Hell Crusher 0.5 - Skilled based overpowered gameplay mod
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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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.
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Re: Hell Crusher 0.3 - Skilled based overpowered gameplay mo
Hell Crusher is a really cool mod! I would describe Arsenal in this way: "Take the guns from the DOOM Restart Dilogy and make it even cooler!" As soon as I started it, I said: "Kapets! H3LLW4LK3R, weren't you inspired by Pillowblaster?" However, if you play with this mod, then only with strong monsters or until the author himself adds his own.
Speaking of new monsters... It's a pity, of course, that in the next update you will remove the bosses, but I unfortunately agree with those who spoke about them. THEY CANNOT BE DEFEATED!!! What were you thinking about? The changes are fucking awesome, but there should still be a timing between attacks. DOOM EXP was also hardcore, but there was a challenge to the player's skill, and here it was just a shooting. Sorry.
Speaking of new monsters... It's a pity, of course, that in the next update you will remove the bosses, but I unfortunately agree with those who spoke about them. THEY CANNOT BE DEFEATED!!! What were you thinking about? The changes are fucking awesome, but there should still be a timing between attacks. DOOM EXP was also hardcore, but there was a challenge to the player's skill, and here it was just a shooting. Sorry.
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Re: Hell Crusher 0.3 - Skilled based overpowered gameplay mo
Very nice mod, thanks for share it
!!

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Re: Hell Crusher 0.3 - Skilled based overpowered gameplay mo
HELL CRUSHER, 0.4 update DEALING WITH THE DEVIL
The took-way-to-long update
Changed The shotgun pump and pickup sounds.
Changed plasma alt fire to a full auto muilti shot with a long cool down.
Changed rocket launcher altfire to have seek missiles.
Changed grenade to hold two charges.
Changed Mammoth Tusk to have a new appearance, model by H3LLW4LK3R.
Changed Black Talons to have a new appearance, also a model by H3LLW4LK3R.
Changed Executioner Hand Cannon to have a new appearance, also model and sprites by H3LLW4LK3R.
Changed viewbob on weapons, so they each have there own custom view bob.
Changed BFG FXs to be less crap / more big and ebic.
Changed some code to be less dumb.
Changed dash to use a binable custom button.
Increased the amount of "Quick Switching" time.
Added Flame belch, works a bit like in doom eternal.
Added Ice bomb, also works a bit like in doom eternal.
Added Alt-fire to hammer.
Added Alt-fire to fists.
Added Inspect anim to Executioner Hand Cannon.
Added Inspect anim to Black Talons.
Added a Alt-fire to Black Talons, Shoot even faster now.
Added Inspect anim to Boom Stick.
Added Inspect anim to Mammoth Tusk.
Added a Alt-fire to Mammoth Tusk, charge up mega shoot.
Added Inspect anim to Infinity Magnum.
Added BFG tracers / tendrils, Thanks doomkrakken for letting me use stuff from EOA.
Added constant viewbob to all guns.
Added A bunch more crosshairs for guns.
Added more casing ejections to guns, like switching after firing the super shotgun with eject shells.
Added brightmaps for all weapon pickups.
Added gauss cannon alt fire FXs.
Added bright maps for rocket launcher.
Added more punch animations, and smoother to.
Added class icons.
Added Hud.
Added a option for casing management / deleting, for less beefy computers.
Added more lag.
Added main menu and ebic song I wrotted.
Fixed plasma alt fire to "beep" if no "heat".
Fixed melee sounds to be less butt.
Removed bunch of junk Internal files.
Updated credits.
Yell at me if I missed anything big or something, I don't know.
The took-way-to-long update
Changed The shotgun pump and pickup sounds.
Changed plasma alt fire to a full auto muilti shot with a long cool down.
Changed rocket launcher altfire to have seek missiles.
Changed grenade to hold two charges.
Changed Mammoth Tusk to have a new appearance, model by H3LLW4LK3R.
Changed Black Talons to have a new appearance, also a model by H3LLW4LK3R.
Changed Executioner Hand Cannon to have a new appearance, also model and sprites by H3LLW4LK3R.
Changed viewbob on weapons, so they each have there own custom view bob.
Changed BFG FXs to be less crap / more big and ebic.
Changed some code to be less dumb.
Changed dash to use a binable custom button.
Increased the amount of "Quick Switching" time.
Added Flame belch, works a bit like in doom eternal.
Added Ice bomb, also works a bit like in doom eternal.
