joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Apr 27, 2018 8:43:22 GMT -5
I would make hitscanners miss twice the shots they do so the player would be able to kill them Rambo style more easily. The chaingunners would only shoot with bursts of 20 per shot, the spider mastermind would shoot twice the bullets, will have 2000 more HP and a smaller hitbox to make camping it harder. Chaingunners and imps would have slightly less HP so that killing them with a single shell will be easier, that's also why lost souls will have half their health and be less buggy. Demons, spectres and cacos will have a slightly higher pain chance so that sawing them would be easier. Barons would shoot 3 fireballs per attack, it would also shoot twice as fast and have 1000HP less, doesn't it have 5000 HP originally? Mancubuses will have slightly less HP so that killing it with 3 rockets will be more consistent like with the arachnotron. Arachnotrons will have twice less of a pain chance and a bit more of a delay between shots so that dodging them would be easier. When a pain elemental reaches the 21 lost soul limit, it fires deadly close range flames for 2 seconds each time that impact like a chainsaw. Arch-viles will have 200 HP less so that killing it won't seem endless just when you get to the last shot and their attack wouldn't obscure the screen as much. Partial invisibility would not affect all demons, only zombies and revenant's ability to shoot homing rockets. Pistol would be replaced with dual pistols that both shoot at once at the same time. Fist, shotgun and chaingun would act slightly faster. Plasma gun projectiles will move faster.
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Deleted
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Post by Deleted on Apr 27, 2018 9:26:51 GMT -5
The BFG's death rays working from the main green ball's line of sight instead of from the player
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40oz
diRTbAg
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Post by 40oz on Apr 27, 2018 9:44:33 GMT -5
Honestly, I love all of those ideas. I think it would be cool to try that stuff in a mod. I have a couple other tweaks and ideas I'd like to test too to see if I like them.
Pain Elementals - There's a couple things about the pain elemental that needs a lot of work
1. The fired lost souls should be a different class of monster than the lost souls placed on the map. They look and behave the same except the lost souls placed on the map do not count towards the max lost soul limit.
2. The fired lost souls should be in their attack state when they're fired instead of looking like they are idle but still able to damage you.
3. The fired lost souls should have half the amount of health of a normal lost soul, and/or they should have a timed life span, like 60 seconds each. Once the 60 seconds are up they just magically die.
4. The pain elemental should have a melee attack like the cacodemon's bite.
5. The pain elemental should have an explosive death, like a barrel, so they blow you up if you try to chainsaw or berserk punch it to death. They also blow up some of the lost souls that are surrounding them.
6. The spawned lost souls that come from the pain elemental death are not effected by the explosion above.
7. The spawned lost souls that come from the pain elemental death fire off in all random directions instead of directly at the target.
Partial Invisibility - a few things
1. Monsters actually point in the direction they throw their fireballs in, instead of that 'undecided' look they give where they aim all over the place and throw it wherever they're facing on the last tic.
2. Arachnatrons should pick one spot to fire a few shots in, then stop and pick a new direction instead of spraying all over the place.
3. Mancubus fireballs should fire at the same angles as normal just pointed off to a side, instead of spraying randomly all over the place.
4. Archviles and pinky demons should not pretend to look like they don't know where you are if they are going to hit you every time.
Radiation Suits - should either have a timed life span that activates after you step on a pain sector, or have hit points that are only subtracted by environmental damage.
Light Amplification Visor - like muzzle flashes, these should increase light on the map by a fixed amount, rather than a static 255 for everything. It should probably be a flash light or something instead of night vision goggles, too.
Backpack - Could give a little more ammo per pickup. The maximum ammunition for bullets should be increased, OR bullets and cells should be swapped. 300/600 bullets, and 200/400 cells.
Berserk - I like the "Red Effect" in Doom64 better. The red is stronger but the fade to normal is much faster. Doom's drags on for too long, and the transition isn't very smooth. I think the punch could use a heavier sound, and the weapon sprite should probably use jacked up muscles like the Hexen fighter.
Pallete - The colored tint from items and damage is additive blending, which covers the screen when its too bright. I've seen palletes that simply saturate all the colors with red or yellow, which is better, but honestly I'd prefer that the two worlds meet in the middle so that the most damage makes your vision cloudy, but it doesn't make you blind.
Damage Sectors - rather than sector effects that do more damage than other, the sector effects should all do the same amount of damage, but some should damage faster than others (like the lava in quake)
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Post by deathevokation on Apr 27, 2018 10:00:01 GMT -5
Only changes I'd make would be aesthetic (I've gotten so used to the base game that anything that deviates just feels "off").
I wish you could gib demons and mancs... in Hexen you could gib some very powerful monsters if you deal an extraordinary amount of damage to them in one hit and it's 1000% more satisfying than gibbing a lowly ettin because it's more rare and more violent (and you need powerups and/or late game equipment to do it).. in Heretic you can one shot gib a weredragon with a powered up Mace and it feels glorious as well. The gibbing animations of each of the above shows the monster exploding into tiny pieces.. leaving a smaller and messier decoration (cuz it's been decimated, obviously, haha).
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Deleted
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Post by Deleted on Apr 27, 2018 13:07:20 GMT -5
I think I would just change certain things to be a bit more like how id intended like giving A_BruisAttack A_FaceTarget, fixing the archvile flame so there's not a chance of it spawning in the wrong spot, making the lost souls use their attack state when launched from pain elementals like 40oz said...
Oh and removing the DAMN INFINITE HEIGHT!
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agent6
Doomer
professional savescummer
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Post by agent6 on Apr 28, 2018 3:05:55 GMT -5
Honestly the only change I'd make would be the Barons being able to infight with Hell Knights just like in Doom64 (and PSX Doom?), same for the Arch-Vile. The encounters would go much better if the monster could target them... but instead only the Arch-Vile can, if they accidentally hit him.
I'd also give a bite attack to the Pain Elemental. I've always thought it was strange it didn't have one.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,076
Member is Online
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Post by joe-ilya on Apr 28, 2018 8:48:38 GMT -5
Invulnerability pallete should be simply grayscale instead of inverted grayscale and also affect the sky's colour.
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