I really like this weapon set overall, but I've noticed this sort of green stripe on the rocket launcher's right side that i find very distracting. I was wondering if this is intended, or a quirk of the RL's sprites.
It's meant to be reflected light, I added it to match the pistol. If you're really not keen on it, I'd recommend using SLADE3's recoloring tool and hitting it with a "152:159=101:109", "9:9=110:110", "10:12=5:8" translation, that'll turn all "christmas tree green" areas to greyscale
I may have figured out a way to do that, haven't had a chance to get it in there as it'll take a fair bit of doing, but hopefully that'll be part of the next update lol
All I can think of now is maybe some addons that replace the pistol's sprites with a rifle (since a pistol wouldn't be perfectly accurate at long range and Doomguy and Gal still hold a rifle in their sprites) and one that makes the medkits have the red cross instead of the UAC logo and danger symbol.
I love this refinement of the classic weapons (the Chaingun finally looks like it could be real! But the weapons don't seem to be able to trigger Gorenugget's special death states (most notable in how the Chainsaw doesn't trigger the new death animations). The blood splatter works fine though.
Are you using Nugget Doom? There's a setting you'll need to change for that to happen, I think it's in the Weapons menu section. Unfortunately with the way Doom's gibbing code works, you won't see a lot of the higher tier monster gibs without Nugget Doom's force gib feature (or by setting the bfg ball damage to around 10,000) It's a real shame Doom's SSG, zerk fist and chainsaw don't gib by default though, few things are as frustrating as slapping an imp while berserked and watching him limply fall over instead of exploding into a pile of ex-imp lol
The sprites and hud in this are absolutely beautiful and when combined with your gore nuggets addon is just superb! I must ask though, are planning to make an extra addon giving the incinerator and calamity blade cleaned up sprites?
Nah you're good. I only got the one. Frankly, I really can't wait to see what people do with the two new weapons as they're pretty fun sidegrades to their plasma counterparts, with the incinerator having better damage and splash damage but that same splash damage being to get you killed when combined with it's shorter range, and Calamity Blade being an absolute beast at taking out hordes of monsters but lacking the BFG's single target damage potential and putting a lot more stress on your already low fuel supply.
Yeah and not just the weapons but most of the enemies are cool too! Like the shocktrooper reusing the headless sprites for his death animation and the flying torso for his jib was really cool as well as the Vasago I think it's called just having a sick ass design! The ghoul and the banshee I'm more split on because getting swarmed by small flying enemies shooting smaller projectile kinda causes my brain to kinda skip over them and briefly pause before getting hit with a dozen or so tiny projectiles but I can see what they were going for with him. The Banshee on the the other hand is just loud, slow, and quite annoying but they look cool so who am I to judge.
Do you think you could make a version where the fire frames for the Plasma Gun cycle quickly between the two of them like the Chaingun instead of the vanilla way it's done? The way it just slowly cycles between the two frames in vanilla always ticks me off. Other than that, I am loving this mod!
I did try that early on in the mod's development but it was too "strobe-y" for my liking, didn't wanna give anyone a seizure. Your comparison to the chaingun does give me an idea to work around that though, might try that later. Thanks for the feedback!
No problem! I also thought I'd throw a suggestion out there: Maybe make some DeHackEd mods with new weapons based on official expansions like Plutonia or TNT? Sort of like Final Doomer but for more vanilla-flavored source ports.
I'm not sure, that's a biiiiig additional workload lol HOWEVER it would be fun to target my personal favorite megawads like Revolution, haven't seen that one get much mod-related love yet
You are one of my favorite Doom modders and I check your profile every few days to see if you dropped anything new, so imagine my surprise upon seeing another banger from you. Great work, Skel!
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I'm guessing that spent bullet casings and shotgun shells are beyond the scope of this mod?
I really like this weapon set overall, but I've noticed this sort of green stripe on the rocket launcher's right side that i find very distracting. I was wondering if this is intended, or a quirk of the RL's sprites.
It's meant to be reflected light, I added it to match the pistol. If you're really not keen on it, I'd recommend using SLADE3's recoloring tool and hitting it with a "152:159=101:109", "9:9=110:110", "10:12=5:8" translation, that'll turn all "christmas tree green" areas to greyscale
Thank you! The color remapping worked perfectly.
