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>> No.4853140 [View]
File: 106 KB, 640x400, Screenshot_Doom_20161218_135150.png [View same] [iqdb] [saucenao] [google]
4853140

>>4853098
It was long ago. The way I had it set up was imps had this string of fireballs they might be able to toss at you sorta at random, made to look similar to DBZ energy blasts. Most of those did like 1 or 2 dice but some of them did about 30 damage and you could get whomped with a string of this right in your face (it was random how much they fired, but the damage could exceed 100 for the train of them).

Zombies dropped an MP5k but they also fired quick 3 shot bursts too. The mp5k was a 6tic firing chaingun which was alright but with there being so many zombies you could take alot of hits.

I didnt have any good ideas for what to do with the pinkies so they were neglected in modding, but in recent times ive decided to give them a gravity arcing fireball attack (damage 6 dice). Having it limited range keeps pinkies and spectres from becoming range lobbers like imps and also allows them to be dangerous AF if they're crowded in a pit below you. Mainly did that with an ettin replacement for em because I was using A_Recoil to have em lunge at the player and this could toss them off ledges into pits... need a way for them to still stay relevant when they go down a ledge and this worked fine.
> by getting the fire arc just right, they can also be dangerous from above too. Gravity of 0.04 is a nice balloon like drift that allows it to go kinda slow, to avoid autoaiming shit just give the fireball a vertical velocity boost in its first spawn frame (including the NODELAY tag of course)

>>4853128
I didnt play master levels until recently when I picked up someone else's Wadsmoosh pk3 (since my wadsmoosh tool was never working properly).

Enforced pistol start every-single-level was stupid enough I just stopped after about 3 maps into it. I want the accomplishments of my previous level to carry over, regardless of the effects this has to the map pack as a whole. Feels like being stripped of hard fought trophies, sucks.

>> No.3748347 [View]
File: 106 KB, 640x400, Screenshot_Doom_20161218_135150.png [View same] [iqdb] [saucenao] [google]
3748347

>>3748306

actually I got rid of the normal shotgun too so now its kinda like - double barrel shotgun, or double barrel riot shotgun that shoots twice as fast

sergeant uses double barrel now but since most of the pellets do shit damage to the player its unlikely to be lethal (overall im calculating 40 average damage from the pellets plus 48 possible from the pumpkin-ball shot, but those fly pretty straight compared to the pellets).

also he and other zombies will Facetarget, then divert their direction off randomly and then fire, so the shotgun trajectory is actually like the player's but he can miss pretty bad (or hit you really bad)

means zombies can fuck up monsters alot better

but somehow the basic rifle zombie is turning out to be alot more accurate than I intended and you can nearly take chaingunner damage from him (oh well)


>infinite pistol
its a .380 so its half the damage of the magnum pistol, and it'll have a range of 896 units which may not seem realistic but it kinda is for a pocket pistol (the bullet may go farther, but as a game I can just say its not effective)

I dont wanna try to figure out how A_WolfAttack works for reducing shot damage based on the range to the target so thats how thats gonna be.

Another idea with the pistol is its got reload requirement so even though it doesnt have ammo cap you cant just fire it all the time.

Ive even thought of a 4 shot flare pistol like that self defense handgun they have in russia (similar to a COP4). Pop-Pop-Pop-Pop and now you've gotta reload.

could make that do enough to securely kill cannon fodder with one reload
> infinite ammo because flares are assumed to come with everything you grab

>-----

Also made the chainsaw gib guys sometimes... most of the chainsaw hits do 5 damage flat but every certain number it delivers a massive 50-100 points.

DPS is still about the same and also I made it force the player to lunge forward while using it (A_Recoil(-1)) so its kinda harder to standoff with it.

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