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About Mr.BP-D [CBG]
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What small tweaks to Doom's gameplay would you have suggested to id?
Mr.BP-D [CBG] replied to janiform's topic in Doom General Discussion
Well, maybe not towards the original release, but slight changes to DOOM II gameplay wise...hmmm. I'll try to be "realistic" in terms of Processing power, Time Constraints, etc. Zombiemen have a 5-10% chance of dropping a rifle. Rifle can be toggled like the shotguns, but is paired with the Pistol. Operates like a burst fire Battle Rifle (4 rapid fire shots with the usual spread). Sorry speedrunners (I used to be a UV-Max runner long ago). Maybe add a disable option for this kinda thing. To offset the pistol have it be 3x more powerful per shot, slower fire rate, and 100% accurate. New Computer/Visor/Goggle pickup in most maps that adds Kills/Items/Secrets info to the HUD. Baron's of Hell have lowered pain chance, and after every pain state, they fire like the Belphegor from Skulltag (Think of a Cyberdemon volley, but with Baron Plasma.). Increased weapon switch speed (this can be done via DEHACKED in two ways, and after implementing it, it kinda spoils you.). Doesn't apply towards BFG9000 or SSG. Questionable decision there. 5-10% chance of enemies firing as if player has partial invisibility (I know this is kind of a shaky proposition.). Lost Souls have 70HP. Archviles now have horns like the Diabolist, 500 more HP, move 2 units faster, and have a 5 point increased chance of flinching. Imps have 2 variants and are implemented like a randomizer so no changes have to happen in a Map Editor. 1st variant is the original, and the 2nd is a beefier, slower Imp. Operates like the -fast parameter is always active. Spectre Demons now have no sound, while using the fuzz effect instead of bleed effect when shot. Revenants now shoot 2 small Rev Missiles instead of just one. Missiles have static DMG output, but have an RNG variance on speed. Basically if both connect they'll do a max of 50 DMG. 100 HP increase, and move 2 units faster. Chaingunners......Hmmm...I wanna be evil, and increase their health by 125 points, lowered pain chance, but a longer face target time to offset this. Yeah, I'ma be evil. Gibbing monsters simply requires the player to deal 120 points of overkill damage instead of having to do more damage than their starting HP. Armor/HP bonuses grant 2 points Chaingun has 2.5x the firing rate, but has "cool down" frames which makes tapping impossible. Cacodemons have noticeably reduced pain chance, and after flinching do a charge like a Lost Soul, but inflict more damage. Something I did in WhackED4 before, but somehow made them home in on you. Pain Elementals always attempt to keep a certain distance from the player, and can throw Caco fireballs along with Lost Souls (Yeah, I'm kinda evil). I think that's more than enough, and reading it back, probably wouldn't have made deadline or could potentially lag older systems? -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] replied to Mr.BP-D [CBG]'s topic in Map Releases & Development
He's really meant to be broken if you really try to fight him up front, and running away from him sometimes isn't an option with how fast he moves. Overall I'd say you're correct that's he's more of an endurance Boss since he'll litter the map with minions if you keep fighting him or they trigger his pain states. Shadow, Hammerhead, and Mr. Grimm won't have the male scream on purpose. I like the mix of TM2 & DOOM sfx, and the Boss technically has his own personal explosion sound synced with his death animation. I suppose Twister isn't broken since you haven't complained about her. Please excuse the late reply, I've been burnt out lately and I'm kinda getting sick of this project. Well, how did you enjoy it? UPDATE (Most likely final as well until I put together a proper readme with credits): -Twister is barely slower now, has ever so slightly less HP, and more likely to shoot at you (not by much though) -Hammerhead Demon Mech now shoots fire missiles, more HP, and less likely to freeze you -Antarctica has a few less Sweet Tooth heads If anyone who's played has any other criticisms regarding balance I'm all ears/eyes since I'm hoping this will be the final update and I tested this for any softlocks. I don't plan on adding any difficulty settings so I suppose the best I could do is make separate .bex files that tone some things down if necessary. -
when a group of monsters are killed
Mr.BP-D [CBG] replied to archie-vile's question in Editing Questions
I highly recommend looking into what Caffeine suggested and yes it will require scripting (as he gave you the script). Since you're running GZDOOM UDMF my suggestion is as bootleg as you can get. I know nothing of ACS scripting, but there's plenty of tutorials on the internet that can help you implement the code mentioned above. Pretty sure this can be done in Ultimate DOOM Builder but don't quote me on that. -
when a group of monsters are killed
Mr.BP-D [CBG] replied to archie-vile's question in Editing Questions
Only if OP wants to use other enemies for this kinda thing. -
when a group of monsters are killed
Mr.BP-D [CBG] replied to archie-vile's question in Editing Questions
It's probably best to have this in editing questions, but there's definitely a way to do something similar to what you're asking only with UMAPINFO and a dehacked file (Not sure you want that). Personally I'd make a video for you, but I'd rather hold off on that until this is reposted in the proper forum section and also figure out what Source Port you're targeting. -
I've encountered this weird ass bug while working on a DeHackEd mod.
