Jekyll Grim Payne
Mini-Member
Posts: 92
Registered: 09-07 |
Karnizero said:
Nice weapons mod. Since i like P.Killer, this mod is very interesting, although i have seven tips:
1.- I think the weapons are overpowered. It should be better you lower a bit the weapons damage.
2.- Souls never vanish. I mean, the monster's souls should vanish if not pickup after a bit time, like in real Pain Killer.
3.- Would you make a zDoom/zDaemon/SkullTag version? I have try to play the mod under zDoom, but i got a "Decorate Error: Demon1 actor already exists" error (or something simillar)
4.- The electrical attack makes the Frames per second to lower drastically. Maybe you should remove some particles or FX effects from this attack.
5.- It should be interesting to change the game FOV when the player becomes demon (pick up 67 souls) to an higher value, for example, 100 or 110.
6.- When releasing the painkiller (hand to hand weapon), that should not return to player until presing secondary attack again, hurting the monsters if they walk onto the trail (you can make this using railgun shoots from player to painkiller head position in map).
7.- Decals for Painkiller weapon when hitting a wall.
But afterall, good job. Keep your good work. :-)
Thanks. Now about tips...
1. Disagree. Perhaps weapons seem overpowered when playing original wads, but on some levels, when for a long time you have nothing but Painkiller, it's not too easy.
2. Yes, they never vanish. Doom is not Painkiller. Painkiller mostly has quite simple architechture, and many PK maps are just like big fields. But in Doom you very often can't quickly get to the place where the enemy was, sometimes can't at all. Vanishing souls annoy me extremely in PK and would annoy much more in Doom, if they vanished.
3. Doubt it. Well, I don't know what's the problem with ZDoom. Perhaps I'll try to do something about it. But not Skulltag, it's not my kind of a sourceport, I don't use it and don't work with it. If anyone wants to make Skulltag version - you're free to do it, just don't forget to mention the original author of the mod. Anyway, if I do ZDoom version, it'll be later, when I start making next version of the mod.
4. Right you are. It's because of dyn lights. Made too much of them. Will fix it in the next version.
5. That's exactly what I thought about yesterday evening. Though I'm not sure there's any way to change fov but using a console command, I wonder if I can make it through the script.
6. Well, at first I want to underline that I didn't make 'killer', I made only 'combo', which in PK has no rail at all and comes back when hitting anything. I wanted to make it come back when pressing the button, but for that I needed to change TiD of the thrown blades, and for some reason I couldn't do it though I added the command to blades spawn animation. Perhaps it's the bug of GZ 1.1.4, I guess it worked before, I don't know. If I were successful, I'd have made normal 'killer' attack with rail and anything. Also, there's another problem: till know I haven't found a way to make a projectile act differently when hitting a wall or an actor, therefore I couldn't make 'killer' which stops and stays at the wall, but comes back when hitting an enemy. Also therefore I couldn't make a normal stake which stays at the wall, but vanishes when hitting an enemy. And I still doubt if there's a way. Perhaps there is, but it's a little complicated, which I don't really like.
7. Decals? There were no decals in PK. So I didn't make them here.
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