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Weapon+Enemy Resource v1.0


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 Post subject: Re: Weapon+Enemy Resource v0.9.5
PostPosted: 12 Apr 2012, 21:36 
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Imp  Imp
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Joined: 17 Dec 2009, 08:58
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Should've had a look at this topic earlier but anyway...

I'm not a fan of the rifle. It fits a very narrow niche that would be better served if the pistol was buffed rather than creating a new weapon.

The nailgun works fine, though I do not like the sprite for it. It's overly small and is held in a manner that doesn't look comfortable at all.

Flamethrowers good, though I agree with the other guys that there needs to be a more solid sign of it doing damage.

The dark claw needs a colour change to differentiate it from the bog standard imp claw and to make it more, well, dark. Also, although ammo placement for souls as well the final effect for the Soulrender will have an impact on this, the heal beam alt-fire seems a bit powerful: It does hefty damage, hits almost instantly, rips through targets for multi-target scenarios and it heals you while doing it.

The Soulrender looks great so far, though the fact it fires the standard dark claw projectile at this point is rather amusing, given the enormous charge time. :P

On the subject of grenades, they take too long to throw at the moment. I would suggest having the player pull the pin as the grenade is raising rather than having it raise up and then pull the pin.


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 Post subject: Re: Weapon+Enemy Resource v0.9.5
PostPosted: 13 Apr 2012, 00:26 
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Revenant  i am a xaser
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Thanks for the feedback. :P

I actually swapped out the nailgun graphics for these ones yesterday. They're a bit less Doomish in style but more fitting to the actual weapon itself. The current ones were only meant to be placeholders anyway.

I've removed the +BLOODLESSIMPACT flag from the flames, so enemies bleed profusely when getting ouch-ified. Not super-realistic but it's better than nothing at all, I suppose.

For the Dark Claw, I might take another pass at the sprites again. I originally tried greyscaling + darkening them but that just looked like shite to me. I'm not sure what you're going on about the alt-fire, though: It doesn't rip and it's much less powerful than the primary fire. It's a tradeoff between power and healing capability, since you do much less damage per second / damage per ammo unit with the vampire beam.

By the way, the alt-fire is now a legit constant beam, now. ;)

I'll see if I can speed up the grenade throw time. Good thinking regarding pulling the pin while raising. That'll cut out some animation frames.


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 Post subject: Re: Weapon+Enemy Resource v0.9.5
PostPosted: 13 Apr 2012, 05:21 
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Imp  Imp
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Xaser wrote:
: It doesn't rip


I stand corrected. I was getting confused as I was seeing the beam going through zombies but that was post mortem.


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 Post subject: Re: Weapon+Enemy Resource v0.9.5
PostPosted: 17 Apr 2012, 19:56 
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Site Admin  Site Admin
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So I finally idkfaed all weapons to test them. I don't like the two soul weapons; graphic style is very undoomesque; it looks more like they'd fit in an early version of Demon Eclipse (before Eriance redrew all weapons for the twelfth time).

Grenades, okay, why not. Couldn't they have been handled as inventory items or as alt-fires? I don't really like when mods require new keybinds; mostly because afterwards hitting the same key by mistake while playing other mods prints error messages.

The trapmaking potential of the flamethrower's alt-fire is amusing, but I don't know if we really need it. So far, the map is too hectic to make use of it, running around monsters dousing them in oil just results in you taking more damage from them and also needing more time than if you just straight up incinerated them. There's also the Alt-Fire problem of "if these weapons have alt-fires, why don't the others?".
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Weapon+Enemy Resource v0.9.5
PostPosted: 17 Apr 2012, 19:58 
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Hades Elemental  Hades Elemental
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Maybe attach the grenades to the rifle as an altfire?


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 Post subject: Re: Weapon+Enemy Resource v0.9.5
PostPosted: 17 Apr 2012, 20:58 
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Dusk wrote:
Maybe attach the grenades to the rifle as an altfire?

Good idea! That would definitely work!

Beyond, I have to agree with Gez at least about the Imp hand... it just doesn'T seem right and the sprite edit is terrible.


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 Post subject: Re: Weapon+Enemy Resource v1.0
PostPosted: 18 Apr 2012, 07:00 
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Revenant  i am a xaser
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New version's up on the first post. Soulrender's done, as well as a bunch of other weapon tweaks like an actual beam alt-fire for the Claw, a 'slug' altfire for the rifle, and new nailgun graphics (which are slightly un-Doomy at the moment but are open for further edits).

Regarding Grenades: If implemented as inventory items, they'd have a fixed timer and you wouldn't be able to 'cook' them like you can now. If implemented as altfires, all existing altfires would have to be tossed out and I'd have to replace all the original weapons to make them work (which I'm intentionally avoiding). A rifle alt-fire is right out, since the power of the primary fire would need to be rebalanced to not make the grenade seem like severe overkill in comparison. A new keybind is unfortunate in some ways but it was the best way to do what I had in mind. And now it works even better in the current version. ;)

Regarding the Dark Claw: If someone wants to try spriting a new graphic, be my guest. Not much I can do to make it and the Soulrender (and, by extension, the new Nailgun) more "Doomish" looking since there's a lack of such styled sprites around (and I doubt I possess the artistic skill to fix any of 'em except maybe the nailgun which I have an idea in mind for). I was hoping the theme + behavior would be enough to make these weapons work plausibly and not stick out like a sore thumb (at least any more than new weapons would in general).


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 Post subject: Re: Weapon+Enemy Resource v1.0
PostPosted: 18 Apr 2012, 10:27 
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Would you mind adding the changes to Dusk's map he has just uploaded?


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 Post subject: Re: Weapon+Enemy Resource v1.0
PostPosted: 18 Apr 2012, 11:02 
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Joined: 19 Jan 2010, 00:05
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Sprite name conflict: summon some shadows and see what happens.


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 Post subject: Re: Weapon+Enemy Resource v1.0
PostPosted: 18 Apr 2012, 11:15 
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Icon of Sin  Icon of Sin
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For the Dark Claw, you could cut out the hands from the staff here and use them. It will look like dark magic is transforming Doomguy's hand into a demonic claw, or something. I was actually going to use them as an archvile attack for the Doomguy but they could be useful here too. That being said, I'm not really a fan of the Dark Claw anyway to be honest. :/

http://www.spriters-resource.com/pc_com ... heet/30756


Also, while I really like the Soulrender's skull explosion, all I can think of is the Creeper from GvH whenever I see it. :P


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