Oh cool, good to see you've all given it a shot.
- Angel of Death (Surprise "New" enemy -- think Hans Grosse in demon form)
That's from Doom X
, isn't it? I thought he kept this guy for his own mod.
He's also using it for Doom X, yes, but he posted it up online
a while back as a free-to-use resource.
Also, might just be minor OCD but mixing weapons with a secondary fire option and those without is a bit annoying. Preferably they would all have a secondary fire mode of some sort to be consistent, but that means adding in pointless secondary modes to weapons that do not need them.
That's exactly why I haven't done it. Adding altfires to all of Doom's original weapons is overkill, so this is unfortunately unavoidable without removing the altfires altogether, which would suck because the flamethrower would become less cool.
The Flamethrower could use some work, as the Archvile flames look really lame IMO. How about making it act and look a bit more like the one from Stronghold? It also doesn't do enough damage I think.
The secondary fire mode however must be one of the greatest things I've ever seen in Doom and totally deserves to be kept
Awww, I like the vile flames. They're perfectly Doomy. But yeah, I guess they're a bit cliche at this point. I'm not familiar with Stronghold's flamethrower, so I can't exactly say I know what you mean, but have you tried hosing down a group of enemies with it yet? It rips through enemies, and the intend is to be able to massacre groups at close range. I'm considering sneaking in some fire deaths for the basic enemies, too, for fun n' profit.
Thanks re: the secondary fire. That was loads of fun to put in.
One last thing, you credited me for the Rifletrooper, however the sprites have been done by NMN
Blue Shadow wrote:
Note: In the credits.txt, you've credited the make of the zombie scientists to Snarboo while it was in fact made by Scalliano. Though in the monster decorate lump the credits are correct.
Double-whoops. Had the right name in my head, wrote the wrong one. Fixed.
Regarding "smooth weapons" enhancements: There doesn't seem to be any point to doing this, IMO. Perkristian's animations are neat, but if someone wants to use them, nothing's stopping someone from loading said wad along with this one if original guns aren't modified.
Regarding the rifle: Yes, the chaingun will obsolete it. It's included specifically as an early-game weapon like the original Shotty (which, in turn, becomes mostly obsolete when the SSG comes 'round), and I think it'd work well in the weapon ramp if used as such. Adding a zoom function sounds tempting, though -- didn't someone do iron sights for it somewhere? Alternatively, I was considering adding an alt-fire that fires shotgun shells as more-powerful "slugs" (realism be damned!) but at a grealy reduced speed. Dunno if that'd be too weird, though.
Regarding Nailgun ammo: Should I? I was thinking three new ammo types might be too much, but considering there's also grenades... I might do this, if the consensus tends to agree.
I'm also not super-attached to the nailgun sprites I'm using, but I can't recall any others that fit off the top of my head. Any suggestions?
Regarding the Claw: I like it.
-- I suppose the style's a bit different from Doom's (and I did get one comment on how the idle frame looks weird in a centered position), but it seems to work well enough (and likely won't be change-able unless someone does new sprites). Did you notice the alt-fire attack sucks health? I did just bump up the primary damage a bit (from 12 to 15 per projectile) to make it more desirable to use in light of the plasmagun, so maybe that will help a bit.
Anyhow, thanks for the feedback, and it's good to see the enemy selection seems to be pretty kosher.