Added Alt-fire to hammer.
Added Alt-fire to fists.
Added Inspect anim to Executioner Hand Cannon.
Added Inspect anim to Black Talons.
Added a Alt-fire to Black Talons, Shoot even faster now.
Added Inspect anim to Boom Stick.
Added Inspect anim to Mammoth Tusk.
Added a Alt-fire to Mammoth Tusk, charge up mega shoot.
Added Inspect anim to Infinity Magnum.
Added BFG tracers / tendrils, Thanks doomkrakken for letting me use stuff from EOA.
Added constant viewbob to all guns.
Added A bunch more crosshairs for guns.
Added more casing ejections to guns, like switching after firing the super shotgun with eject shells.
Added brightmaps for all weapon pickups.
Added gauss cannon alt fire FXs.
Added bright maps for rocket launcher.
Added more punch animations, and smoother to.
Added class icons.
Added Hud.
Added a option for casing management / deleting, for less beefy computers.
Added more lag.
Added main menu and ebic song I wrotted.
Fixed plasma alt fire to "beep" if no "heat".
Fixed melee sounds to be less butt.
Removed bunch of junk Internal files.
Updated credits.
Yell at me if I missed anything big or something, I don't know.
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
Some feedback for ya. I've only just begun to play this so here's some preliminary stuff.
• Nightmare has a typo, the word you're looking for is you're.
• The screen recoil on the rifle is too much.
• Isn't the minigun just better than the rifle? It seems odd that both drop from chaingunners and the rifle has slot priority to the minigun. I'd make the chaingunguys just drop the minigun and have the rifle replace level placed chainguns. Perhaps buff the rifle so it's stronger than the minigun if it's going to take priority.
• I'd honestly prefer if the special attacks were all bound to one key and it just cycled through them. Maybe I'm just lazy but I only have one spare button on my mouse.
• The HUD could definitely use some work. It's pretty ugly. I do like the prominence of the keys though.
• The radius on the rockets is much smaller than I would expect from a mod claiming OP gameplay.
• I've never liked the idea of switching off weapons before they reload and basically skipping the reload entirely. But hey, it's your mod.
• Consider adding EasyKey to the difficulties. It shows keys on the automap. Having the keys inherit from custominventory will break this feature. You also need to add Species "RedSkull" if you want the key to be the proper color on the map.
• Shotgunners drop a ton of ammo.
• The usefail and pain sounds are not my cup of tea. At the very least they could be lowered in volume.
• The gauss seems exceptionally weak, primary fire at least.
• Projectile speeds could stand to be increased, a lot.
• The BFG ball has quite the ugly effect upon spawning. It looks like the old teleport fog and it lasts very long on the screen.
• Ledge grabbing could be a bit quicker and better animated. After playing Guncaster for so long I may be spoiled.
After an hour of playing here's my take on weapon balance and what I'll personally do on my end.
• Shotgun cooldown on triple fire is too long. Even with it reduced it still kills about 40% slower than the super shotty.
• Chaingun does too much damage. I lowered the bullet damage from 15 to 10. It still kills faster than the rifle but not by much. It stun locks enemies, that's good enough and the increased bullet spread really isn't an issue. In it's current state I don't see a reason to use the rifle over it.
• Rocket speed and explosion radius were doubled.
• Plasma rifle projectile speed increased 4x.
• Gauss rifle damage and ammo cost doubled. Tested against the plasma rifle it now does similar DPS.
• Nightmare has a typo, the word you're looking for is you're.
• The screen recoil on the rifle is too much.
• Isn't the minigun just better than the rifle? It seems odd that both drop from chaingunners and the rifle has slot priority to the minigun. I'd make the chaingunguys just drop the minigun and have the rifle replace level placed chainguns. Perhaps buff the rifle so it's stronger than the minigun if it's going to take priority.
• I'd honestly prefer if the special attacks were all bound to one key and it just cycled through them. Maybe I'm just lazy but I only have one spare button on my mouse.
• The HUD could definitely use some work. It's pretty ugly. I do like the prominence of the keys though.
• The radius on the rockets is much smaller than I would expect from a mod claiming OP gameplay.
• I've never liked the idea of switching off weapons before they reload and basically skipping the reload entirely. But hey, it's your mod.
• Consider adding EasyKey to the difficulties. It shows keys on the automap. Having the keys inherit from custominventory will break this feature. You also need to add Species "RedSkull" if you want the key to be the proper color on the map.
