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>> No.4481859 [View]
File: 71 KB, 233x488, ultimateHS.png [View same] [iqdb] [saucenao] [google]
4481859

>>4481765
I am in the process of making a weapon mod where each weapon has at least 2 variants for both primary and secondary fire, switched individually so they can be combined however the user wants
It is Heretic-themed though

1) Fists - regular punch/powerpunch and Synthfire shock (one is like vanilla, 2 = doublewhammy, but eats special gauge)
1a) Hammer - Smacking/hookshot, Throwing/Boomerang
2)Emberwand - hitscan/burst,Projectile(more powerful)/slash(lookitup on realm667). Burst can fire both hitscan and projectiles depending on what's selected
3)Crossbow (ether mode) - vanilla singleshot/minigrenade, dualshot/homing(fires bunch of weak bolts with very slight homing)
3a)Crossbow (material/shock mode) - single iron bolt/Short range "dispersion" wave, Flak/FlakGrenade (like UT flakcannon)
4)Dragon Staff (remade dragonclaw) - Rapid fire - each claw individually/slower fire(all 3 claws at once), charged/shock ball (like UT ASMD, with combo too)
5)Firemace (remade) - shrapnel balls(explode on impact with 3 low velocity shrap pieces)/Charged multi-ball (same mechanics as Ges altfire in UT'99), Bouncy balls that re-aim on target after each bounce (but no shrapnel)/Mine-charged ball(same as Ges altfire in UT4)
6)Phoenix Bow - regular shot/add 1 arrow up to 3 (holding regular fire refires same ammount as was put in the first shot), Laser-guided shot/Manual detonation grenade.Combining laserguide with manual detonation, then pressing both fires launches a Redeemer-like manual-steer phoenix (costs 10 shots,extra powerful)
7)Hellblood Staff (based on OSCJ's Ultimate Hellstaff) - BFGshot(but ball actually explodes, and passes through weakest enemies, killing them)/Summon rain on point, Downpour wave of bloody rain in a cone shape, enemies touched get a cloud that howers above and rains on them/summon rain on target

8/9/10 - spellboks with 4-6 spells each

Everything is gonna be heavily frankensprited.Use of actual particles over actor-based ones for FX.Peformance-oriented

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