Mr.BP-D [CBG] replied to Z0RGUSSY's topic in Doom Editing Help
What was the issue? Sounds like you had too many states active at once which causes some form of overflow. -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] replied to Mr.BP-D [CBG]'s topic in Map Releases & Development
Fixed all of that. The exit door for the voodoo doll was open so you just get killed by something...oops. Yeah, she's "weak" HP wise compared to the other TM2 demons, but I think she might be borderline broken in crowds. Fixed. Issue with fake ceiling and floor tags. Thank you very much for your criticisms and tests Captain! Thank you kindly. At first when I started this with the limitations I was working with, I didn't think much of this was possible, but fooling around in WhackED4 for hours on ends finally got me some neat results. Hopefully the gameplay and map layouts were good and balanced, but I still question that till this day. Twisted Metal 2's AI were broken and brutal so I thought of following tradition somewhat. UPDATE: Dark Tooth Boss is now available to fight after you beat Hong Kong, and everything SHOULD work. He has two phases, and they're both separate levels, but I'll let you the player figure that out. Title Screen update (nothing remotely special) End Screen update (again nothing remotely special) More enemies added to Hong Kong -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] replied to Mr.BP-D [CBG]'s topic in Map Releases & Development
New TM2 Enemy: Twister (Not sure if she's broken or not in conjunction with the other enemies. High priority target) She moves very quick, and will pin you in melee range and deal damage. Changes in recent update [3/2/2024]: -All maps force pistol start (Ammo, and HP has been adjusted to compensate). -Added secret area to Antarctica & fixed the texture for the island teleporter. -Added a new enemy, Twister. A fast moving female zombie that holds player in place at melee range and damages him/her (Weak compared to TM2 Enemy Roster). -Paris rooftops now have arrow indicators for the teleport gimmick. -Holland's play area is slightly bigger. More enemies, overall extremely difficult map if you don't play it right. Slightly moved some weapons around and added ammo/HP. -Hong Kong has more enemies, HP, and ammo. -Dark Tooth is now a boss. Second phase after his death is incomplete. -Thumper's Flame Thrower is more like the Vanilla Plasma Rifle. Updated Download Link in the description. -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] replied to Mr.BP-D [CBG]'s topic in Map Releases & Development
I'm assuming that means New York is fine? Turned the glacier into a secret with health and ammo. Will fix the water not killing you if you're too close to the wall (It's actually thousands of "things" that just permanently explode so if you place too many, the game starts to lag). Texture is fixed! Well it's now harder with almost 1000 enemies. Added ammo and HP to compensate, but I did balance these maps around 1 life so I'm not sure if saving frequently breaks the maps or not, and since I somewhat struggled to do these maps deathless at times, I'm actually concerned if they're just broken or brutal. Baron issue is fixed! Added more enemies (total count is around 1200), and fixed the key and tunnel issue somewhat by having both keys visible in the temple and elevated. In regards to the Whares I have no desire to do anything there as it does what I need it too without breaking things in regards to the enemies. Dark Tooth as a boss is now implemented if you'd like to give him a shot. Be warned, he's purposely broken, fast, permanently explodes, spawns enemies, can shoot almost every weapon, and can instakill the player in melee range. If you decide to fight him let me know if he's bulls**t or not. -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] replied to Mr.BP-D [CBG]'s topic in Map Releases & Development
Both enemies now reset themselves after attacking so they're less likely to freeze you across the map, and the freeze flame has a slightly bigger radius making certain projectiles nullified since they'll hit the flame before the player. It's meant to be frustrating/slightly broken. The freeze flame is the Archvile's flame, but is now an object so it's a line of sight gimmick. In regards to the Spectre Missiles I had to make them shootable/killable otherwise they'd be complete BS, somewhat like the Ricochet Bombs since you can't shoot them. Minion's fight had to be made the way it is, otherwise once you collect all the Sweet Tooth heads and get all the weapons/ammo he's essentially nuked. I'm assuming him teleporting everywhere doesn't help, but that's intentional since he only shows up once. I toned down a few of the rosters HP values. The bats are now extremely weak, although I'm not sure if the HP values are nerfed enough since I wanted the TM2 roster to hold their ground more than other enemies. Fixed being able to get flung out of bounds on LA, and I've included markers on the ground on the Rooftops of Paris (let me know if that gets the point across) In regards to Dark Tooth there will be a text screen and a rematch. His rematch version will be altered instead of just being a clone fight. I'll definitely ping you once he's implemented on the final MAPS since he pretty much will have his own map (It's still Hong Kong). Thank you for the in-depth reply. Would love to see some live gameplay footage though (any takers?) -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] replied to Mr.BP-D [CBG]'s topic in Map Releases & Development
