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- Updated the Revenant, adding a jetpack to him. They now have a Jetpack and they will use it when entering in the pain state or randomly use it before attacking you (Credits fro Phobos867)
- Tweaked bullet sparks, plasma Sparks, etc.
- Motion Blur is now Disabled by default (Thanks to JMartinez2098)
- Added the "Ultra Violence - Low Ammo" difficulty, reduced ammo pickups by 70% (i.e, in regular difficulties, a clip pickup gives the player 10 bullets, in this, it gives only 3.)
So, serious talk now, i'm almost on v2.0, and now more than ever i'd like some feedback to make the 2.0 release something flawless gameplay-wise, so, please please, if you have anything to recommend, feedback to give, anything, now it's the time
It's been so good to work on this, and i'm finally getting happy with my results, but i still feel like there's room for improvement
Thanks to all of you who have been supporting this. Without you guys i would never come this far
- Updated the Revenant, adding a jetpack to him. They now have a Jetpack and they will use it when entering in the pain state or randomly use it before attacking you (Credits fro Phobos867)
- Tweaked bullet sparks, plasma Sparks, etc.
- Motion Blur is now Disabled by default (Thanks to JMartinez2098)
- Added the "Ultra Violence - Low Ammo" difficulty, reduced ammo pickups by 70% (i.e, in regular difficulties, a clip pickup gives the player 10 bullets, in this, it gives only 3.)
So, serious talk now, i'm almost on v2.0, and now more than ever i'd like some feedback to make the 2.0 release something flawless gameplay-wise, so, please please, if you have anything to recommend, feedback to give, anything, now it's the time
It's been so good to work on this, and i'm finally getting happy with my results, but i still feel like there's room for improvement
Thanks to all of you who have been supporting this. Without you guys i would never come this far
Good mod. Great in every sense of execution. One thing I would like to see, even if it goes into an experimental branch, is mod sprites that are Doom Eternal in theme. Here is a set worked on by Sgt. Shivers and his crew. Was wondering if you could incorporate them for 2.0.
This mod dont require better sprites imo. Maybe balista instead gauss cannon, i never liked look of 2016 gauss. Some polish to pistol sprite would be nice, because it dont look like energy weapon.
@Endie
1. Please make option/addon/whatever to restore old hud. I dont like custom crosshairs to much. Also some solid work here is also necessary, some crosshairs are small other ones is too big, other have unnecesary elements etc. You should keep it simple, and make em more "informative" than "cool looking" i think. Doom EXP have v. good custom crosshairs system, i think you should take inspiration from it.
2. Better hook on ssg. Its not bad, but it can be better. Also Doom EXP have superb grappling hook system. I think it should give player more momentum, and stun enemies. Also freezing player (when shooting hook) will reduce ammount of weird looking situations.
3. As i mention in discord rocket launcher feels to powerful for me.
Mod is pretty complete. It had good flow, shooting is good, melee is good, monsters are good... Good work.
ah, yes, regarding the HUD, i have a work in progress add-on to bring back the old HUD. i said it earlier, i was planning to start it after i finished the mod itself, however since i don't want to add any new weapons or HUD features, i don't see why wait any longer.
Thanks for the input about the SSG, i will work on it. the idea of freezing the player while using the Hook is good, this should be enough to prevent umm like you said, "weird looking" situations
Thank you very much for the old HUD addon, much appreciated. I didn't realize how much I missed it until I got it back. I just have 2 minor nitpicks with the addon though if you're up for it.
- Could you possibly reposition the key icons so that they are off to the sides of the screen similar to the current HUD?
- Is there any chance you could also have the dash icon be replaced back to it's old red style? If that's not even technically part of the HUD and would require you making another addon, then just pretend I didn't even bring that up.
Also, thank you for fixing the Raven-45 sprites too so that the red iron sights no longer show up when switching to or from the weapon. It was subtle, but since I knew it was there, I couldn't help but stare at it every time I switched to or from it.
As for feedback (mostly opinions):
- With all due respect, I do not like the Colt pistol the way it is now. The weapon works really good and all, but I much more preferred how it was prior to this update when it shot regular old bullets, had orange gunfire, and used a burst as it's alt fire, not it's primary. It was perfect in looks, sound, and efficiency for what it was. I understand it's now setup to work like the D2K16 pistol, but I'm not sure why. Like I said, it was already perfect, and most importantly, it was different the rest of the pistols out there which made it stand out and be a lot more memorable, which is not easy for a standard pistol to do. That's just my opinion though.
