I appreciate the feedback on the sky guys. I really wasn't sure what else to do with it. I did try to add some E1~ish mountains, but I ran into pretty much the exact same problem of them harshly contrasting against the really strong blues. I'll try out greyscaling the greens and see how that looks, but if it doesn't work out, I'll just stick with the normal greens :)
I had forgotten that Huy added that akimbo Pistol in DVII. My intentions are pretty much the same as his though, I believe. I do agree with you that buffing the Pistol's behavior, so long as it is still sub-Chaingun levels, shouldn't hurt the overall gameplay ecosystem. The Pistol always felt very awkward and too underpowered (the Doom 64 pistol being a slight exception...though I think it just has better aesthetics with pretty much the same behavior). The only thing is that I don't really have any control over the accuracy of the gun, barring the first shot. I don't know how it works, but it will start to apply spread if you hold down the fire key, just like the Chaingun does (might have something to do with hitscan and Refire? Is there any way around that in dehacked?). But if you use it like many players use the Chaingun for sniping...that is, controlled bursts for pinpoint accuracy, then it is pretty good at sniping low-level monsters. I have considered removing the Refire codepointer though, and making it more like a semi-automatic weapon (which might force accuracy, but I haven't tested it...and it would require a fire key press every time).
Demon of the Well said:
If the architecture in Vela Pax is going to be as gargantuan in scale/scope as it looks (and as I feverishly hope), a hitscan weapon with a decent rate of fire and a relatively high degree of accuracy (with the trigger fully depressed, in contrast to the 'stutter' technique I'm sure we all use a lot for the chaingun) at range will probably fit right in, anyway, and shouldn't change the classic weapon pecking order as long as its damage output isn't too high. Oh, and I say that as a player who generally prefers the traditional weapon/monster behavior to a lot of quirky rebalanced stuff.
By the way Demon of the Well, I really appreciate your detailed response!
I'll have to look at it again, but I'm fairly certain that it has more to do with the short ramp-up to the light blues/white in the blue range. That has actually been the bane of my attempts to create the MAP01 sky. I guess I could tweak the blue range, but I was hoping to avoid touching the palette if possible. All that said, yea I do think there should be a bit less contrast between the blues and the whites.
he only thing I'd reproach to the first version is how sharp the contrast is between the blues and the whites in the sky; which also make it look like there was more color depth there which was lost.
Last edited by Mechadon on Feb 22 2013 at 04:15