• Shotgunners drop a ton of ammo.
• The usefail and pain sounds are not my cup of tea. At the very least they could be lowered in volume.
• The gauss seems exceptionally weak, primary fire at least.
• Projectile speeds could stand to be increased, a lot.
• The BFG ball has quite the ugly effect upon spawning. It looks like the old teleport fog and it lasts very long on the screen.
• Ledge grabbing could be a bit quicker and better animated. After playing Guncaster for so long I may be spoiled.
After an hour of playing here's my take on weapon balance and what I'll personally do on my end.
• Shotgun cooldown on triple fire is too long. Even with it reduced it still kills about 40% slower than the super shotty.
• Chaingun does too much damage. I lowered the bullet damage from 15 to 10. It still kills faster than the rifle but not by much. It stun locks enemies, that's good enough and the increased bullet spread really isn't an issue. In it's current state I don't see a reason to use the rifle over it.
• Rocket speed and explosion radius were doubled.
• Plasma rifle projectile speed increased 4x.
• Gauss rifle damage and ammo cost doubled. Tested against the plasma rifle it now does similar DPS.
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
Fixed the nightmare typoRowsol wrote:Some feedback for ya. I've only just begun to play this so here's some preliminary stuff.
• Nightmare has a typo, the word you're looking for is you're.
• The screen recoil on the rifle is too much.
• Isn't the minigun just better than the rifle? It seems odd that both drop from chaingunners and the rifle has slot priority to the minigun. I'd make the chaingunguys just drop the minigun and have the rifle replace level placed chainguns. Perhaps buff the rifle so it's stronger than the minigun if it's going to take priority.
• I'd honestly prefer if the special attacks were all bound to one key and it just cycled through them. Maybe I'm just lazy but I only have one spare button on my mouse.
• The HUD could definitely use some work. It's pretty ugly. I do like the prominence of the keys though.
• The radius on the rockets is much smaller than I would expect from a mod claiming OP gameplay.
• I've never liked the idea of switching off weapons before they reload and basically skipping the reload entirely. But hey, it's your mod.
• Consider adding EasyKey to the difficulties. It shows keys on the automap. Having the keys inherit from custominventory will break this feature. You also need to add Species "RedSkull" if you want the key to be the proper color on the map.
• Shotgunners drop a ton of ammo.
• The usefail and pain sounds are not my cup of tea. At the very least they could be lowered in volume.
• The gauss seems exceptionally weak, primary fire at least.
• Projectile speeds could stand to be increased, a lot.
• The BFG ball has quite the ugly effect upon spawning. It looks like the old teleport fog and it lasts very long on the screen.
• Ledge grabbing could be a bit quicker and better animated. After playing Guncaster for so long I may be spoiled.
After an hour of playing here's my take on weapon balance and what I'll personally do on my end.
• Shotgun cooldown on triple fire is too long. Even with it reduced it still kills about 40% slower than the super shotty.
• Chaingun does too much damage. I lowered the bullet damage from 15 to 10. It still kills faster than the rifle but not by much. It stun locks enemies, that's good enough and the increased bullet spread really isn't an issue. In it's current state I don't see a reason to use the rifle over it.
• Rocket speed and explosion radius were doubled.
• Plasma rifle projectile speed increased 4x.
• Gauss rifle damage and ammo cost doubled. Tested against the plasma rifle it now does similar DPS.
I guess the screen shake is to much? idk, will mess around with that.
I guess the mini-gun is better, I find my self always using the rifle more then the mini-gun, it is just way more satisfying over the mini-gun. But Yea, will think about buffing the rifle, could use more power.
Not sure how to do that, if I did would make that an optional way of using the cannons.
What do you mean by ugly? I get it if you're talking about the bars and maybe the opacity, will have to change that, someone else talked about adding scaling to the HUD, not sure how to do that...
Yea... need to change that find my self rarely using the rocket launcher.
Quickswitching is one of the main pillars of this mod, so it's staying in.
Will add the EasyKey thing to the difficulties, thanks for telling how set up.
Well, to bad. I might turn them down though.
True I think, I find it satisfying to use though, but yea, I think it might need a buff.
I guess... Just not sure what else to use.
I want to figure out how to make it faster, just not sure how.
I know you said you don't like quickswitching, quickswitching is the main reason why the cooldown is so long, same on the plasma rifle's alt-fire, might lower it tho... maybe...
