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Posted: Tue Aug 22, 2006 18:34
by Chronoteeth
Metal gloves would not fit, because I believe he's trying to go for a more urban/military kind of thing. Besides, he only wants one melee weapon.
Posted: Tue Aug 22, 2006 20:05
by Doomed Soul
Dispite what Chronoteeth said about only one melle wepon...how about one of those emergency axes that are in those "Break In Case Of A Emergency" Glass box things...yeah. That would be pretty damn entertaining.
Posted: Tue Aug 22, 2006 21:51
by Marty Kirra
Axe sounds cool, though where the grpahic resources would come from I don't know.
Posted: Tue Aug 22, 2006 22:26
by wildweasel
The only games I can think of that have fire axes in them are Die Hard: Nakatomi Plaza, and Condemned: Criminal Origins. And Condemned would be quite difficult because it has a full-screen "fuzz" effect.
Besides that...I still don't want to have two melee weapons, because once you get the "Better" weapon, what would be the point of having the original one?
Posted: Tue Aug 22, 2006 22:46
by hitmanx
"Land of the dead: road to fiddelers green" has an axe. And various half life mods. And counter strike source replacment skins.
I can give you a link to some if you like. Do you have CS:S and Source SDK?
Posted: Tue Aug 22, 2006 23:15
by wildweasel
wildweasel wrote:I still don't want to have two melee weapons
Posted: Wed Aug 23, 2006 1:46
by Marty Kirra
Then that brings us to the Metal Gloves thing. Now, I don't see that happening either...how about some hardened Muay Thai Boxer gloves? Check it out on Wikipedia.org or whatever if you don't know.
Posted: Wed Aug 23, 2006 5:44
by Spray
If Agent Diaz truly is an "experienced Muay Thai fighter", it's unlikely that she'll need any other melee weapons. Experienced hand-to-hand fighters can hit surprisingly hard. Especially when one's life is at stake, like in Doom.
That said, I'd like to suggest a knee kick or elbow smash or something for the melee's alt-fire. Muay Thai IS often called "The Science of Eight Limbs", after all. Maybe this alt-fire could be slower, but more powerful, hits "sooner", and shoves the target backward more than the primary strikes do.
Posted: Wed Aug 23, 2006 6:40
by wildweasel
Alright, I've nuked the current Berserk replacement and increased the power on the melee attack from 8, 8, and 11 to 18, 18, and 25. It's now possible to take down an Imp with a complete combo attack, a Zombie in two punches, and a Demon in three combos. Tomorrow I'll see about adding some kind of special move for the alternate fire. I can't do the Extra Knockback effect (without some type of hackery like DoomRater's Unarmed weapon in the WRW), so I'll think of something else that doesn't bring us into Street Fighter territory (so none of those Sagat-style Tiger Uppercuts).
Posted: Sat Aug 26, 2006 21:34
by Doomed Soul
NUN-CHUCKS!!!!
Posted: Sat Aug 26, 2006 22:24
by wildweasel
NO. NO MORE MELEE WEAPONS!
Posted: Fri Sep 01, 2006 6:42
by wildweasel
Diaz
So our lovely Spanish agent returns to duty after a week's hiatus.
Fixes:
- In order to make Doom 1 maps fully playable (i.e. without a completely useless ammotype), I added the Mini Shotgun and made it replace the regular Shotgun. It is also randomly dropped by the Shotgunners (along with the Marteba Revolver).
- I also modified the Zombiemen so that they only drop clips 50% of the time - this makes the ammo balancing more in line with Doom's (where zombies would drop half a clip). This also makes it so the player is less likely to have a full stock of .45 ammo before the end of the first level.
- Chrono and I have decided on a BFG replacement (a single-shot, high-powered lightning gun like in UT2004 or Prey) - but I've got an issue: does anybody remember the Decorate command for a lightning attack? I'm pretty positive that there was one, since one of Xaser's unreleased Decorate mods used it (but the wiki contains no trace of such a thing).
Posted: Fri Sep 01, 2006 16:57
by Chronoteeth
You could either A: search for that thread that introduced it (I think it was part of a custom exe of zdoom that had features now implemented in the port) Or B: ask xaser if you could borrow the code.
Posted: Sat Sep 02, 2006 5:12
by DoomRater
Okay. The Shotgun is incredibly stun-worthy. I don't think any monster could withstand not being stunned by that many pellets, short of NOT BEING ABLE to be stunned.
Also, I do intend to have two melee weapons in a mod, but they will each have a different side effect. Like, one can KILL OMFG and reflect shots if timed right, while the other simply blocks shots and is supar fast. And that'd pretty much be the difference. I'm not suggesting you go and do the same, of course... just keep that in mind for future reference.
Posted: Sat Sep 02, 2006 7:03
by wildweasel
Update: download ww-diaz from
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Changes since last version:
- Various balance tweaks
- Mini-Shotgun
- Arc Welder
- Temporarily set the Marteba Revolver to replace the chainsaw, unless I can get a better idea (Chrono says I should have an ice-based flamethrower, but I'm sure there's thousands of better ideas)