Captain Red Posted November 12, 2005 I weapon mod I've been working on over the last week or so. sort of a realism mod, has weapons and enemies mentioned in the doom bible. The idea being to keep a doomy feel (or what I consider a doomy feeling) http://rapidshare.de/files/7423618/DoomWBO.zip.html Have fun, report any bugs/serggestions. 0 Share this post Link to post
Belial Posted November 12, 2005 The chaingunner's attack is way too strong. The shotgun acts weird if you keep the attack key pressed after it runs out of ammo. Edit: Giving the bfg ball radius damage is just bullshit. 0 Share this post Link to post
Captain Red Posted November 12, 2005 the shotgun bug is a nessacry evil if you want to be able to fire mid reload. I'm working on the chaingunner thing. and as for the bfg, well... suck it up :P (if you need to dipatch something at close range swich firing modes) 0 Share this post Link to post
Belial Posted November 12, 2005 Empty casings stay in mid-air when the floor under them lowers. The monsters are no longer properly deaf. Replacing megaspheres and invuls with weapons is bullshit as well. :P Edit: After going through the first 10 maps of Doom 2 I can say that this mod made the game boring for me. I think going for 'realism' requires maps designed specifically for this mod. 0 Share this post Link to post
Captain Red Posted November 12, 2005 Belial said: I think going for 'realism' requires maps designed specifically for this mod. funny you should say that, it was at one point going to be a fully fleged PC with doom1 style epersodes each with about 6 maps linked with a hexen\metroid style hub (epersode 1 was on "Tei Tenga" recarch facility, epersode 2 in hell, and epersode 3 on hell spawn ravaged earth). each epersode had different of weapons, enemies, and bosses, and you'd have to really look around to get\meet all the weapons\enemies. PSX sounds and music. basiclly stuff from every doom verson that I thought was worth while (including doom 3). Alas, ACS frightens and confuses me. and I'm only a so-so mapper, so the chances of that project ever seeing the light of day are slim. :( 0 Share this post Link to post
Captain Red Posted November 12, 2005 Belial said: Replacing megaspheres and invuls with weapons is bullshit as well. :P Ah, but you DON'T miss the blursphere... *adjusts mod accordlingly. 0 Share this post Link to post
DooMknight Posted November 12, 2005 I love the weapons mods, and your mod is incredible, more detail and good code! Im impressed when I see the blue blood of cacodemon, the water splashses or the excelents weapons. But I have one suggestion, the machinegun have a poor sprite, implement a machinegun is a very good idea, but you should change the sprite sequence. If you want I can help you with the machinegun sprites. I can made new ones for you and your fantastic mod. My email: doomknight87@!nospam!gmail.com [remove !nospam!] Good work ;), I really feel DooM with this mod 0 Share this post Link to post
Chrono_T Posted November 12, 2005 Actually it says they are more like a machine pistol then a machine gun. 0 Share this post Link to post
Captain Red Posted November 13, 2005 UPDATE! *dropped the dark claw (It may return if I can think of a better attack for it) *Rearranged weapons so you can still get the megasphear Invunablailtysphear. *Moved Lord of Heresy *Added new badguy *fixed Baron of hell so that you can still finish Knee Deep in the Dead *Powered down the Commando (for some reason He was Super Accurate) http://rapidshare.de/files/7556116/DoomWBO.zip.html 0 Share this post Link to post