[3.4!] FINAL DOOMER +

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RaZZoR
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Re: [3.4!] FINAL DOOMER +

Post by RaZZoR »

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DoomKrakken
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Re: [3.4!] FINAL DOOMER +

Post by DoomKrakken »

Pandemonium wrote: Thu Jun 29, 2023 11:42 pm This mod is really good. I like the concept of each game having its own weapon set. I was wondering if you had any plans to do a weapon set for eviternity
Correct me if I'm wrong, but was there not already a weapon set for Eviternity?

I could have sworn I saw gameplay footage featuring a bunch of weapons emblazoned with the OTEX tech base insignia...
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Crazy_Deer
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Re: [3.4!] FINAL DOOMER +

Post by Crazy_Deer »

DoomKrakken wrote: Thu Jul 06, 2023 12:14 am
Pandemonium wrote: Thu Jun 29, 2023 11:42 pm This mod is really good. I like the concept of each game having its own weapon set. I was wondering if you had any plans to do a weapon set for eviternity
Correct me if I'm wrong, but was there not already a weapon set for Eviternity?

I could have sworn I saw gameplay footage featuring a bunch of weapons emblazoned with the OTEX tech base insignia...
So far there's none for Eviternity sadly
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DoomKrakken
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Re: [3.4!] FINAL DOOMER +

Post by DoomKrakken »

Crazy_Deer wrote: Thu Jul 06, 2023 11:45 am
DoomKrakken wrote: Thu Jul 06, 2023 12:14 am
Pandemonium wrote: Thu Jun 29, 2023 11:42 pm This mod is really good. I like the concept of each game having its own weapon set. I was wondering if you had any plans to do a weapon set for eviternity
Correct me if I'm wrong, but was there not already a weapon set for Eviternity?

I could have sworn I saw gameplay footage featuring a bunch of weapons emblazoned with the OTEX tech base insignia...
So far there's none for Eviternity sadly
Damn, you're right...

What was it I saw, then?
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SiFi270
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Re: [3.4!] FINAL DOOMER +

Post by SiFi270 »

You might be thinking of these? I don't think any of them got more than one frame though.
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DoomKrakken
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Re: [3.4!] FINAL DOOMER +

Post by DoomKrakken »

SiFi270 wrote: Thu Jul 06, 2023 1:18 pm You might be thinking of these? I don't think any of them got more than one frame though.
Yeah that last one looked familiar...

I know of Sonik.o.fan's work, I used to share a few servers with him. Maybe it was somewhere on Discord where I saw it.
Pandemonium
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Re: [3.4!] FINAL DOOMER +

Post by Pandemonium »

I hope he does one for Eviternity, or anybody really. Its my favorite mega wad and no one really has made any mods about it. He did one for Ancient Aliens witch people seems to lump in with Eviternity as two of the best wads, so here's to hoping.
ThrashfanBert1994
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Re: [3.4!] FINAL DOOMER +

Post by ThrashfanBert1994 »

when are we getting eternal, alpha, and mars class?
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SiFi270
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Re: [3.4!] FINAL DOOMER +

Post by SiFi270 »

ThrashfanBert1994 wrote: Mon Jul 10, 2023 12:18 am when are we getting eternal
In 2015.
PhoenixCyanFire
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Re: [3.4!] FINAL DOOMER +

Post by PhoenixCyanFire »

Is there a way with commands to give myself every weapon from every class?
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AliciaPendragon
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Re: [3.4!] FINAL DOOMER +

Post by AliciaPendragon »

Is there any plans to make any new weaponsets, such as those centered around Valiant, Sunlust and Stardate?
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DoomKrakken
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Re: [3.4!] FINAL DOOMER +

Post by DoomKrakken »

AliciaPendragon wrote: Wed Jul 26, 2023 8:05 pm Is there any plans to make any new weaponsets, such as those centered around Valiant, Sunlust and Stardate?
If there's a Stardate one, make it more or less Star Trek-themed. :P
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Re: [3.4!] FINAL DOOMER +

Post by CasualScrub »

I hope that this project is still alive. It's one of my favorite Doom mods and basically can't play regular Doom without it at this point.
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Death Mage
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Re: [3.4!] FINAL DOOMER +

Post by Death Mage »

