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>> No.4387613 [View]
File: 108 KB, 640x400, Screenshot_Doom_20171109_145225.png [View same] [iqdb] [saucenao] [google]
4387613

>>4387559
>>4387558

Okay I think I can do that, ill give them a longer lifespan and fan out wider. I forgot id replaced the default green sparkler which also applied to the bfg (hadn't intended on touching it until now).

The orbiters are fine from what ive noticed, but the impact radiation effect I think its a mite bit off-key to put on the main projectile. So im putting it on the BFGExtra splash hits (since these can pile up fast on tougher targets ill have to tighten the number that it generates, and the area that they spawn in, in picture related its still too wide I think).

I think after I get this clamped down and tightened up fine ill leave it as a 1.0 modification on smooth doom and I wont do any other changes to it.

If I can figure out how to do ACS/Menu Options/Variables I can add to the list and provide an optional Gameplay tweak.

> you should be warned that it does already modify gameplay a slight bit but nothing more than common sense would suggest
> the rocket explosion actually does 13 A_Explode calls for stepped damage so that monsters will get hit multiple times by it and greatly increase their stun chance, it still only does 128 explosive on a direct hit though.
> For example monsters like HKs or Archviles can be reliably stunned by a rocket now.

>ill come clean and say the revenant fireball and rocket also do +Strifedamage and hit for 18 and 36 dice respectively, although that doesnt really change much it means the minimum damage these hits do is abit higher.

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