[3.4!] FINAL DOOMER +

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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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CasualScrub
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Re: [3.4!] FINAL DOOMER +

Post by CasualScrub »

Yeah, if there was a Valiant class, I would take what was done with the pistol and chaingun and then work from there, further expanding on them as well dawnbreez described.
mike3k
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Re: [3.4!] FINAL DOOMER +

Post by mike3k »

This is really interesting, what it's missing is reloads for weapons, some alt fire mode, maybe scope/zoom/aim option... other than this it's excellent mod with nice variety.
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Brohnesorge
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Re: [3.4!] FINAL DOOMER +

Post by Brohnesorge »

All of that isn't really for this style of mod
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CasualScrub
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Re: [3.4!] FINAL DOOMER +

Post by CasualScrub »

mike3k wrote: Tue Oct 17, 2023 11:43 am This is really interesting, what it's missing is reloads for weapons, some alt fire mode, maybe scope/zoom/aim option... other than this it's excellent mod with nice variety.
FD+ is more meant to be like a "vanilla plus" mod, keeping mostly vanilla gameplay but spicing it up. Those features would go against what the mod is trying to do.
Loki Shade
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Re: [3.4!] FINAL DOOMER +

Post by Loki Shade »

I don't think it's even possible to run weapon mods on valiant because of the custom weapons it already has, at least it bugs out on my end with final doomer; so would be "counter thematic" to make a weapon class for it I guess.
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Hellser
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Re: [3.4!] FINAL DOOMER +

Post by Hellser »

There's a "Vaccinated" version of Valiant which removes custom weapons and monsters.
Loki Shade
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Re: [3.4!] FINAL DOOMER +

Post by Loki Shade »

Oh yeah, completely forgot about that
Last edited by Loki Shade on Wed Oct 18, 2023 8:10 am, edited 1 time in total.
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Hellser
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Re: [3.4!] FINAL DOOMER +

Post by Hellser »

It's all good. When you mentioned Valiant, I had to look through my WAD collection to ensure I wasn't going senile. :D
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AliciaPendragon
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Re: [3.4!] FINAL DOOMER +

Post by AliciaPendragon »

Is this mod still being updated or worked on?

B/c I feel like this mod would benefit from a Eviternity weaponset
greenknight9000
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Re: [3.4!] FINAL DOOMER +

Post by greenknight9000 »

So it's been a while since I last played, so I can't remember how things exactly went, but the "Random" class doesn't seem to be random at all. When a new level begins, or when I die, I remain as the same class. Is there a fix for this? Or is there a Class Randomizer I can use that changes my Class with every new level
Also, is there a way to change the animations to be the same number of frames as Vanilla Doom? I don't really like the smoother weapon animations

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