I've run into an issue with Finer Doomer+ recently, while playing using it and the JCPC. It seems Final Doomer+ added a bug fix to the Voodoo Doll glitch. However, the voodoo doll is actually utilized in JCPC for a map feature (as well as in TNT 30). I find it rather odd that a weapon mod that's designed to be used with specific map packs "fixes" a feature that those map packs use. It does appear to be this mod that "fixed" it as well, as I disabled all the other mods to test, and it only happens when this mod is enabled. I couldn't find any settings to disable this fix either.
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dawnbreez
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Re: [3.4!] FINAL DOOMER +

Post by dawnbreez »

AliciaPendragon wrote: Wed Jul 26, 2023 8:05 pm Is there any plans to make any new weaponsets, such as those centered around Valiant, Sunlust and Stardate?
I was just thinking the other day about what I would do with a ValiantGuy class, having finally played Valiant outside of the Vaccinated Edition. Valiant already has edited weapons--the pistol and chaingun are both replaced with faster versions. This seems to be more of a concession to the fact that the CG and pistol both feel kinda wimpy in vanilla, though.

I figure, the starting point has to be the kind of playstyle Valiant encourages. I mostly played the Vaccinated Edition with gameplay mods, so I'm not super confident about this, but Valiant's encounters all strike me as being very thoughtful for their monster counts. The Mancubian Candidate is probably the most famous example, but all throughout the mapset, you're encouraged to prioritize targets carefully. There's also a lot of long-distance shooting, both of demons and of target switches.

With that in mind:
  • VG's melee is a roundhouse kick that pushes enemies back in a radius around you--a handy way to make some room when you're knee-deep in super imps. It hits pretty hard, too! Hits less often than Doomguy's fist, though.
  • VG's chainsaw is the Alarmingly Big Syringe. Hey, gotta gather samples of the Valiant gene somehow. Stabbing a target does damage over the course of a second or two as you drain blood from it. Getting a kill gives you some health (and charges a bit of BFG ammo, if you have separate BFG ammo enabled).
  • VG's pistol is the Super Pistol, a fast-firing machine pistol with a fairly high mag capacity. It's like a pocket chaingun--perfectly accurate on tap-fire, but with spread almost equivalent to a shotgun on holding the trigger. Good at mowing down small crowds of zombies up close.
  • VG's shotgun is the Slug Rifle. Valiantguy uses .410 slugs that strike a balance between capacity and stopping power--he can carry twice as many shells as most characters. The Slug Rifle fires perfectly accurate slugs at a steady firerate, chugging along and chewing through zombies if your aim's precise enough. Unfortunately, the slug is a single piece of lead, which means it doesn't overpenetrate--but hey, you can put two slugs into two zombies in the time it takes most shotgunners to put one load of buckshot into them, so really, that just means you win on ammo economy.
  • VG's chaingun is the Valiant Gatling, an overwrought machine of lead and steel that spits bullets faster than you can think. It fires two bullets on each firing frame--one straight ahead and one spread off to the side--but that means it eats ammo even faster than you expect. Use it well.
  • VG's super shotgun is the Leadcaster. It was meant as more of a construction tool than a weapon, spitting out hot slag in a wide spray to quickly lay out molten metal when constructing techbases in low-grav environments. Conveniently, it takes metal bars in roughly the same size and shape as your .410 slugs. Knocks back enemies on use, and hits further out than you'd think, but it does have limited range.
  • VG's rocket launcher is the Waster. Turns out they were making all that explosive green goop for a reason! Fires canisters of explosive nukage, which leave behind a flaming, radioactive puddle when they detonate. Best used against larger monsters that aren't very mobile, since they struggle to escape the puddle.
  • VG's plasma gun is the Super Plasmagun. It's two plasmaguns strapped together, basically. It fires a pair of plasma streams--much like the Valiant Gatling, this thing eats ammo faster than you think. The single-target damage on this thing is incredible, but the beams are spread out far enough that landing both shots on the same target requires some precision.
  • VG's BFG is the Gene Scrambler. Hold down the trigger to blast enemies with a beam of radiation and demonic energy, painlocking them and dealing enough damage to melt smaller targets; on releasing the trigger, anything still standing detonates, dealing damage to the victims and any enemies near them--the longer you held the trigger, the bigger the boom. Sweep it across a crowd and watch the guts fly!

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