- The Colt appears to be energy based now, but it still drops bullet casings like it always has when it fires. I think it's trying to agree with me about going back to it's roots lol. Just playing
- I agree with everything Jablon1000 stated in their post, especially about tweaking the SSG Hook mechanics. Also, if you ever do find better sprites to use for the chain, I definitely recommend doing so. The current chain is smooth in animation and works just fine, but the look of it clashes with everything else. It doesn't look bad at all, it just looks different. Like a vector graphic in a sea of rasterized pixels.
That's it from me for now, but only because I haven't had a chance to give it proper testing just yet. I will in the next day or 2 though, and will post more if I come up with anything.
Thank you for making this mod. The weapons are fun to use and the sounds are enjoyable. The only complaint I have is for the UAC Mobile Turret. I prefer minigun spinning to use a toggle instead of hold, and the Alternate Fire mode is annoying because it requires respinning if I stop shooting.
Completely agree with the above post. This is one of my absolute favorite mods ever, but I really prefer the previous version of the pistol when it was a normal bullet based gun with burst fire as the alt. Every time I load the mod up, it's the first thing that crosses my mind and sticks with me the whole playthrough. I truly miss the older HUD style as well. The new one is well made, but the older one just looked a lot cooler and more unique in my opinion.
I think I'm the only one who likes the updated pistol but as the others say this is one of my favorite mods right now and if I were to nitpick I guess it would be the primary fire of the turret having a bit of a wind up not that big of a problem though since it the wind up is fast another nitpick would be ejected casings from the pistol but that's fine too since the pistol in DOOM 2016 also ejected casings while being energy based but all of that was overshadowed by everything the mod brought to the table to feels of the weapons the gun play and rage.
Very awesome and splendid Gameplay Mod. Bravo! I really love both the sound effect and the special effects. The way this mod rolls are smooth and intense. I also love the fact that Doom 2016 version of Chainsaw is providing a lot of help.
Spoiler: And now here's the feedback
- Chainsaw's Secondary Animation feels a bit choppy, especially the last part.
- The ammo icons on the HUD are rather confusing since some weapons have their own ammo pool. They look all the same and makes me wonder, does Revolver shares ammo with any other weapon? Like that.
- Speaking of Revolver, where i can find the ammo item for it? Also its Secondary Bullet is not explosive.
- The Fists weirdly, and slightly changes the POV.
- Hand Grenades have the most visually weakest explosion. Also why do they hover in the sky after hitting the enemy?
- Super Shotgun's Grappling Hook projectile's sound effect stops playing after being fired.
- Pump Action Shotgun's Grenade is invisible, and would generate vanilla explosion sprite upon detonation.
- The Secondary Mode of Chaingun is very helpful. But not really because it suddenly stops spinning after letting go of my Primary Weapon Fire key. I would like to fire it again and again in any tough situation.
Also the POV slightly changes when doing the Secondary Fire, when the barrel just rotates.
- HMG's Secondary Attack ejects casings although they're obviously rockets.
- You can't use the Plasma Rifle for a while if it's overheated. But i still can do the Secondary Fire without any penalty.
- Sniper Rifle weirdly has two crosshairs, overlapping each other. And its casing does not play its bouncing sound.
- Gauss Cannon is awesome, but what's up with the Strife's Dagger swinging sound when you're doing the Secondary Mode?
- Cell Spawner seems dose not spawn literal Plasma Ammo at all. And sometimes, along with the Rocket Box Spawner, it fails to spawn the item even.
- The sprite size of a Backpack is rather huge.
- Cell Pack does not glow in the dark. And why it gives me only 30?
- The sprite size of an Assault Ammo Box is rather small.
- Revenant replacement... Requires a bit of improvement. Especially when he's flying.
- Every weapon makes you look down when drawn, but BFG is oddly opposite.
- Spider Mastermind shares the exact same sprite of Arachnotron. It's confusing when i'm seeing her in the distance, actually.
- Pain Elemental does not spawn Lost Souls upon death. Intentional?
combolynch wrote: ↑Mon Feb 13, 2023 1:17 am
Looks like the add-on links are dead. Can you reupload them? At least old hud addon because I always play with it.