So I guess mainly focusing on buffing some of the guns, like the rocket launcher, guass cannon and rifle. Also increasing the speed of the plasma rounds and tweaking the BFG FXs.
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
About rifle recoil, I'm talking about zoomfactor. I changed it to .94 and it's much more reasonable now. Before it felt like I'm breaking my neck with each shot.
As for the Feel states in general, they are a bit all over the place. For instance, the dual pistols shake the screen a ton and the chaingun barely moves it.
A couple more:
• +FORCERADIUSDMG is a good flag.
• The default radius of 11 and 13 for the rocket and plasma are quite large and it's causing me to hit corners and walls.
I just discovered that the rifle pierces enemies. Well, that certainly changes my perspective on it. I'd say it's pretty close to the minigun after all.
Okay, I'm pretty much done tinkering with this. I have a few more things of note.
• The dual pistol has an absurd alternate fire rate. A starter weapon that kills faster than the SSG?
• As plentiful as shells are, bullets are low compared to the other ammo. Ammo in general is extremely generous.
• It doesn't strike me as something you care about, but having the special attacks charge so fast greatly reduces the need for health and ammo pickups.
To give a comparison, they are very similar to the syphon grenades in D4D, which basically nullified any need for health pickups if you always threw one when you could.
It took me way too long to realize there are multiple sprites for health items. I think making them heal for different amounts would be good. For instance, because medikits heal for 25, you could make one heal for 20 and the other heal for 30.
Ammo pickups could use some scaling done to them. Shells in particular are hard to distinguish between the box and singles because they are both a similar size. Cells as well.
As for the Feel states in general, they are a bit all over the place. For instance, the dual pistols shake the screen a ton and the chaingun barely moves it.
A couple more:
• +FORCERADIUSDMG is a good flag.
• The default radius of 11 and 13 for the rocket and plasma are quite large and it's causing me to hit corners and walls.
I just discovered that the rifle pierces enemies. Well, that certainly changes my perspective on it. I'd say it's pretty close to the minigun after all.
Okay, I'm pretty much done tinkering with this. I have a few more things of note.
• The dual pistol has an absurd alternate fire rate. A starter weapon that kills faster than the SSG?
• As plentiful as shells are, bullets are low compared to the other ammo. Ammo in general is extremely generous.
• It doesn't strike me as something you care about, but having the special attacks charge so fast greatly reduces the need for health and ammo pickups.
To give a comparison, they are very similar to the syphon grenades in D4D, which basically nullified any need for health pickups if you always threw one when you could.
It took me way too long to realize there are multiple sprites for health items. I think making them heal for different amounts would be good. For instance, because medikits heal for 25, you could make one heal for 20 and the other heal for 30.
Ammo pickups could use some scaling done to them. Shells in particular are hard to distinguish between the box and singles because they are both a similar size. Cells as well.
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
Yea, messed around with the zoomfactor made it a little less intense. I think I might still buff the rifle though just because it doesn't really feel that strong, like I guess the sound makes feels like it should at least one shot an imp idk. will mess around with that.Rowsol wrote:About rifle recoil, I'm talking about zoomfactor. I changed it to .94 and it's much more reasonable now. Before it felt like I'm breaking my neck with each shot.
As for the Feel states in general, they are a bit all over the place. For instance, the dual pistols shake the screen a ton and the chaingun barely moves it.
A couple more:
• +FORCERADIUSDMG is a good flag.
• The default radius of 11 and 13 for the rocket and plasma are quite large and it's causing me to hit corners and walls.
I just discovered that the rifle pierces enemies. Well, that certainly changes my perspective on it. I'd say it's pretty close to the minigun after all.
Okay, I'm pretty much done tinkering with this. I have a few more things of note.
• The dual pistol has an absurd alternate fire rate. A starter weapon that kills faster than the SSG?
• As plentiful as shells are, bullets are low compared to the other ammo. Ammo in general is extremely generous.
• It doesn't strike me as something you care about, but having the special attacks charge so fast greatly reduces the need for health and ammo pickups.
To give a comparison, they are very similar to the syphon grenades in D4D, which basically nullified any need for health pickups if you always threw one when you could.
It took me way too long to realize there are multiple sprites for health items. I think making them heal for different amounts would be good. For instance, because medikits heal for 25, you could make one heal for 20 and the other heal for 30.
Ammo pickups could use some scaling done to them. Shells in particular are hard to distinguish between the box and singles because they are both a similar size. Cells as well.
