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1.) There's no resetgame door anywhere. This means that the game is brought to an abrupt halt after awhile because all the weapons have been earned. There's a server rotting on DoomSeeker as I post this because of this.
3.) Darkman's Cutter Twins' ammo consumption is WAY too high for when they're on either side of you floating idly. Every half-second, an ammo bar goes down. Literally any other Darkman weapon would be more efficient to use. Hell, Roll's Atomic Radiance is more efficient. As least that lasts fairly long.
-snip-
2.) I liked Bass's original SP buster better; not only is this a pain to use when you need to move and shoot simultaneously (Toadman's stage JESUS CHRIST), but I thought the rage concept was new and fun to use.
Here's something else interesting. As it stands, the ACS script for this is uncompilable. Seriously, I went to SLADE3 and tried to compile the ACS script as is and it gave me some error about legofunc. Just FYI .
were you loading it with any other mods. it certainly sounds like you were.
afaik? yes there is. it's literally right behind where everyone spawns.
here's a tip for darkman. switch your weapon when you're not using the shield to cut down on ammo costs. use cutter twins for additional firing support, not as a hugging weapon, his other shields are better at that.
oh right, if it's not common knowledge yet, I helped with this mod, which is why I'm posting.
...but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.
Also, in the hub, the additional room with the weapon tally thing (that shows which weapons which class has) feels awkward and tacked on, especially since it uses a completely different set of textures. I would have suggested merely altering the original weapon tally screen via extending it/adding another one next to it, since the camera thing that is present on that space now is fairly useless, and you can't even see its new function while playing offline/as the leader. At the very least, widen the corridor leading to the additional room. I've seen a bunch of dopes role playing as Fake Men police and barricading the room, and allowing people to do that kind of stuff is no good.
3.) No one (and I mean NO ONE, not just Docrobot) could pick up weapon capsules. This sucked donkey balls for weapons with high ammo consumption.
it's not a weapon designed for hugging, so increasing its power for hugging would be against the purpose of the weapon.
Revamping stuff like Bass Buster and Proto Buster is debatable, but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.
Hey kids! I took a look at your mod...Well, sort of. I only had a proper look at Doc Robot, so have some comments regarding him.For Doc Robot:-Doc Robot can pick up WTanks, despite him being unable to use them.I will probably keep this because you can drop items online considering it's coop/survival. It will need to be changed offline, though.-"The Gargantuan Cutter can decapitate anything who dares to cross your path!" Ow, my grammar.My apologies, I rushed with the weapon descriptions.-Gargantuan Cutter absolutely demolishes Escaroo or whatever his name is. It demolishes a lot of things, actually, but this example is especially problematic since the guy is a miniboss.Duo Fist does it worse than Gargantuan Cutter...both will most likely be nerfed next version.-Needle Twister demolishes both Toad Man and Heat Man. I'm not exactly sure what the weakness chain is for this mod, but shouldn't it only demolish one of the two?That is unintentional, but not untrue. It will probably receive a nerf next version.-I would suggest adding an Oil Slider-esque transparent ammo bar to Needle Twister to indicate how long you can hold down fire for, since at the moment said time limit is not specified. I don't like unspecified time limits when it comes to weapons. Being thrust further into the air when using it in mid-air is a bit odd, too; perhaps it should check zheight or whatever so it only thrusts you upwards if you're on the ground?-Surprise Rain seems awkward, since it's two abilities put together; regular old Rain Flush (albeit with altered graphics) is slapped on to a crappier version of Classes Drill Man's altfire (since it can't travel through players or enemies). I always interpreted Toad Man's super ability being summoning the torrent of water from the pipes above, which I thought would translate into summoning a pillar of water from the ceiling instead of becoming a puddle. If you want to keep your puddle interpretation, I would suggest altering it to focus more on the 'hiding in a puddle' aspect. That is, let it travel through players and enemies to give it more of an evasive use, and instead of the Rain Flush attack slapped on, perhaps give it a radius splash (literally splashing water) attack when you hop out of the puddle or something. At the very least, give it a transparent ammo bar to indicate how much longer you can hide in your puddle.Doc Robot is Uki's class, I will talk with him about these two.Generally, I would prefer if edits to the original content present in the mod were kept to a minimum, aside for balancing purposes with the addition of 4 new classes. Revamping stuff like Bass Buster and Proto Buster is debatable, but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.Proto was changed to differentiate him from Duo. Mega was given a charge buster to make him less...um...yes, less um; that seems like the appropriate word for it. Bass was changed because I didn't like the berserker effect all that much. All cosmetic changes are simply a matter of personal opinionated preference.Also, in the hub, the additional room with the weapon tally thing (that shows which weapons which class has) feels awkward and tacked on, especially since it uses a completely different set of textures. I would have suggested merely altering the original weapon tally screen via extending it/adding another one next to it, since the camera thing that is present on that space now is fairly useless, and you can't even see its new function while playing offline/as the leader. At the very least, widen the corridor leading to the additional room. I've seen a bunch of dopes role playing as Fake Men police and barricading the room, and allowing people to do that kind of stuff is no good.WHELP. Looks like I do have to make the map less like Light's lab...I added the extra room because I could not get an extended weapon screen to look good/accurate to the initial design of the lab.
But yeah, what exactly does the screen do? I'm an offline player, so I'm wondering.---Anyway, the linedefs of the weapon got "room" needs to be flagged as hidden so it won't show up on the automap. Also, speaking of the automap, I tried using IDDT and saw that parts of the other levels were present in the hub map(!!!). Will this unnecessary space be removed?
I had this problem offline with no mods added as well.