Armolitskiy Posted September 28, 2019 (edited) I'm currently creating my mod. And I asked myself, do I need to add recoil to my mod? I want to find out from you whether you like it or not. Edited September 28, 2019 by Armolitskiy 1 Share this post Link to post
TheNoob_Gamer Posted September 28, 2019 Poll should have had the option "depend on source ports/type of your mods", really. 0 Share this post Link to post
Armolitskiy Posted September 28, 2019 10 minutes ago, TheNoob_Gamer said: Poll should have had the option "depend on source ports/type of your mods", really. I do not understand you. What would it look like? 0 Share this post Link to post
TheNoob_Gamer Posted September 28, 2019 20 minutes ago, Armolitskiy said: I do not understand you. What would it look like? Spoiler Like, what type of mod? Is it a map or a gameplay mod? If it's a gameplay mod, what type of weaponry would be in the mod? Realistic, futurisitic-themed or ancient-themed weapons? 0 Share this post Link to post
Karl515 Posted September 28, 2019 Well may I suggest that you add an option to tweak that aspect of your mod? Because some people may like it but others may not. 1 Share this post Link to post
Armolitskiy Posted September 28, 2019 (edited) 2 hours ago, TheNoob_Gamer said: Reveal hidden contents Like, what type of mod? Is it a map or a gameplay mod? If it's a gameplay mod, what type of weaponry would be in the mod? Realistic, futurisitic-themed or ancient-themed weapons? My mod is quite simple. This is a compilation from several of my resources and from the resources of the website realm667. But I’m editing some sprites of the doom2 game and scripts of weapons and monsters that I took from the website realm667. The goal is to preserve the gameplay of the original game, but at the same time add more content and slightly improve the vanilla stuff. I do not use crazy weapons and crazy monsters. 0 Share this post Link to post
Armolitskiy Posted September 28, 2019 2 hours ago, Karl515 said: Well may I suggest that you add an option to tweak that aspect of your mod? Because some people may like it but others may not. Maybe I will do it, but I promise nothing. 0 Share this post Link to post
Necron 99 Posted September 28, 2019 Recoil is fine in moderation, but there's certain things that bug me when modders do it. 1. When the recoil physically moves the character. This is ok if it makes sense for the weapon (i.e. a huge laser cannon) but otherwise it's just annoying. 2. When the recoil resets your view for you, like the Quake 2 machine gun. This is annoying because I'm already altering my view to compensate for the recoil, but when I'm done firing I end up pointing at my feet. 3. When the recoil makes the weapon actively unfun and difficult to fire. A low damage, semi auto weapon, should not be forcing me to fire at the ceiling after firing it more than twice. The recoil should facilitate how the gun is supposed to be used. That's my 2 cents, anyways. Other people may feel different, but at the end of the day, I just reccomend making CVAR that lets people disable or tweak recoil, because, for me at least, bad recoil can ruin a mod. 2 Share this post Link to post