It is currently 23 May 2013, 08:07

Post new topic Reply to topic  Page 2 of 5
 [ 42 posts ]    1, 2, 3, 4, 5  

Readme (latest update 17th of April)


Author Message
 Post subject: Re: Readme
PostPosted: 27 Mar 2012, 06:48 
Offline
Site Admin  Site Admin
User avatar
Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Gez wrote:
We'll call that Knee-Deep In Dark Imps. :V

You are disgusting man! >.<


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 28 Mar 2012, 01:07 
Offline
Revenant  i am a xaser
User avatar
Joined: 10 Jun 2010, 05:51
Posts: 554
Well, I've done some preliminary work on the resource wad so far. Figure I'll go ahead and share the designs I've been considering:

Code:
  - Rifle
Slot: 2
Ammo: Bullets
Power: **
Description:
  A slight upgrade from the pistol, the rifle fires bullets in three-round bursts (or perhaps a single burst of 3 rounds, for gamism). Although the overall fire rate is less than the chaingun, it is very accurate, making it an effective early-game weapon.
  Alternative idea: Shells for ammo, semi-auto, slightly-less-than-shotgun damage.

  - Nailgun
Slot: 4
Ammo: Bullets (2 per nail)
Power: ***
Description:
  An id-classic, this souped-up flechette launcher is super-useful against groups of enemies. Though it eats ammo like candy, each 'nail' can pierces multiple enemies, dealing an extra helping or two of whoopass.

  - Flamethrower
Slot: 5
Ammo: Napalm
Power: ****
Description:
  A fan-favorite. Why negotiate when you can dunk 'em in flames? Powerful, but range is limited. Uses unique ammo, which helps its usefulness a bit in regards to other projectile weapons.

  - Dark Claw
Slot: 6
Ammo: Souls
Power: ****
Description:
  Severed hand from a powerful demon. Fires a magical beam of death, because what game is complete without a beam weapon? ;)
  It (along with the Soulrender) uses a new ammo type, Souls, which can be obtained from fallen demons and siphoned from certain areas of Hell.

  - Soulrender (Unmaker)
Slot: 7
Ammo: Souls
Power: *****
Description:
  A Giger-esque monstrosity of epic proportions. The dark energy it fires will seek out opponents, and it is also rumored to have the ability to temporarily posess souls. Scary stuff...

  - Hand Grenades
Slot: N/A (Inventory? Keybind?)
Ammo: Grenades
Power: ***
Description:
  Pull the pin, toss, and watch the show! Wider blast radius than rockets, same damage. Won't explode on contact with an enemy, though, so time your throws. Possible to "cook" grenades by holding down the trigger for a few seconds.


The idea is twofold: simplicity and utility. The weapons shouldn't be anything huge, unwieldy, or special-effect-happy, and they should also fill a unique enough role to not just be a "me too" weapon. Of all behaviors, the Dark Claw's is the most subject to change. "Beam weapon" sounds fun, but it's not super-original and it's possible that there's a better opportunity for a cool engine showcase. Feel free to toss in some ideas to the pot. It's not done yet. ;)

In addition to these, I'm also considering tweaking up the Shotgun and Chaingun balance a bit, namely making the former fire 10 pellets per shot and the latter be a bit faster (3 tics per second) to make 'em more useful against Doom 2's more dangerous cast. Thoughts on this? I can see why one would be hesitant to change the original balance and the new weapons could certainly provide a good amount of new content anyway, but it's something I saw another wad do once and I thought it was neat enough to bring up. Discuss. ;P


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 28 Mar 2012, 08:07 
Offline
Site Admin  Site Admin
User avatar
Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Just out of curiosity, are these additional weapons or is it a complete new weapon base? I'd suggest the latter, everything else would be simply too much for a one-map-project. I wasn't sure as you've mentioned the Chaingun and Shotgun as well.


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 28 Mar 2012, 14:25 
Offline
Cyberdemon  Approved Adder
User avatar
Joined: 01 Feb 2011, 20:07
Posts: 858
Tormentor667 wrote:
... everything else would be simply too much for a one-map-project.
I agree here. However, here are my thoughts on the weapons list:

  • Rifle - I like the idea of it being in the middle between the pistol and the chaingun, power-wise. And, as you said, it'd would be a useful weapon early in the game where you don't want players to have access to rather major fire power yet at the same time you want to give them something decent enough to keep low-tier enemies at bay without overpowering them.
  • Nailgun - Sounds like it could be a chaingun-replacement.
  • Flamethrower - If its 'projectiles' go through multiple enemies (+RIPPER), then I approve.
  • Hand Grenades - Though I don't like their unpredictability, they're a whole lot fun to use. Also, being not used as an actual weapon you'd switch to is a plus in my book, thus I approve.
  • Dark Claw & Soulrender - How are they compared in terms of power to the plasma rifle and bfg? Can we safetly say that they can replace them later in the game? Also, if those two weapons make it in, it'd probably be a good a idea that they're found in the hell section of the map, IMO.

