DEAD TECH Episode One (1.1.4)!
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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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Re: DEAD TECH Episode One (1.1.3)!
The Drive link says I need to be granted access in order to download the file.
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Re: DEAD TECH Episode One (1.1.3)!
Should be fixed now.
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Re: DEAD TECH Episode One (1.1.3)!
Pretty good title, I liked the gunplay and the atmosphere.
However, consider shrinking the player's hitbox. Anything up to hacker difficulty is manageable, but playing on L33T and up had me noticing that fast projectiles don't play well with the current hitbox. They'll often catch you when it feels lime you've evaded them.
Many projectiles border on unavoidable - especially in the claustrophobic rooms of the early levels. The one shock bot guarding the red key in map 2 haunts my nightmares.
Oh yeah, and one other thing: it'd be cool to get a second SMG at some point.
It makes sense that as your starting weapon it's basically a worse Rivet Gun, but it falls off sharply in arsenal value, and there aren't exactly enough grenades in the game to compensate for that. Having dualies to turn it into a high-dps close-quarters magdumper would mold a stronger niche for it.
(I keep thinking of things after I post them)
One more thing: a lot of enemies are not remotely durable, and so it's really easy to accumulate more ammo than you could ever possibly use by around map 4. I'd definitely look into tightening ammo drops as you develop towards your finished product.
I have consolidated your three posts into one.
Please try to avoid multiple posts. - Enjay.
Sorry.
I wanted to come back after beating the game on every difficulty and give a more informed critique/suggestion.
I still think shrinking the hitbox a little would help with the more claustrophobic sections at the start, but the main problem I think is the first combat bots you encounter. If they had a consistent pain state, I think they'd be a lot more manageable.
The Shock Bots might also be a bit too intense. If you gave them just a FRACTION of a second of windup before their shots, I think that would give players a useful telegraph.
As for the Sniper Bots, I don't think you wen't hard ENOUGH on them. They're too easy to dispatch. I think they should be IMMUNE to pain states, and have like 20% more health. Maybe even faster bullets.
I have no notes on any other bots. The Shotgunners are brutal, but they're meant to be.
For weapons, I think I had it backwards. The SMG only feels weak because everything else feels so strong.
The Rivet Gun in particular is great against everything, and you'll be DROWNING in ammo for it from Map 3 onwards. You can solo it through most of the game - pretty comfortably, too. I'd honestly nerf the ammo cap down to 100-120 and halve its pickups. The SMG would definitely find a niche if running out of Rivet Gun ammo was actually a possibility.
I might suggest nerfing the Leadsprayer in a similar way too. It can one-shot most of the roster with a decent meatshot, and I can't ever seem to run out of the stuff (possibly because I'm maining the Rivet Gun). I'd test what ammo econ looks like after the Rivet Gun nerf, and then consider coming back and nerfing the ammo cap down to like...40, maybe? And nerfing the ammo gain on the cans a bit too.
Creating a few single pickups for alt-fire shots like the Grenades and Shrapnel Cans instead of hiding the majority of them in secrets or boss levels might encourage players to use them more liberally. I noticed I was really hesitant to cut loose with them because of how rare they were to find.
I consider enemies knowing your presence as soon as you spawn into the level a cardinal Doom sin. I implore you to turn them around at the start of Decay.
Lastly, the Singularity difficulty is kind of a meme. The one-shot modifier usually benefits you a LOT more than your enemies, and throws any semblance of weapon or enemy balance completely out the window. Somehow the Rivet Gun is even better.
If you want a meme, that's fine, but if you want something more legit, doubling player and enemy damage would have a similar effect without obliterating the mod's fundamentals. Maybe make some slight tweaks in what "double" means so that thresholds are/aren't crossed that should/shouldn't be. Keep the reduced ammo gain and I think that's a solid gamemode.
However, consider shrinking the player's hitbox. Anything up to hacker difficulty is manageable, but playing on L33T and up had me noticing that fast projectiles don't play well with the current hitbox. They'll often catch you when it feels lime you've evaded them.
Many projectiles border on unavoidable - especially in the claustrophobic rooms of the early levels. The one shock bot guarding the red key in map 2 haunts my nightmares.
Oh yeah, and one other thing: it'd be cool to get a second SMG at some point.
It makes sense that as your starting weapon it's basically a worse Rivet Gun, but it falls off sharply in arsenal value, and there aren't exactly enough grenades in the game to compensate for that. Having dualies to turn it into a high-dps close-quarters magdumper would mold a stronger niche for it.
