Armory Resource WAD
Moderator: wildweasel
-
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
Weapons that are THAT overpowered probably will not even be accepted. A shotgun that can kill a Cyberdemon, for example, is massively overpowered and should not even be submitted.
As for compatibility problems, since I imagine a lot of WRW weapons from the old WAD may actually be resubmitted, you should expect problems. Duplicates screw up ZDoom.
As for compatibility problems, since I imagine a lot of WRW weapons from the old WAD may actually be resubmitted, you should expect problems. Duplicates screw up ZDoom.
-
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
If it's too overpowered, it won't be accepted. Even level 5 weapons need to be balanced.Lord Mattus wrote:Question: If a weapon has massive overpoweredness, would it be a power level 5 weapon?
This is not a weapon mod. It is a resource. You're not supposed to use it as a weapon mod - so I will not be making any effort to make it compatible with existing maps (aside from its own demo map) or with the WRW.Edit: Will the ARW screw up ZDoom if used with the old wrw?
I'm going to politely ask you again: Please do not screw this up for us.
As for your knife, here are the reasons I will NOT accept this:
- Overused resources (please don't use sprites everybody's seen before - besides, Cory Whittle says you're not supposed to rip his edits)
- Crappy animation
- Poor sound effects
-
- Posts: 851
- Joined: Wed Oct 05, 2005 8:55
- Location: Poland, Lodz
-
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
-
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
Well, I'm still thinking about concepts for the testing map. I know already that I'll be dividing between power levels like before, but also creating a seperate area for reloading/altfiring weapons. Perhaps I could split that further - going between singleplayer and multiplayer weapons.
And I'm also going to have two seperate resource wads - the main wad, and an extra wad with guns that only work in GZDoom (for those that use hi-res, hi-color graphics and such).
And I'm also going to have two seperate resource wads - the main wad, and an extra wad with guns that only work in GZDoom (for those that use hi-res, hi-color graphics and such).
-
- Posts: 851
- Joined: Wed Oct 05, 2005 8:55
- Location: Poland, Lodz
-
- DRD Team Admin (Inactive)
- Posts: 1058
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland - Grojec / Radom
Do you pay attention to the rules? Everyone here has equal rights, you won't kick someone out of a forum because some people don't like his submissions. Making you bash newbiess/others does not make you cool, only makes you an asshat. Don't.KoF wrote:We don't want you here to screw this resource wad over.
Also, don't speak as in 'we', but 'I'.
That said, I really doubt Weasel needs a side-kick for his judgement over the ARW.
-
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
All right, my shotgun's ready for review.
General Infantry One Gauge Shotgun
http://www.mooload.com/new/file.php?fil ... eGauge.zip
Edit: Just as I uploaded this, I realized this is obviously more of a SpecOps gun than a GI gun, but whatever. I really don't want to go back and change the pickup message at this point.
General Infantry One Gauge Shotgun
http://www.mooload.com/new/file.php?fil ... eGauge.zip
Edit: Just as I uploaded this, I realized this is obviously more of a SpecOps gun than a GI gun, but whatever. I really don't want to go back and change the pickup message at this point.
-
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
-
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
-
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
Is the weapon supposed to be twice as powerful as the base shotgun? Also, what use does setting the choke? Setting it on minimum gives maximum range and best results 9 times out of 10. Wouldn't a gradual damage increase for wider spread give the player more incentive to use different choke settings for different situations.
Last edited by TheDarkArchon on Thu Aug 03, 2006 1:07, edited 1 time in total.
-
- Developer
- Posts: 4751
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
I know that shotguns are specifically mentioned at power 2, but I found this pretty powerful. All human enemies die with a single shot - even at a long distance (due to the grouping) and demons tend to go down with one shot too. I played "Dead Simple" using nothing other than this weapon (4-5 shots for a mancubus and never more than 4 for an arachnotron). With a single-shotgun like rate of fire it was an easy job to complete this level in a very short time, having taken no damage myself.wildweasel wrote:The One Gauge Shotgun has been accepted - Power Level 2.
I didn't mess with the choke at all. This was "straight out of the box".
Not a complaint or anything, just saying.
-
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
-
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
Now this is the feedback I need to hear! I totally understand how having it at a constant power at all times makes it seem unnecessary to change the weapon's spread. It was exactly why I as considering the other option of setting the weapon choke- the other way would default to the widest and you would hold the fire button down to make it more accurate.
Considering the feedback, perhaps I should have built it the other way around. Oh, and Sniper Joe had similar results to Enjay.
Considering the feedback, perhaps I should have built it the other way around. Oh, and Sniper Joe had similar results to Enjay.
-
- Posts: 38
- Joined: Thu Dec 29, 2005 1:42
- Location: At UAC headquarters!