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Posted: Fri Aug 04, 2006 19:38
by BlazingPhoenix
Hey WW, an idea: instead if using one huge decorate lump, why not have smaller ones for each weapon using #include?

Posted: Fri Aug 04, 2006 19:51
by TheDarkArchon
Considering he did something similar in The Stranger (Multiple DECORATE lumps), I think he'll be doing something like that in the ARW.

Posted: Fri Aug 04, 2006 21:43
by DoomRater
Something else I'd like to note here- it wouldn't be too out of the question to add AltFire reloading to this weapon... Required lines would be something like "AltFire: JumpIfInventory(("Assaultreload",1,1) Goto Ready" And then it would work.

Posted: Sat Aug 05, 2006 0:10
by MaxPower8905
Here's a weapon I just made, the Black Widow sniper rifle. Primary fire is just a standard perfectly acurate shot, while the alt. fire is a powerful ripper projectile which uses 5 ammo and takes longer to fire.

http://www.mooload.com/new/file.php?fil ... _widow.zip

Posted: Sat Aug 05, 2006 3:33
by wildweasel
I've labelled the Black Widow as "Needs Improvement" - while it looks and sounds quite good (the red scope lens is a nice touch), the weapon is overall too slow and weak to bother using. Primary fire takes three shots to kill a demon (which takes about three times as long as using the shotgun), and altfire takes just too long to charge for a shot that's barely half as powerful as a single rocket.

Posted: Sat Aug 05, 2006 3:51
by MaxPower8905
Alright, I'll make it more powerful and a bit faster. I actually thought the altfire was a bit too powerful since it downs a Spider Mastermind in 3 shots and it could easily kill multiple enemies with a single shot.

Posted: Sat Aug 05, 2006 4:36
by wildweasel
Hmm, that is a problem...I couldn't get it to kill some of the smaller enemies, but probably because it was skewed off-center (a fact I forgot to mention before - the altfire's projectile is angled off-center when it should just be offsetted).

Posted: Sat Aug 05, 2006 16:19
by MaxPower8905
Ok, here's the fixed version.

http://www.mooload.com/new/file.php?fil ... widow2.zip

Things changed from the previous version:
-Made the primary fire more powerful
-Sped up some of the frames a bit
-Fixed the projectile ofset problem with the altfire
-Toned down the power of the altfires projectile, since that thing really did a number on large crowds of enemies

Posted: Sat Aug 05, 2006 17:06
by wildweasel
Good enough for me. I'd suppose this is Power Level 3 material...

Posted: Sat Aug 05, 2006 20:25
by BlazingPhoenix
I just did a new weapon! It's called the poison blade, normal fire is sword swing, and alt. fire makes it throw a poison cloud at the enemy.

Posted: Sat Aug 05, 2006 22:21
by wildweasel
That really shouldn't be power level 5. Level 3 at most, even though it's a ripper projectile and can't hurt the player. Your sprites just aren't that great (direct Hexen rips - add to that, they're disembodied in places during the swing animation, and the idle animation is really jerky), there is no impact sound on enemies, and it's just not much fun to use. I'm torn between labelling it as "needs improvement" or just rejecting it outright.

Posted: Sun Aug 06, 2006 1:04
by Bouncy
I was bored, so I figured i'd submit a weapon I made out of boredom.

The Death Staff.

Sprites by Eriance.

Posted: Sun Aug 06, 2006 5:59
by wildweasel
I'll stick this on Power Level 4.

Posted: Sun Aug 06, 2006 13:54
by TheDarkArchon
Bouncy: You might want to use DamageThing(1) several times instead of using a fake explosive to damage the player a la the method WildWeasel used in The Stranger for the Demon Arm, the reason being that the dummy explosive you used also affects armour where WW's method doesn't.

Posted: Sun Aug 06, 2006 17:36
by Bouncy
TheDarkArchon wrote:Bouncy: You might want to use DamageThing(1) several times instead of using a fake explosive to damage the player a la the method WildWeasel used in The Stranger for the Demon Arm, the reason being that the dummy explosive you used also affects armour where WW's method doesn't.
sounds fine by me.