Yes they do just wasn't sure what to do for an alt fire for them that wasn't just shoot them at the same time or something.
Yea, had someone else tell me that the ammo capacity in general is low, lol. so I'm not sure what to do about that.
I don't know, I care a decent amount at the same time I find my self forgetting about them and dying occasionally.
Yes there are multiple sprites for health items, most likely wont change how much health you get for the different types just because over complication, besides you can tell them apart by what sound plays when you pick them up.
Also all the ammos have different sounds when you pick them up.
Here is a version with some of the changes that you talked about
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
That's okay, I've already edited this myself. I tweaked all the Feel states, lowered the ammo, and did a bunch of other shit. I just played the second half of Chronicles of Ghost Town and I actually had to start hammering demons because my ammo was so low.
Keep an eye on my youtube channel if you want to see what I'm talking about.
I noticed that the cell icon on the HUD is pink. That's odd.
GCNCYCLE.ogg is physically painful. The pitch is so high.
I think many of the pickups look better with the brightmaps removed.
The hammer needs the DONTREFLECT flag. I was playing with Corruption Cards and a reflective enemy hurt me when I swung at it.
Why do the seeking rockets have FORCEPAIN?
I suggest changing your custom damage types of "explosive" and "railgun" to something more ambiguous. Playing Pandemonia with this results in the revenants not hurting you since they use the "explosive" damage type.
Some of the lights attached to the items are so dim it's nearly impossible to see them. Keys are a good example.
Keep an eye on my youtube channel if you want to see what I'm talking about.
I noticed that the cell icon on the HUD is pink. That's odd.
GCNCYCLE.ogg is physically painful. The pitch is so high.
I think many of the pickups look better with the brightmaps removed.
The hammer needs the DONTREFLECT flag. I was playing with Corruption Cards and a reflective enemy hurt me when I swung at it.
Why do the seeking rockets have FORCEPAIN?
I suggest changing your custom damage types of "explosive" and "railgun" to something more ambiguous. Playing Pandemonia with this results in the revenants not hurting you since they use the "explosive" damage type.
Some of the lights attached to the items are so dim it's nearly impossible to see them. Keys are a good example.
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
hello! new user here and this is my first message
this mod is awesome and i have been using it a lot at the moment!
I would like to see that how this develops in the future because i like using it so much
currently using it with *obsidian* level maker/generator software and it has been fun using it
i am not that good player myself but i like using powerful weapon's
thank you for the mod!
cheers!
this mod is awesome and i have been using it a lot at the moment!
I would like to see that how this develops in the future because i like using it so much
currently using it with *obsidian* level maker/generator software and it has been fun using it
i am not that good player myself but i like using powerful weapon's
thank you for the mod!
cheers!
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
Dash does not seem to work with controllers, its forcing me to dash forward instead of whatever direction I'm pressing on the stick.
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
So far I haven't seen a post mentioning this bug though, you might consider taking a look and fixing it if you still working on this mod, H3LLW4LK3R.
Playing on GZDoom 4.7.1 with the latest update version (V0.4)
https://youtu.be/-KhH5ieQipw
Playing on GZDoom 4.7.1 with the latest update version (V0.4)
https://youtu.be/-KhH5ieQipw
Last edited by krimson painkekk on Tue Feb 01, 2022 2:53 pm, edited 1 time in total.
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
That might be a problem with fast weapon switching. I've played this mod a bunch and I've never had that happen but I also never switch weapons outside of their ready states.krimson painkekk wrote:So far I haven't seen a post mentioning this bug though, you might consider taking a look and fixing it if you still working on this mod, H3LLW4LK3R.
Playing on GZDoom 4.7.1 with the latest update version (V0.4)
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
krimson painkekk wrote:So far I haven't seen a post mentioning this bug though, you might consider taking a look and fixing the ledge grabbing movement if you still working on this mod, H3LLW4LK3R.
Playing on GZDoom 4.7.1 with the latest update version (V0.4)
https://youtu.be/-KhH5ieQipw
Extra report, don’t see as the major issues though:
1. Devil’s Cry’s Charge shot eject empty bullet shells instead of shotgun shells.
2. Swap cancel Devil’s Cry when charging will still eject empty bullet shells.
Suggestion; from my personal opinion through gameplay.
1. Weapon alt-fire Cool down time is fine, don’t fix it. It seems like you’ve already overhauled it to make weapon swap easier than v0.3. I feel that in the current version v0.4, most of weapons now have longer available time for swap cancel before entering the cool down stage. Since you’ve emphasized that’s the main trait of Hell Crusher. Leave it as it is is the best way from my view. I choke a lot but I’m still learning to adopt it to be honest.
