header general

[SUBMISSION] [UPDATED] Thumper Grenade Launcher (Formerly M79 grenade launcher)

  • WigglyStuf
  • WigglyStuf's Avatar Topic Author
  • Imp
  • Imp
More
3 months 5 days ago #11 by WigglyStuf
How do you think it should be balanced? I'm trying to make it a weapon solely for dealing with large groups of weak enemies, what would you suggest to maker it better? You've probably been modding longer than I have, so your advice would be nice

Please Log in or Create an account to join the conversation.

  • DeVloek
  • DeVloek's Avatar
  • Arachnotron
  • Arachnotron
More
3 months 5 days ago #12 by DeVloek

I'm trying to make it a weapon solely for dealing with large groups of weak enemies
I like that idea. You could set the fulldmgradius to a value near the explosion radius, then lower the damage. Maybe also increase the explosion radius, I think 175 is a bit low for the purpose of taking out larger groups. You could also add the XF_CIRCULAR flag to make the explosion a bit more realistic.

This is how I would do it
Code:
A_Explode(random(50,100),200,XF_HURTSOURCE|XF_CIRCULAR,1,150)
That will even out the damage over most of the area, while still being able to reliably gib former humans and sometimes imps. It's gonna be less effective on pinkies and stronger monsters.


Some more feedback after playing around with it for a while:
  • The projectile speed is too high imo, 35 feels better but i guess thats subjective
  • Not a fan of the scaled explosion sprite, and it how it scales back at the end of the animation doesnt look very good. I think a sprite with a higher resolution would look much better. If I find something in that ballpark I'll post it here.
  • Using 2 rockets for 1 grenade is kinda weird. I'd use a custom ammo type and set the max carry amount to something like 25 (50 with backpack). If you need an ammo pickup sprite you could just flip GRNDA3A7 by 90 degrees.
  • The obituary and pickup message still say Grenade Launcher instead of Thumper

Please Log in or Create an account to join the conversation.

  • WigglyStuf
  • WigglyStuf's Avatar Topic Author
  • Imp
  • Imp
More
3 months 5 days ago #13 by WigglyStuf
Thanks for the feedback, I'll try to fix it. I always found the explosion sprite for the rocket to be misleading in it's size, so I scaled it up as a bandage fix.

Please Log in or Create an account to join the conversation.

  • Gothic
  • Gothic's Avatar
  • Moderator
  • Moderator
More
1 month 3 weeks ago #14 by Gothic

Please Log in or Create an account to join the conversation.

  • WigglyStuf
  • WigglyStuf's Avatar Topic Author
  • Imp
  • Imp
More
1 month 3 weeks ago #15 by WigglyStuf
As far as I remember, I just about finished this mod. I've gotten better at Decorate though so I might either scrap this or work on something new

Please Log in or Create an account to join the conversation.

  • Gothic
  • Gothic's Avatar
  • Moderator
  • Moderator
More
1 month 3 weeks ago #16 by Gothic
Taking a look at the latest version, there are still a couple of problems:
  • You left the AMMO_OPTIONAL flag and other properties from when you used a secondary ammo type for the reload.
  • Despite being described as a "high radius damage, low impact damage" weapon, the radius of the explosion is still too low, and I don't think the damage needs to be randomized further, damage in Doom is always multiplied by 1 to 8.
  • There's still the issue with the explosion sprites. If you're interested I found an explosion sprite set that I think would look good.
I made an edited version of your weapon addressing all of the above issues, if you're interested in using it:
 

File Attachment:

File Name: Thumper - edit.zip
File Size:255 KB

Credits for the explosion go to Skelegant and Elma-k , and I edited the mid-air explosion sprites.
Also, do you still want to use the old sprites? Because I think they look good enough for it, and the Osjclatchford grenade launcher, while it looks great, it's also too similar to the KDiZD Grenade Launcher.

Please Log in or Create an account to join the conversation.