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ElMagnifico

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About ElMagnifico

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    Warming Up
  1. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Thank you for your feedback Glaice, Gustavo6046, and especially Fonze for your detailed reply. I've got quite a few ideas about how to improve this mod now. Unfortunately real life demands will prevent me from acting on them immediately. Nevertheless I intend to revisit this mod in the future, and hopefully people will enjoy it more then :).
  2. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Just an update. I have tried removing weapon aiming, reducing recoil, and increasing player mobility across the board. After making these changes guns like the shotgun and chaingun have become way too OP. Using them you can clear rooms with the greatest of ease. Clearly this isn't balanced. If anyone's interested I can send you a copy to show you what I mean. Anyway, I haven't had a lot of time to work on the mod recently, and I don't know how to improve it further. Feedback welcome.
  3. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    @scifista42: That's okay. :) @SavageCorona: Thanks for the tip. Could you tell me a bit more about what you'd like to see added/changed about the recoil? My code implements viewkick properly, there's not many ways it can be done after all. I could add gunkick to the weapons, but since they'd be no animation it'd be just like adding a spread factor to the weapons fire :p. Of course changing the recoil constants for each weapon is trivial, if that would do. BTW, I based the recoil system of the information in this video. That's how I handle viewkick, but I don't do gunkick atm.
  4. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Thank you for your feedback scifista42 :). And sorry, I didn't mean to come across as if I was blaming people. However I disagree with what you say about "harder to use = less fun and more annoying to use". The weapon itself is much more powerful now, and the recoil increases the skill necessary to use it. I believe this creates a satisfying sort of difficulty. It gives the weapon some unique character; the shotguns have the worsed recoil but are absolutely devastating in the right hands. In any case I can see that most people don't like the recoil as it is, so I will be revisiting it soon. Does anyone have an opinion on how to maintain weapon balance? I don't want this to become a power fantasy mod, or to go back to the defaults where Doomguy can shrug off a Chaingun to the face :p.
  5. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    You'd be surprised, I did some testing with friends and it turns out just having your aim lost temporarily makes the gun harder to use, even though it corrects itself. I believe this is because it prevents you from tracking the opponent whilst moving. In other words you need to get a new clean shot each time. However if I reduce recoil this will also be moot.
  6. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Thank you SavageCorona :). I thought the Chaingun was too OP for how easy it is to find and get ammo for. Thus I balanced it with recoil. Moving increases weapon recoil; crouching and aiming reduce it. So I had expected people to use it whilst staying in one place, crouching and aiming, which makes the recoil manageable. The plasma rifle is a much more portable automatic weapon, but it and it's ammo are much rarer. This is of course moot now since it looks like I will need to reduce recoil on all weapons anyway. Only problem is this will mess with weapon balance :p.
  7. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Thank you for your feedback. I am not of the opinion that a mechanic is bad just because it is found in other games; even games which are unpopular or poorly thought of. As it happens I have never played Counter Strike or Call of Duty. However if other people agree with you then I will gladly remove those mechanics from the mod. I am concerned that such a move would leave my mod notably lacking in unique features. Perhaps turning these mechanics down without removing them might be a better move?
  8. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    I'm happy that you tried it, and am sorry you didn't like it, but rather than wishing ill could you tell me what would improve the mod for you?
  9. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Thanks for trying it out. :) BTW, what made you motion sick? Was it the recoil? the zoom? both? something else?
  10. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Yeah. As a matter of fact my favourite weapon changes were to the BFG10k and Railgun, both of which you won't see unless you play the Skulltag version.
  11. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    You may have to elaborate I'm afraid. After not being hurt for a few seconds the player will regenerate their health back up to not being wounded (30%). Thus it would only "screw over finishing levels" if you both have to move quickly and tank fire at the same time. With the increased damage monsters deal tanking fire just isn't an option anyway. Does this help? Those monsters are from Skulltag, see this link. They only appear in the Skulltag compatible version of this mod, which is included in the same archive.
  12. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    No sorry. I'd like to support them but I've had to make use of some Zandronum specific features to get things working. That and setting "APROP_Speed" on ZDoom and GZDoom seems to be broken as it also affects weapon fire rate. This isn't the case on Zandronum.
  13. ElMagnifico

    Combat Redux (version 1.0.0 released!)

    Unfortunately not. The only sensible body part to get bonus damage against would be the eye. However getting a hitbox floating around just the eye would be hard to do. Given that they are floating heads I decided to leave them out. The headshot-able monsters are: Any Player; Zombie Men; Shotgun Guys; SuperShotgun Guys; Chaingun Guys; Imps; Dark Imps; Baron Of Hells; Hell Knights; Belphegors; Revenants; Mancubi; Hectebi; Archviles; Cyberdemons; and The WolfensteinSSs.
  14. Description Hello everyone, I have made this mod to make Doom more realistic and enjoyable. Only using scripts it has a very small file size. Even so the changes are far reaching and (I hope) innovative, as listed below. I have tried to strike a balance that is both difficult and fun, please let me know if I have succeeded. The main features of this mod are as follows. It is now possible to headshot most monsters and the player, even in multiplayer. Headshots apply a multiplier to damage rather than dealing some preset amount. Several guns in the game have had their behaviour changed for balance, fun, and to make them more unique. All guns now have proper viewkick based recoil, in other words not just a series of preset pitch adjustments. Weapons can now be aimed to reduce recoil, and will also apply a weapon specific zoom. Crouching also reduces recoil somewhat. The player's mobility (speed and jumping ability) is affected by the current weapon. All weapons and monsters have had the damage they deal increased. Explosions are larger. Armor is now more effective to make up for this, but not to the point of negating the increased damage. Ammo availability has been reduced to help balance the increased damage. However if you are very low on shells or bullets then you will get a few extra the next time you pick some up. This is to prevent ammo starvation on difficult third party maps. You must still be accurate, wasting ammo is not an option :p. When a player's health goes below 30% they cannot run or jump. This is meant to simulate being wounded. After a short time without getting hurt the player will regenerate their health back up to 30%, restoring mobility. This is not game-breaking because of the increased damage monsters deal. Monsters are faster, and have had some behaviour changes. If using the Skulltag version of this mod then their is a 1/6 chance that any ordinary monster with a Skulltag cousin will be upgraded to that cousin, for example Imp -> Dark Imp. Cacodemons can be upgraded twice into an Abaddon, this happens 1/36 of the time. Many other little changes. Compatibility and Running This mod requires Zandronum v2.0 or higher to run. AFAIK this mod will work with all game modes and third party maps. Obviously it will not work with mods that heavily change weapons, items, or monsters. Aesthetic only mods should work fine. Download Combat Redux (version 1.0.0) Skulltag add-ons for Zandronum (Optional) Difficulty Warning Playing with this mod on I'm Too Young to Die is about equivalent to playing vanilla doom on Ultra-Violence, possibly a little tougher still. Armor is essential, try to get some ASAP. Also in most situations you cannot run into a room guns blazing, you will be destroyed. A little strategy is required. Please bear this in mind :). Feedback I'm happy to hear any suggestions you might have about improving this mod. Please bear in mind that I don't have the ability to create new graphics, sfx, etc... so new feature will likely have to rely on scripts.
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