2.The melee weapon could receive an overhaul like the one in Doom Eternal. Still has one-shot heavy damage output with the feature that generating ammo through kills . Each swing spends 1 gauge and it only could be recharged through kills (3-5 kills for 1 gauge)
Hell Crusher has very hefty bonk, but other than that, nothing really special as the player collected arsenals through the progress and it starts to get shadowed in the late game like the chainsaw in vanilla doom. To avoid that, make it as ammo generator as Doom Eternal does. You could also consider to nerf the general ammo pickup with this tweak together.
3. I don’t know if it’s intended or not, the max HP/AP capped at 100/100 (sometimes Armor point could go over 101) and you can’t collect health/armor bonus up to 200/200 like Doom Eternal does. The cool down of ice bomb/flame belch could be longer like 7-8s recharge instead of 6s for this.
4. Gauss Cannon normal shot damage is fine. L It still one shot most of humanoid enemies and sometimes one shot pinkies too. The only thing needs to be tweaked is its normal shot’s rate of fire. It shoots waaay too fast like full-auto DMR. It could be tuned down a bit more and encourage player to leverage the main trait of Hell Crusher.
Overall, this is just a bug report & suggestions. Hope things doing well at your side. Cheers!
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Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo
Yea, the cell icon is pink because that is what the glow or bright-map color is, why the bright-maps are so dim is because they are mainly there so you can see the ammos and such in the dark, I play with dark zdoom a decent amount.Rowsol wrote:That's okay, I've already edited this myself. I tweaked all the Feel states, lowered the ammo, and did a bunch of other shit. I just played the second half of Chronicles of Ghost Town and I actually had to start hammering demons because my ammo was so low.
Keep an eye on my youtube channel if you want to see what I'm talking about.
I noticed that the cell icon on the HUD is pink. That's odd.
GCNCYCLE.ogg is physically painful. The pitch is so high.
I think many of the pickups look better with the brightmaps removed.
The hammer needs the DONTREFLECT flag. I was playing with Corruption Cards and a reflective enemy hurt me when I swung at it.
Why do the seeking rockets have FORCEPAIN?
I suggest changing your custom damage types of "explosive" and "railgun" to something more ambiguous. Playing Pandemonia with this results in the revenants not hurting you since they use the "explosive" damage type.
Some of the lights attached to the items are so dim it's nearly impossible to see them. Keys are a good example.
The pitch on that sound should be an easy fix, but I might just be that deaf that it doesn't bug me.
Naw I like em.
Will give the hammer the DONTREFLECT flag.
Uhhh reasons will remove that. Mainly because I wasn't sure how to do player seeker rockets so I based them off some one else's code.
All ready changed them for the next update, They where there for Brootal dewm monster compatibility.
See first point.
Thanks!ShinjukuCafe wrote:hello! new user here and this is my first message
this mod is awesome and i have been using it a lot at the moment!
I would like to see that how this develops in the future because i like using it so much
currently using it with *obsidian* level maker/generator software and it has been fun using it
i am not that good player myself but i like using powerful weapon's
thank you for the mod!
cheers!
Yea... I know about that, no idea on how to fix I didn't code the dash...Krigeris wrote:Dash does not seem to work with controllers, its forcing me to dash forward instead of whatever direction I'm pressing on the stick.
Also know about this bug, it happens when there is a "3d floor" above where you are trying to ledge grab, or just some "thing" or object blocking your path, it is really rare so that is a positive, but if found it can happen in the same spot over and over, also not sure how to fix that to. I didn't code that part either, I will ask around though as I know the guy who coded it.krimson painkekk wrote:So far I haven't seen a post mentioning this bug though, you might consider taking a look and fixing it if you still working on this mod, H3LLW4LK3R.
Playing on GZDoom 4.7.1 with the latest update version (V0.4)
https://youtu.be/-KhH5ieQipw
Nope.Rowsol wrote:That might be a problem with fast weapon switching. I've played this mod a bunch and I've never had that happen but I also never switch weapons outside of their ready states.krimson painkekk wrote:So far I haven't seen a post mentioning this bug though, you might consider taking a look and fixing it if you still working on this mod, H3LLW4LK3R.
Playing on GZDoom 4.7.1 with the latest update version (V0.4)