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Doom 2 archvile
Doom 2 archvile






  1. DOOM 2 ARCHVILE HOW TO
  2. DOOM 2 ARCHVILE MODS

Regular Doom's pacing is easier to think about because running in and blasting is almost always the best option. waiting for friendly monsters to come around to finishing an enemy off, etc. One of the biggest issues I have with the gameplay right now is the downtime. Maybe minions should just re-evaluate their targets every 30 seconds or so. I can probably partial-fix this by making Decoy retarget friendly as well as enemy hostility, but the case where a player realizes this is happening and uses Decoy to fix it still feels like a design failure. MAP15 for example, I have a small army of troopers outside in the starting area, and they've all decided that a specific shotgunner in the building high above is their target, so they just mill around at the base of that building looking for a line of fire that never opens. One pretty annoying issue is that resurrected minions can get "target fixation" making them useless in fights. I'm setting this project aside for now, but I've identified a few things to work on when I get the itch again:Īll the ZScript stuff that's coming will make it a LOT easier to implement various things I want to do with this mod, so I'm going to hold off until that's solid. downside: even less incentive to find secrets / cachesįeedback on these or anything else is welcome!.does weapon/ammo paradigm suck for this? maybe make all abilities cooldown-based instead of ammo-based?.raised monsters become hostile again after a while?.keep players from turtling or crawling through levels in a boring conservative way."grab" friendly monster pokemon-style, despawns it (probably trigger its death script), becomes an inventory item you can re-deploy into the world elsewhere (even on another level).

DOOM 2 ARCHVILE HOW TO

  • monster summoning - would feel hella cool, how to give that ability without it becoming too OP and/or complicated?.
  • Here's my current list of "design ideas to consider":

    DOOM 2 ARCHVILE MODS

    Thanks to Kinsie and various Realm667 mods for examples of how to do various things. Thanks to #zdoom IRC for help and teaching on many DECORATE matters. If any kickass sprite or audio artists are interested in providing assets, let me know.

    doom 2 archvile

    I think it's probably cool enough to dress up with proper art, sound, HUD, etc, once the design is finalized. Right now it feels fun to me in a way that's very different from vanilla Doom's gun-tastic glory (or any of dozens of amazing weapon/gameplay mods out there), but I'm biased. I'm posting this here now because the idea is still forming and I wanted to see what you experienced Doomers thought of it. At 47:41 I show my solution for beating MAP30. At around 19:28 in I jump into MAP16 which is a bit more chaotic and interesting than the first few maps. It's long and rambly, and I talk with some of the stream viewers about various design topics. Yesterday I streamed some gameplay and discussion of this prototype. I haven't done a custom HUD yet so you'll want to use the "Alternate HUD" to see your mana counts for the 4 abilities that require it. The floating skull indicators that show up on any monster who's Enraged, Bound, or Risen all show up at the same height, which means for taller monsters like Revenants they'll be partly submerged in their bodies. This requires a relatively current build of ZDoom/GZDoom. See my TODO list inside the PK3 for the current roadmap. This is a VERY rough build with placeholder visuals and many bugs, offered mainly for concept and design feedback. You start with Wraithform, Reflect, and Enrage the other three abilities must be found in the world. (6) Bind (blue): Holds a monster in place for a short time and prevent it from attacking. (5) Raise (gold): Your old familiar resurrect ability, restored. (4) Distract (green): Projectile creates a phantom image of the hated Hellwalker that all nearby enemies will attack immediately. (3) Enrage (red): Any monster hit by this projectile will attack its closest comrade. Charge (shown in red on the HUD) refills slowly. (2) Reflect: Project a shield that reflects enemy projectiles back at them.

    doom 2 archvile doom 2 archvile

    Charge (shown in purple on HUD) refills slowly. Good for when you're boxed in or a monster is blocking a tight corridor. (1) Wraithform: Become temporarily spectral, allowing you to move through enemies and objects.

    doom 2 archvile

    Play through Ultimate Doom, Doom 2, and Final Doom's campaigns for a parallel story chronicling your quest for revenge. You're completely without any direct attack capability, but as one of Hell's former generals you can manipulate and command its minions, gradually reclaiming its armies for yourself.ĭesigned to work with any vanilla Doom level. In "The Marked" you play as a fallen Arch-Vile, cast out of Hell by a power struggle and stripped of your powers.








    Doom 2 archvile