(I keep thinking of things after I post them)
One more thing: a lot of enemies are not remotely durable, and so it's really easy to accumulate more ammo than you could ever possibly use by around map 4. I'd definitely look into tightening ammo drops as you develop towards your finished product.
I have consolidated your three posts into one.
Please try to avoid multiple posts. - Enjay.
Sorry.
I wanted to come back after beating the game on every difficulty and give a more informed critique/suggestion.
I still think shrinking the hitbox a little would help with the more claustrophobic sections at the start, but the main problem I think is the first combat bots you encounter. If they had a consistent pain state, I think they'd be a lot more manageable.
The Shock Bots might also be a bit too intense. If you gave them just a FRACTION of a second of windup before their shots, I think that would give players a useful telegraph.
As for the Sniper Bots, I don't think you wen't hard ENOUGH on them. They're too easy to dispatch. I think they should be IMMUNE to pain states, and have like 20% more health. Maybe even faster bullets.
I have no notes on any other bots. The Shotgunners are brutal, but they're meant to be.
For weapons, I think I had it backwards. The SMG only feels weak because everything else feels so strong.
The Rivet Gun in particular is great against everything, and you'll be DROWNING in ammo for it from Map 3 onwards. You can solo it through most of the game - pretty comfortably, too. I'd honestly nerf the ammo cap down to 100-120 and halve its pickups. The SMG would definitely find a niche if running out of Rivet Gun ammo was actually a possibility.
I might suggest nerfing the Leadsprayer in a similar way too. It can one-shot most of the roster with a decent meatshot, and I can't ever seem to run out of the stuff (possibly because I'm maining the Rivet Gun). I'd test what ammo econ looks like after the Rivet Gun nerf, and then consider coming back and nerfing the ammo cap down to like...40, maybe? And nerfing the ammo gain on the cans a bit too.
Creating a few single pickups for alt-fire shots like the Grenades and Shrapnel Cans instead of hiding the majority of them in secrets or boss levels might encourage players to use them more liberally. I noticed I was really hesitant to cut loose with them because of how rare they were to find.
I consider enemies knowing your presence as soon as you spawn into the level a cardinal Doom sin. I implore you to turn them around at the start of Decay.
Lastly, the Singularity difficulty is kind of a meme. The one-shot modifier usually benefits you a LOT more than your enemies, and throws any semblance of weapon or enemy balance completely out the window. Somehow the Rivet Gun is even better.
If you want a meme, that's fine, but if you want something more legit, doubling player and enemy damage would have a similar effect without obliterating the mod's fundamentals. Maybe make some slight tweaks in what "double" means so that thresholds are/aren't crossed that should/shouldn't be. Keep the reduced ammo gain and I think that's a solid gamemode.
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Re: DEAD TECH Episode One (1.1.3)!
This mod is just absolutely fantastic! I love the atmosphere and feel. Gonna do a video for sure
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Re: DEAD TECH Episode One (1.1.3)!
Very nice, looks like mix between Disruptor, Alien Breed 3D and Rebel Moon Rising.
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Re: DEAD TECH Episode One (1.1.3)!
This was fun. I liked the story, music, voice acting, and atmosphere.
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Re: DEAD TECH Episode One (1.1.3)!
New version up!
Thanks for the feedback!
ThanksFerretmanjcdenton wrote: ↑Sun Apr 14, 2024 10:35 am This mod is just absolutely fantastic! I love the atmosphere and feel. Gonna do a video for sure
thanks for the videos!
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Re: DEAD TECH Episode One (1.1.4)!
This mod is absolutely amazing!!
I love it!
The textures are absolutely awesome, the maps are sooo good, I didn't get lost once!! That's an achievement for a doom mod!
The music ..oh my god the music! I have to get my hands on that soundtrack !
The enemies are perfect for that kind of story and mod and the voice acting is TOP NOTCH!
YES it has voice acting!
I played through I think 3 or 4 maps? That possible?
First I thought the weapons are kinda meh, but now after the latest update, they begin to click for me. The last one still looks like a sex toy, but isn't that from a star wars game?
No matter where it's from, that one is looking really strange.
The animations for weapons are ok but could need some work too. Especially the not correctly aligned shots when using the rail gun .. OH MY GOD ... that thing is a REAL rail gun . FINALLY WE HAVE ONE in doom!
I have to play the whole game.. fun fact. It even allowed the use of Relighting on android which means it's really well optimized. IMA upload a video soon. Stay tuned for that!