The issue with Moscow looping is a UMAPINFO issue on my part. Will be fixed. I'll look into making some of the enemies less tanky. I did want the TM2 cast enemies to have the highest health pools, but got carried away with some of the other monsters. There is no difficulty setting so if you pick easy you just get 2x the ammo, and take less damage. What I thought of doing was making extra .bex files so people could load them at will to change the enemy difficulty on the fly. Unfortunately I can no longer open the .bex file for some reason an edit it which is very concerning so I might have to redo all of this to make final changes. I'll definitely think about changing the Freeze Zombie though by lowering his pain chance since that's what causes him to freeze the player, or it might be possible to reduce the radius of the freeze flame which allows the player to run fast enough to not get caught. In regards to a Twister enemy the SFX just wouldn't work, but the idea of something like a fast moving blue grounded Lost Soul that does a whole bunch of weak melee attacks could work. EDIT: His pain chance is lower, and he resets after all his attacks so it's much harder for him to freeze you across the map. Hong Kong is the most brutal, and longest arena in the game that took me 30minutes to beat 100% Appreciate the support and comments on YT, and supporting this project. -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] replied to Mr.BP-D [CBG]'s topic in Map Releases & Development
No, they're, in most cases necessary to progress. In the levels there are bars with the clown head graphics on them, and they won't lower until you find all the heads. I may have placed one too many in certain levels, and created questionable switch decisions to prevent the player from just gunning for the keys and exit as soon as possible. These are BOOM format so all the scripting, and such aren't used here as I wanted something that felt close enough to Vanilla DOOM with less limitations and a few extra features. I should add a tutorial level right in the beginning where it shows what happens when you collect the heads, and even make a readme with UMAPINFO after beating said tutoial level. -
Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)
Mr.BP-D [CBG] posted a topic in Map Releases & Development
For some bizarre reason this has yet to be done even though both games came out in the mid 90's and were hits during their generation. After doing deathless runs of Twisted Metal 2 on Hard Difficulty, and finding an SFX pack I decided to revisit DOOM, but instead put together a map pack, and an extensive DEhacked file to tie in both games the best I could along with the level design and OST from Twisted Metal 2 (Not sure what the copyright here is although they're lower quality .ogg files so it shouldn't be a big deal). Basically collect all the Sweet Tooth heads scattered around the Arenas, while staying alive, pressing switches, getting keys, and shooting Demons. This is mainly designed for fans of Twisted Metal 2 since that's considered one of the best entries in the franchise and the one I played the most right next to TM4. I desperately need testers! Whether it's demo files, or video recordings, or even just posts...I really need 'em before I finalize everything for an official release. I've made sure every single map is beatable without dying although good luck with that since I had a very hard time myself doing that, and that all exits work. Softlocks shouldn't be possible at all, and everything should be killable for UV-Max play. Built and tested with Pistol-Start, but if you want to run through it continuously that works as well since the original game allowed that in Tournament Mode. I'm an ass since I forced pistol starts on every map for devious reasons. Source Ports: -Prboom-Plus (UMAPINFO Edition) *tested cl9 -DSDA-DOOM *tested cl9 -Any sourceport that supports UMAPINFO Gameplay: -Difficult/Tough -Slaughter-ish (Final MAP, Hong Kong, contains over 900 enemies) *Average enemy count per map is around 360 I suppose* -Arena Style Gameplay (If you've never played Twisted Metal that's just how the maps are) -Extensive DEhacked work (Weapon changes, enemies overtly changed, ammo and HP/Armor values heavily changed) -1-3hour playtime unless you die a lot and don't want to save, ever. (I made sure I could complete the maps without dying, but that was even brutal for me in some cases) -MUST Collect Sweet Tooth Heads in the levels to win (They look like <-----) Meet some of the Roster: Mr. Grimmp (Mr. Grimm) Shoots fire missiles, and will throw his reaper skull after his pain state. Outlaw 2 Zombie (Outlaw 2) Shoots a set of missiles, and sometimes idles. Will launch you in the air while