Love the new chaingun!! Think you could give a bit of touch-up to the plasma gun? Maybe making it have a fire animation like the chaingun?
I may have figured out a way to do that, haven't had a chance to get it in there as it'll take a fair bit of doing, but hopefully that'll be part of the next update lol
Sounds great!! Good luck on that!
Done! Ended up being way easier than I thought it'd be lol
Sorry I never replied, it looks great!!!!
All I can think of now is maybe some addons that replace the pistol's sprites with a rifle (since a pistol wouldn't be perfectly accurate at long range and Doomguy and Gal still hold a rifle in their sprites) and one that makes the medkits have the red cross instead of the UAC logo and danger symbol.
I love this refinement of the classic weapons (the Chaingun finally looks like it could be real! But the weapons don't seem to be able to trigger Gorenugget's special death states (most notable in how the Chainsaw doesn't trigger the new death animations). The blood splatter works fine though.
Are you using Nugget Doom? There's a setting you'll need to change for that to happen, I think it's in the Weapons menu section.
Unfortunately with the way Doom's gibbing code works, you won't see a lot of the higher tier monster gibs without Nugget Doom's force gib feature (or by setting the bfg ball damage to around 10,000)
It's a real shame Doom's SSG, zerk fist and chainsaw don't gib by default though, few things are as frustrating as slapping an imp while berserked and watching him limply fall over instead of exploding into a pile of ex-imp lol
Ohhh I see. I'm using GZDoom, would there be a similar setting there? If not that's fine, great work regardless!
This, Combined With Gorenuggets, Is Pretty Much Vanilla Brutal Doom.
The sprites and hud in this are absolutely beautiful and when combined with your gore nuggets addon is just superb! I must ask though, are planning to make an extra addon giving the incinerator and calamity blade cleaned up sprites?
That's certainly an option, might look into that at some point!
(sorry if you get duplicate replies, Itch ate my first reply lol)
Nah you're good. I only got the one. Frankly, I really can't wait to see what people do with the two new weapons as they're pretty fun sidegrades to their plasma counterparts, with the incinerator having better damage and splash damage but that same splash damage being to get you killed when combined with it's shorter range, and Calamity Blade being an absolute beast at taking out hordes of monsters but lacking the BFG's single target damage potential and putting a lot more stress on your already low fuel supply.
I agree, there's a fun balance of risk and reward with those new weapons. I kinda wanna try the calamity blade in Plutonia's map 32 lol
Yeah and not just the weapons but most of the enemies are cool too! Like the shocktrooper reusing the headless sprites for his death animation and the flying torso for his jib was really cool as well as the Vasago I think it's called just having a sick ass design! The ghoul and the banshee I'm more split on because getting swarmed by small flying enemies shooting smaller projectile kinda causes my brain to kinda skip over them and briefly pause before getting hit with a dozen or so tiny projectiles but I can see what they were going for with him. The Banshee on the the other hand is just loud, slow, and quite annoying but they look cool so who am I to judge.
That shocktrooper death thingy was SO cool huh, gives some much-needed visual distinction between them and the other humanoid enemies.
Just a fun assortment in general really, would be nice to see more mapsets do that in future.
Do you think you could make a version where the fire frames for the Plasma Gun cycle quickly between the two of them like the Chaingun instead of the vanilla way it's done? The way it just slowly cycles between the two frames in vanilla always ticks me off. Other than that, I am loving this mod!
I did try that early on in the mod's development but it was too "strobe-y" for my liking, didn't wanna give anyone a seizure. Your comparison to the chaingun does give me an idea to work around that though, might try that later. Thanks for the feedback!
No problem! I also thought I'd throw a suggestion out there: Maybe make some DeHackEd mods with new weapons based on official expansions like Plutonia or TNT? Sort of like Final Doomer but for more vanilla-flavored source ports.
Already made two of those, Extinction Warrior for Valiant and Aphrodite for Auger;Zenith
Yea and they are good!! I just meant for Official Expansions since this mod is made with the default game in mind.
I'm not sure, that's a biiiiig additional workload lol
HOWEVER it would be fun to target my personal favorite megawads like Revolution, haven't seen that one get much mod-related love yet
You are one of my favorite Doom modders and I check your profile every few days to see if you dropped anything new, so imagine my surprise upon seeing another banger from you. Great work, Skel!
Thank you!