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Posted: Wed Dec 13, 2006 22:50
by DoomRater
Oh, you'd like shotgun reloading to be interrupted? I can do that. Lemme take another crack at the DECORATE and I'll PM you the changed DECORATE code.

Posted: Wed Dec 13, 2006 23:54
by wolf00
lizard: nice piece of work, i remeber first icd lizard se,it's clasic mod for me... do you have any web page,with iclude archive of your mod"s ? thx

Posted: Thu Dec 14, 2006 1:42
by lizardcommando
http://www.geocities.com/lizardcommando/enter.html

It's been such a long time since I updated that POS site. Hehe. I don't have the idgames archive links on the site though.

Posted: Thu Dec 14, 2006 4:01
by lizardcommando
Ok, after months of hard work, I now give you guys the opportunity to beta test this thing. Just PM me and I'll email you the wad.

There are still some minor bugs in it, but I don't think they should seriously ruin the mod.

Posted: Sun Dec 17, 2006 3:15
by lizardcommando
Beta testing is in progress right now, but I've already thought of a few new things* to add in to this mod:

Dual .45 pistols: Might as well have another weapon to waste the .45 mags with, right? Plus, dual pistols rock!

9MM Pistol: It's a standard police pistol. It's a little bit weaker than the SMG, but at least it'll have a 3 round burst function.

Infantry Rifle/Sniper Rifle: It will most likely be modeled after the M1 Carbine or M14. It'll be a semi-auto 10 round long range rifle.

Flamethrower: I always liked that burning animation. Let's put it to good use by having a cool flamethrower!

Assault Shotgun: A shotgun capable of shooting full auto. It will most likely be modeled after the SPAS-12 shotgun.

Beam Sword: I dunno... My brother suggested it. I kinda want to make one, but that seems kinda too awkward for this mod. I want to save this one for the eventual Rockman Zero mod**.

I'll probably change some of the weapons stats of the current weapons in this game. Make the Akimbo SMG a bit stronger so that it won't be completely useless, lower the strength of the RPG-7 (so that it won't push alot of the enemies 30 feet across the map or something), and lower the explosionradius of the ChargeCannon's charge shot.

After these things are done, I'll do another beta test, then release it after the tweaks are done. After the weapons mod portion is released, I'll go do the full version with new enemies and helpers.

By the way, did any of you testers try this out in DM or any other multiplayer games?

*Some of these things may not end up in the game.

**Don't hold your breath for this one.

Posted: Sun Dec 17, 2006 5:21
by hitmanx
no. Why, is there something special we missed lol

Posted: Sun Dec 17, 2006 8:24
by lizardcommando
No, I'm curious if respawning works with the guns. The last time I tried playing Coop with my brother via LAN but for some reason the grenades and the armors don't respawn. I also think the Heavy Machinegun and EXAR-1 respawner doesn't work in multiplayer too.

Posted: Sun Dec 17, 2006 8:30
by Chronoteeth
Not too keen on akimbo 1911s and the beam sword/assault shotgun. Personally I think you shoud do the 9mm, flamethrower, infantry rifle, and make the center aimed guns side aimed.

Posted: Sun Dec 17, 2006 20:57
by lizardcommando
I like the center view guns. It's the only way to give it the nostalgic Doom feeling to them. :p

I'll probably add most of those guns (not the beam sword) and then let you guys try them out. If the majority says those new additions suck, I'll get rid of them.

Posted: Tue Dec 19, 2006 3:31
by lizardcommando
Geez, when I look back at what I've originally proposed, there are a few things that I said wouldn't come back from ICD-Lizard but are either going to make a return in some ways or they already are in the mod.

Molotov Cocktails, Glock (it'll be called a 9MM pistol from now on), and the Sniper Rifle (it's more like an Infantry Rifle similar to the M1 Carbine or M14).

Hehe, so here's the future weapon order:

1.Combat Knife
Katana

2..45 Pistol
.357Magnum
*9MM Pistol
*Dual .45 Pistols

3.Combat Shotgun
HandCannon
*Assault Shotgun

4.SMG
Akimbo SMGs

5.Hand Grenades
Molotov Cocktails

6.EXAR-1
Infantry Rifle

7.Heavy Machinegun
RPG-7

8.FlameThrower
ChargeCannon

I'm trying to limit the amount of stuff in each thing, but it's kinda hard to decide which thing to get rid of.

*These weapons may not make an appearance in the final version.

Posted: Tue Dec 19, 2006 3:33
by Chronoteeth
Well you have 2 extra keys, just remember.

Posted: Tue Dec 19, 2006 3:41
by lizardcommando
Hmm... maybe I can add the 9MM pistol and Assault Shotgun to number 9... but then that would be kinda weird. Perhaps put those two guns in Slot 3 and then move the rest of the stuff up one number...

Posted: Tue Dec 19, 2006 4:37
by wildweasel
Perhaps that'd be the best solution.

Posted: Tue Dec 19, 2006 4:38
by Chronoteeth
Or you could do like stranger, and put the canned guns on key 0.

Posted: Tue Dec 19, 2006 4:57
by lizardcommando
Oh yeah, that's right. I was actually thinking of doing that.