firing an assault of shotgun shots. Janky Rico Bomb (Ricochet Bombs) These bastards roll or bounce around and perpetually charge like a Lost Soul would after touching a wall or item. Good luck dodging! Shadow Afrit (Shadow) Spams homing missiles, and will launch a noclip slow Black Lost Soul that will always damage anything within its radius before exploding. Spectre Missile (Spectre) Basically a noclip bizarre missile that can be shot. Skull Tooth (Sweet Tooth) This lanky prick laughs his ass off while firing Pink Ghouls at you that operate like aggressive Lost Souls. Occasionally shoots homing missiles. Warthog Zombie (Warthog) Toughest enemy on the block. Won't go down easy and replaces the Mancubus in terms of behavior. Slow, hits hard, and doesn't die easily. Soul Charger (Grasshopper) A souped up Lost Soul with extreme mass, and a hard hitting head bang "yeehaa" special. Hammerhead Demon Mech (Hammerhead) Literally does what a Demon does, but much tougher, faster, will shoot fire missiles as he closes in on you and will freeze you if you send it into a pain state. Aracnorb (Lightning Spawner) Only shows up on maps that have the lightning pick-up, and will spawn enemies if sent into a pain state. Uses the lightning SFX. Twister Zombie (Twister) Moves very fast, and will grab the player at "melee" range doing gradual damage over 3-4 seconds. Extremely high priority target in crowds. Cyberdemon (MINION) He teleports everywhere, and fires a barrage of projectiles at you. Will freeze you after a pain state, and stomp blasts you. Overlord (DARK TOOTH) Good luck dealing with this round buffoon. Moves as fast as the player, shoots almost every weapon, will damage you if you're near him, spawns enemies and REALLY wants you dead. You'll meet the rest of the enemies in-game... Weapons: The Straight Shooter (Rapid fire rifle with no spread) Combat Shotgun (Automatic shotgun. Pump reloads when player releases trigger) The Double Barrel (Basically a faster firing SSG that doesn't need to reload) Scattergun (Rapid firing shotgun essentially) Power Missile Launcher (It's just a Rocket Launcher) Thumper's Demon Torcher (Expends 20cells per scorch. Operates like a Flamethrower) Axel's Shockwave Cannon (Unlike the BFG there's no projectile, but like the BFG you have tracers. x2 in fact!) Screenshots: Los Angeles: Quake Zone Rumble Moscow: Suicide Slide Paris: Monumental Disaster Amazonia: Fire Walk New York: The Big Leap Antarctica: The Slip Zone Holland: Field of Screams Hong Kong: Hong Kong Krunch > > Download < < It's mediafire. UPDATED [3/17/2024] 12AM Eastern US Time: -All maps force pistol start (Ammo, and HP has been adjusted to compensate). -Added secret area to Antarctica & fixed the texture for the island teleporter. -Added a new enemy, Twister. A fast moving female zombie that holds player in place at melee range and damages him/her (Weak compared to TM2 Enemy Roster). -Paris rooftops now have arrow indicators for the teleport gimmick. -Holland's play area is slightly bigger. More enemies, overall extremely difficult map if you don't play it right. Slightly moved some weapons around and added ammo/HP. -Hong Kong has more enemies, HP, and ammo. -Dark Tooth is now a boss. Second phase after his death is now complete! -Slightly lower HP pool for certain enemies. -Mr. Freezerburn & Hammerhead reset after all attacks and lower pain chance, making him less likely to freeze player across the map. -Outlaw 2 Zombie more prone to attack. -Freeze Flame has a slightly larger radius making the player immune to many projectiles while frozen. -Added more healthpacks on Antarctica: The Slip Zone. -Thumper's Flame Thrower is more like the Vanilla Plasma Rifle -Fixed some minor things on Holland -Added more enemies for Hong Kong -Twister is barely slower now, has ever so slightly less HP, and more likely to shoot at you (not by much though) -Hammerhead Demon Mech now shoots fire missiles, more HP, and less likely to freeze you -Antarctica has a few less Sweet Tooth heads -
Doom's design "language" trends
Mr.BP-D [CBG] replied to DiavoJinx's topic in Doom General Discussion
If a light source is blinking while any other light source in that area isn't and they're all structured similarly, then you most likely came across a secret. OR, a devious mapper might just kill you for thinking "ah, the flickering/pulsing light area might indicate a secret. Let me go press it". -
Does anyone else kinda hate RNG in Doom?
Mr.BP-D [CBG] replied to Logamuffin's topic in Doom General Discussion
How would they be patterns if they're all values in a random table? I'm no programmer or coder. They'd be different sides of the RNG Dice Roll. Maybe I didn't explain that correctly, or I'm not understand how this stuff works. I haven't noticed that, but that's really just me (in regard to single monster movement vs crowds) I used to do UV-Fast runs and I kinda liked that it was a pseudo nerf to RNG since as you said, they're more prone to be like turrets. This would be one of the best things if there was something we could add to Vanilla DOOM if we had a time machine since I'd assume it'd be easy to implement...or not.