As for modifying the original weapons, I guess it depends on whether or not the custom ones will replace some of the originals.


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 28 Mar 2012, 16:00 
Offline
Site Admin  Site Admin
User avatar
Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
What I would really like to have is a set of weapons that completely or mostly replace the original weapons in use. I don't see a reason for having 9 original Doom weapons and additionally 6 more weapons to deal with. But I really see potential in having the pistol and the shogun - and then all the new weapons you are working on Xaser.

I am sure you do get my point and most likely agree as it is not your first weapon modding overall ;) I think you know what you are doing.


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 28 Mar 2012, 18:50 
Offline
Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
My idea for a dark claw weapon would be a hitscan with spread and a range limit. Something like three rows of low-damage hits. As if you were telekinetically scratching your foes at a distance with a giant invisible claw.

But that'd make it a bit like the flamethrower, in that it'd be a limited range weapon.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 29 Mar 2012, 21:01 
Offline
Baron of Hell  Baron of Hell
User avatar
Joined: 14 Dec 2009, 23:43
Posts: 647
Location: Long Island
I like it, it reminds me of my arsenal from Deepest Evil (which I'm re-releasing with double the levels soon), I had slot2 pistol but that got replaced by a machinegun, slot 3 just shotgun, slot 4 nailgun with NO chaingun... 5 tho was rocket launcher, 6 pule rifle... 7 was a hell weapon... etc... so it can still feel very Doom One-ney but enhanced!

Also for a monster, a slightly stronger imp that shoots *5* projectiles like the Dark Bishop, but I replaced the tired imp fireball with the alpha 'orangePlasma' for the regular imp so it also fits with this new, more muscular imp.


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 30 Mar 2012, 08:16 
Offline
Revenant  i am a xaser
User avatar
Joined: 10 Jun 2010, 05:51
Posts: 554
The way I was planning on setting it up was to add them as new weapons in addition to the original ones. The whole idea was to pick unique behaviors that didn't mirror Doom's original weapons (so they'd mesh in nicely) and make them fit in as much as possible stylistically as wel. I'll probably stick to the "extra" paradigm, but since the slots line up nicely, I suppose mappers could exclude some of the original weapons and include the new ones in their place, since power is roughly the same per-slot (though swapping the RL for the Flamethrower would provide vastly different mechanics overall -- something to keep in mind).

Not that I'd think weapon overload would be a problem, though -- it's one map, but likely a really large one. The higher-tier new weapons can be introduced late in the map and more or less replace the "old" weapon on its slot by virtue of not providing ammo for it (excluding the Rifle and Nailgun which each have a Shotgun->SSG sort of relationship with their slot-partners anyway). I can definitely see how lots of weapons can lead to a clusterfuck if done wrong, but I definitely think it's possible to do things right through careful balance. We've got a whole stage dedicated to that. ;)

Finally, for time constraints, I'm probably going to resort to using temporary graphics for the nailgun and flamethrower, since I don't have a resource in mind for either of them at the moment (well, nailgun sorta, but the graphics are unfinished). I may do some edits myself laterish, and plugging in the finished sprites should be easy to do during stage 2 or 3 (or maybe I'll do it myself during the boss stint). If anyone knows of some really nice centered graphics they think would fit, let me know -- I've already ruled out the TiC flamethrower, though, so don't suggest that. :P

While I'm here, I may as well ask: should I collect some useful textures as well, or is there an initial resource for that in mind? Might be good to provide a few cool new things especially since there's a nice thread on ZDF that showcases a lot of stuff that really needs to be used. ;)


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 30 Mar 2012, 09:10 
Offline
Site Admin  Site Admin
User avatar
Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Xaser wrote:
While I'm here, I may as well ask: should I collect some useful textures as well, or is there an initial resource for that in mind? Might be good to provide a few cool new things especially since there's a nice thread on ZDF that showcases a lot of stuff that really needs to be used. ;)

Exactly what I have already done :)

I have just uploaded the resources that I've collected so far. Feel free to add your weapons and also additonal textures to the pack you find worthy, so I can start on the first of April on sunday.

Link: http://druckerei-frey.de/uploads/textures.zip
(btw, please keep them Doom-paletted lumps in case we use an alternate playpal)


Top
 Profile  
 
 Post subject: Re: Readme
PostPosted: 30 Mar 2012, 12:10 
Offline
Hades Elemental  Hades Elemental
User avatar
Joined: 19 Dec 2010, 18:53
Posts: 317
Location: Finland
I decided to do the previously unthinkable and uploaded all of my general-use texture edits as I figured you guys would have use for these and Delta isn't actually going anywhere...
So here it is: http://www.mediafire.com/?iladai79uupbydu

Credits go to id, NiGHTMARE, Eriance, Vader, Hexen and SLADE 2 (o_O) for base graphics. ANIMDEFS may be lacking something


Top
 Profile  
 
Display posts from previous:  Sort by  

Post new topic Reply to topic  Page 2 of 5
 [ 42 posts ]    1, 2, 3, 4, 5  


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: