Payback {Modern human/monster Replacer}

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ShepJP
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Re: Payback {Modern human/monster Replacer}

Post by ShepJP »

I always wanted a human enemy pack but it used to be hard to find one, I stop playing for a bit, come back and there's this and the Ashes (not all human but very nice) mod waiting. Very nice to see.
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openroadracer
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Re: Payback {Modern human/monster Replacer}

Post by openroadracer »

I talked to Xim about this once over in the Star Wars DooM thread: You really should not apply the "AMBUSH" flag to generic enemy types. It can make it impossible to get 100% kills on maps that place certain enemy types in inaccessible teleporter rooms.

I would also suggest against making enemies drop Pistols on death instead of dropping ammo; some mods like Pillowblaster's Trailblazer have certain items that spawn on ammo drop slots, and your mod makes it less likely for those items to drop from enemies.
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LossForWords
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Re: Payback {Modern human/monster Replacer}

Post by LossForWords »

In my mods, lately, i've started to make things, like revolvers/akimbo pistols spawn on the pistol slot, so a happy compromise would be random chance for both, maybe even making pistol spawns a little rarer.

About the +AMBUSH flag, i agree, in both PB and Army of Oz. Certain enemies like snipers/those cloaked enemies should absolutely be able to move/position themselves before entering sniper position.

I don't know what to do about mounted enemies, like the minigun guys.
Because yeah, they do get stuck in teleporter rooms, but also, i think they complement levels a lot.
DBP58 Immortal Warfare benefits a lot from having those dudes around.

Another suggestion would be adding Explosion deaths for enemies.
Explosions in Doom have their own proprietary damage type, so if you wanna incorporate gibbing/burning, that would be a good place to add them, with the Death.Fire/XDeath.Explosion states.

Also, i'd like to suggest both, converting all the enemies into the Doom palette/PNGs, and saving your mods as PK3's.
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openroadracer
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Re: Payback {Modern human/monster Replacer}

Post by openroadracer »

LossForWords wrote: Sat May 20, 2023 12:01 pmIn my mods, lately, i've started to make things, like revolvers/akimbo pistols spawn on the pistol slot, so a happy compromise would be random chance for both, maybe even making pistol spawns a little rarer.
I feel like this is fine; but I'd actually suggest that it would be best to just make such items have a chance to spawn on Bullet pickups. This way, it's highly likely you'll still get the items, especially if the map has lots of basic Zombiemen, and you can increase the odds of certain pickups for certain things, like making certain weapons that spawn on Bullet Clips more likely to appear on Bullet Boxes.
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DeeDeeOZ
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Re: Payback {Modern human/monster Replacer}

Post by DeeDeeOZ »

LossForWords wrote: Sat May 20, 2023 12:01 pm -a happy compromise would be random chance for both, maybe even making pistol spawns a little rarer.

-About the +AMBUSH flag, i agree, in both PB and Army of Oz. Certain enemies like snipers/those cloaked enemies should absolutely be able to move/position themselves before entering sniper position.

-I don't know what to do about mounted enemies, like the minigun guys. Because yeah, they do get stuck in teleporter rooms, but also, i think they complement levels a lot.

-Another suggestion would be adding Explosion deaths for enemies.

-Also, i'd like to suggest both, converting all the enemies into the Doom palette/PNGs, and saving your mods as PK3's.
- I will tweak the pistol drops to be random choice of clips/pistol to balance this slightly
-I'm going to drop the ambush flags on everything, probably going to make the ArmyofOz snipers start mobile then settle into sniping when they see you.
-mounted gunners going to have to stay stationary because they work great it certain themes, understand this is not ideal
-I've got the fire deaths done and implemented, sprites for Xdeaths in there as well only thing I don't like is that some mods use pistols + shotguns with very high damage output that will gib low level enemies constantly. Xdeath isn't just for explosions but also for high damage versus health.
-thought I had but will go through and do this, what does saving as a PK3 instead of a zip benefit it?
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LossForWords
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Re: Payback {Modern human/monster Replacer}

Post by LossForWords »

-I definitively like this idea for the snipers, and while i am sad that there's no way to fix the issue with the gunners, i'm glad they're staying.
Maybe not having them count as enemies with the -COUNTKILL flag could work?
-I understand the situation with basic, yet high-damage weapons gibbing enemies, and i'm fine with not randomly gibbing monsters with a pistol, i'm just suggesting adding those states for weapons that use the 'Explosive' damagetype only.
-I think it's generally handier than saving it as a zip. Personal opinion, mostly.
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openroadracer
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Re: Payback {Modern human/monster Replacer}

Post by openroadracer »

You know, what I need for this is a texture pack that makes techbases into city locations, makes hellbases into industrial sites, and makes hell maps into jungles.

Then it'd feel like I was working steadily deeper into cartel territory.
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Kaution
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Re: Payback {Modern human/monster Replacer}

Post by Kaution »

openroadracer wrote: Mon May 22, 2023 11:08 pm You know, what I need for this is a texture pack that makes techbases into city locations, makes hellbases into industrial sites, and makes hell maps into jungles.
"Mod replacing Doom 2 OG textures with Duke Nukem 3D" is probably the closest available right now.
viewtopic.php?t=61471

One could use the textures of Nam to create a jungle texture pack.
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openroadracer
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Re: Payback {Modern human/monster Replacer}

Post by openroadracer »

Kaution wrote: Tue May 23, 2023 3:30 am
openroadracer wrote: Mon May 22, 2023 11:08 pmYou know, what I need for this is a texture pack that makes techbases into city locations, makes hellbases into industrial sites, and makes hell maps into jungles.
"Mod replacing Doom 2 OG textures with Duke Nukem 3D" is probably the closest available right now.
viewtopic.php?t=61471

One could use the textures of Nam to create a jungle texture pack.
Thanks, I'll give that a shot.
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DeeDeeOZ
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Re: Payback {Modern human/monster Replacer}

Post by DeeDeeOZ »

updated main page with updated versions,
-only non-ambush tag X versions of both AIR and ground available now (just easier for everyone)
-now most pistol enemies have 50% chance of dropping clips or Pistols (still not perfect but should help with compatibility)
-all sprites converted to Doom palette/PNGs
going to work on putting gib deaths in, extra enemies soon. enjoy and let me know if anything broke.
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openroadracer
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Re: Payback {Modern human/monster Replacer}

Post by openroadracer »

So, between this and Raging Bull by LossForWords, I've been inspired to come up with a MegaWAD concept if anyone wants to take a stab at making a map set to suit this enemy set:
Spoiler: HUNTING KINGPINS: CARTELS OF DOOM
Spoiler: Possible "Raging Bull" Boss Fight

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