I love it!
The textures are absolutely awesome, the maps are sooo good, I didn't get lost once!! That's an achievement for a doom mod!
The music ..oh my god the music! I have to get my hands on that soundtrack !
The enemies are perfect for that kind of story and mod and the voice acting is TOP NOTCH!
YES it has voice acting!
I played through I think 3 or 4 maps? That possible?
First I thought the weapons are kinda meh, but now after the latest update, they begin to click for me. The last one still looks like a sex toy, but isn't that from a star wars game?
No matter where it's from, that one is looking really strange.
The animations for weapons are ok but could need some work too. Especially the not correctly aligned shots when using the rail gun .. OH MY GOD ... that thing is a REAL rail gun . FINALLY WE HAVE ONE in doom!
I have to play the whole game.. fun fact. It even allowed the use of Relighting on android which means it's really well optimized. IMA upload a video soon. Stay tuned for that!
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- Posts: 416
- Joined: Mon Mar 09, 2020 5:38 am
- Graphics Processor: Not Listed
- Location: Germany
Re: DEAD TECH Episode One (1.1.4)!
I made a new video!
.https://youtu.be/yvyQa8x99Bk
Any chance you could repost that with thumbnail? No idea how to create them..
.https://youtu.be/yvyQa8x99Bk
Any chance you could repost that with thumbnail? No idea how to create them..
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- Joined: Sun Nov 22, 2015 5:49 pm
Re: DEAD TECH Episode One (1.1.4)!
When is Episode 2?
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Re: DEAD TECH Episode One (1.1.4)!
Sorry it took me so long to respond. I played through the game on every difficulty again, and I'm a big fan of the adjustments.
I'd suggested introducing smaller secondary pickups so they can be spread out through the game more, but giving the player just one box of grenades early on was a great idea, and I think I might like that more. That one Shock Bot that gave me trouble in the second map is a great opportunity to take advantage of them - given you can see him from the other room, so bouncing your first grenade around a corner to take him out feels natural.
It also gives the player plenty of room to play with the gun's alt-fire, but encourages them to ration them out before you pick up more in the later stages.
The Sniper Bots feel much more threatening now that they can't be stunned out of attacks, but still manageable since you can strafe them at most ranges.
I do think that I was wrong about the opening segment of Decay. It's clear that Calec knows you're coming, and wants to ambush you there, so it feels thematically weird that they're all turned around. I never *died* at the start of Decay, so I think it's fine if you reverted this change - but if you did want to give the player a safe moment entering into the level, maybe you could make a little box with a door for them to enter in from?
The only other thing I still might be iffy on is the ammo for the Rivet Gun. After playing through the first episode A LOT more, I think the reason the ammo feels excessive for it is the fact that Sniper Bots drop full Rivet Boxes. If that was downgraded to standard Rivets, I think it would balance itself out - but I can't say for sure if that would create *too much* scarcity without playtesting.
I'd say that those couple nitpicks aside, the entire first episode feels great, and is in probably the best state it could be in. Whenever Episode 2 comes out, you can bet I'll be here for it. Great mod, dude!
I'd suggested introducing smaller secondary pickups so they can be spread out through the game more, but giving the player just one box of grenades early on was a great idea, and I think I might like that more. That one Shock Bot that gave me trouble in the second map is a great opportunity to take advantage of them - given you can see him from the other room, so bouncing your first grenade around a corner to take him out feels natural.
It also gives the player plenty of room to play with the gun's alt-fire, but encourages them to ration them out before you pick up more in the later stages.
The Sniper Bots feel much more threatening now that they can't be stunned out of attacks, but still manageable since you can strafe them at most ranges.
I do think that I was wrong about the opening segment of Decay. It's clear that Calec knows you're coming, and wants to ambush you there, so it feels thematically weird that they're all turned around. I never *died* at the start of Decay, so I think it's fine if you reverted this change - but if you did want to give the player a safe moment entering into the level, maybe you could make a little box with a door for them to enter in from?
The only other thing I still might be iffy on is the ammo for the Rivet Gun. After playing through the first episode A LOT more, I think the reason the ammo feels excessive for it is the fact that Sniper Bots drop full Rivet Boxes. If that was downgraded to standard Rivets, I think it would balance itself out - but I can't say for sure if that would create *too much* scarcity without playtesting.
I'd say that those couple nitpicks aside, the entire first episode feels great, and is in probably the best state it could be in. Whenever Episode 2 comes out, you can bet I'll be here for it. Great mod, dude!