best
because sometimes the game decides that a map-spawned weapon or a candle decoration is a prime candidate to become a legendary enemy
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Carbine Dioxide
- Posts: 1936
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Re: LegenDoom [1.1]
I've played a whole episode of Doom and half of the levels from Doom 2, and no legendaries yet.
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Marrub
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Re: LegenDoom [1.1]
Carbine Dioxide wrote:I've played a whole episode of Doom and half of the levels from Doom 2, and no legendaries yet.

See that shit right there?
Crank that shit up. I fuckin' dare ya. CRANK THAT SHIT UP.
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Carbine Dioxide
- Posts: 1936
- Joined: Thu Jun 12, 2014 3:16 pm
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Re: LegenDoom [1.1]
I did, up to moderate amounts right now. I'm just waiting till I finally figure it out and get murdered. 