printz
CRAZY DUMB ZEALOT

Posts: 8193
Registered: 06-06 |
I'm thinking about making a Doom 3 mod. But before I start making maps for it, I'm modifying the class definitions around to tweak the game into being more like a true Doom game, less like a chore. I'm curious what features do you think should be improved on Doom 3 to make the new maps more dynamic. Here's what I tweaked so far:
Player
I made him walk and run faster, like the Quake dude, but lowered his stamina (he's practically sprinting, he has to get tired faster now), so one has to be careful. His original speed was pathetic. Realism isn't fun when you're in a fictional Mars base in the future and biblical monsters are killing your friends.
Weapons
- Chainsaw: I saw some posts complaining it's too powerful (that you could virtually charge with the saw and kill everything). I lowered its damage from 50 to about 35, but didn't test it.
- Pistol: it's no longer totally accurate. It was dumb that a handgun was totally accurate. Now it's fairly accurate, but you can miss lost soul heads!
- Shotgun: biggest change here. Halved its spread from 22 (!) to 11 degrees (so it's like the Doom 2 SSG not like the Doom 1 monsters) but also had to lower the count of its pellets so it isn't a be-all end-all solution. Currently it has to kill babies in two mid-range shots, so it's frustrating, I yet have to improve it.
- Machinegun: made it a bit less accurate (not much), and increased its damage to multiplayer level (9->12), so it better fits the faster pace of the edited game.
- Chaingun: kept the Doom 1 shotgun-like accuracy (5 degrees) but increased its damage to multiplayer level (20->25).
- Plasma gun: increased its damage from 16->20
- Soulcube/Artifact/Grabber: not sure if they'll appear. They're too powerful for their own good, and can break the game.
- PDA: Don't count on me recording voices, but I hope it will be more interesting than in the original game. Hopefully I figure out how to implement an automap... but needs research in my part.
Monsters
These didn't escape either. Generally, I made the demons all burn away after a delayed time not immediately. It sure is better this way, because hearing all those crisping noises can be unnerving. Maybe randomly make them get back on feet or spawn forgotten ones from their corpses too... Adding to the weird factor: they never gib, no matter how much force. Instead, they jump around whenever someone teleports in, which is nice. Id missed this effect.
- Zombie and commando shooters: I increased their bullet speed back to 7200 from measly 2000 (they were slowed down so you could see their tracers, which was gay). Zombie Shotgunners in particular were a pain in the ass for their unexplainably small spread. I raised it from 5 to 10 degrees, but added more pellets to their shots.
- Arch vile: it was pathetic with only 425 health, so I raised it to 600. Also, raised the firewall damage to 40. Still, it needs a newer model, because the imp-like aspect doesn't do it justice.
- Cacodemon: doubled its health to 400 (as it should be) and increased the damage so they're more threatening than imps.
- Revenant: raised its health back to 300, and slightly increased the firepower (though I shouldn't really have, they're tough enough already!). I also need to remove the stupid missile time limit after which they dissipate (easily seen when dodging them for awhile).
- Wraith: this creep seriously needs revamping. First, its teleport looks lame and isn't really teleport (it's solid while invisible!). Second, its tactic is ridiculously ineffective. I can kill it safely using my fists, because it waits so long to raise its claw! I could first apply it the "shadow wraith" mod from the Internet, but I'll also have to see what to do with its behavior...
- Cyberdemon: the monster should really fire rockets like player's, not the original Doom 3 sacrilege of firing weaker ones! I edited that. Also make it damageable. I think he needs a companion too, he's alone as a superboss. Maybe visit RoE and turn Maledict and his three kids into regular appearances. Yeah....
I haven't touched Resurrection of Evil; maybe I should, it's more trendy that way. Generally I find the bestiary short, I should be looking on the net for custom monsters (like the shambler, baron of hell, pain elemental, arachnotron IF PUBLIC...)
What else am I missing? Does Doom 3 engine in fact have any imposed limit on entity count, either on screen or in the level? Can I make overpopulated slaughter maps with Doom 3?
Last edited by printz on 10-06-10 at 15:25
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