Jekyll Grim Payne
Thanks for the detailed feedback!
Platinum Shell said:
Oh boy, one of my first (and favorite) mods getting a new release? Well sweet. Is the Mancubus going to go with normal red blood like the rest of the monsters or are you planning on making his dark like it kind of already is (in wall decals anyway?) Regarding your questions, it seems a lot of them would be great as toggleable options like how Modes of Destruction handles it. Anyway:
I'm not really for or against faster weapon switch, but I think I lean a little bit more towards vanilla speeds.
I like the speeds BD (heh, most people probably associate BD with Brutal Doom but to me it was always Beautiful Doom) had, but I feel that as polished and "complete" as 5.3 is, changes that are closer to vanilla seem like a good change, especially with a fresher coat of paint for BD. So I'd have to say vanilla fire rate.
Fist silent until it connects with something punchable (wall, monster, etc) sounds ideal.
SSG and Chaingun alt attacks, hmm...to be quite honest, I'd leave them in the old 5.3 and not in the new. They're great in their own right but they did wind up becoming a little OP to use, namely the chaingun. Vanilla again for this one.
Totally fine with you keeping in the alt PR sprite. I'm guessing it's the same one from 5.3?
Regarding decorations...didn't 5.3 have all decorations block hitscan attacks or was that only for destructible ones that weren't fully destroyed? Either way, I'd like to see some consistency in behavior, so both the idea of non-interact-able ones that function like they do in vanilla and the idea of destructible ones (hopefully more types to destruct as well) that 100% block both hitscans and projectiles, are solid concepts. I'd be fine seeing either.
Blurspheres in BD were pretty great to be honest, though I agree that they did last quite long for how good they are. Instead of 60 or 30 seconds...why not meet in the middle with 45?
Whatever you wind up doing with the mod is still probably going to be something I greatly enjoy, it's just cool seeing a resurgence in this project. Kudos man!
I'm strongly leaning towards returning all weapon values to vanilla, except I really like the idea of Fist being silent unless hitting something. It seems logical and I don't think it'd break the gameplay. Although I have seen a great speedrun of Deus Vult where the player actually used the fist to alert monsters and make them spawn in the area more quickly. But I think it's such a specific case that I could forget about it.
I really like SSG and Chaingun attacks. Actually, I'm not the only one, because some time around version 3.5 I actually removed them and I got some messages requesting to get them back; at the same time I got no messages requesting to remove them. I'm guessing people who didn't like them simply didn't use them. I think that maybe I should keep them but add a special ACS toggle function that would turn them on and off (like I have functions for blood, gibbing, etc.). Hopefully that would satisfy everyone.
In fact, maybe it's a good idea to stick all mild alternatives I have -- silent fist, alt.attacks, alternative Plasma rifle sprite -- to that function. Just one little key stroke at any time, and you get those options. Press again, and it goes back to vanilla looks entirely. It would be off by default of course, to appease purists.
Almost all shootable decorations block hitscan and projectiles in BD. Those that can be killed stop blocking bulelts after they're dead (quite reasonable that a thin empty pole doesn't block bullets after the impaled body is destroyed). I'm thinking that there is one option that would be perfect:
1. Make behavior like original (hitscans pass, projectiles don't), but keep the destructive animations (they would be activated by projectiles, giving nice effects yet keeping fully original behavior),
2. But in addition to that also make a key that would allow to toggle the hitscan interaction: if it's on, bullets will hit decorations; if it's off, they won't.
Blurspheres actually work for 40 seconds in Beautiful Doom, and I think it's too much. 30 seconds of effective Invisibility is actually than enough to slip through many fights.
Last edited by Jekyll Grim Payne on May 19 2015 at 17:52