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Weapon i'm developing (Nuke Launcher)


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I'm creating a new weapon for classic Doom. A Nuke Launcher!

 

Essentially it's a super powerful rocket launcher that uses 25 Rocket ammo but does 20x damage compared to the rocket launcher. The sources for the sprites are Midway and 3D Realms.

NUKEA0.png

NUKLA0.png

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The sprite is awsome, but I've a couple of question regardinig it's behaviour.

Is the splash damage area bigger? I'm asking this because if this is not the case what's the point of using it and not the RL having that it uses 25 ammo for a 20 rockets damage output (other than the highest DPS)?

 

How long is the charging animation? I think that you should think really carefully about using this weapon, so I hope that it has a really slow charge time to make the player think before pressing the fire button.

 

I've also some doubts regarding the damage. A BFG shot is capable of one-shotting a spider mastermind at point blank. Will this weapon be able to do the same but as a ranged alternative? If this is the case, have you developed this weapon with the intention for it to be used along with an even higher tier of custom enemies?

 

Other than that I'm waiting for the final result because I'm searching exactly for this kind of weapon (maybe with a custom ammo because I don't won't to worry about the balancing of normal rockets).

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don't know when i intend on releasing this weapon lol

Edited by egap98
forgot how to reply

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2 hours ago, Simomarchi said:

The sprite is awsome, but I've a couple of question regardinig it's behaviour.

Is the splash damage area bigger? I'm asking this because if this is not the case what's the point of using it and not the RL having that it uses 25 ammo for a 20 rockets damage output (other than the highest DPS)?

 

How long is the charging animation? I think that you should think really carefully about using this weapon, so I hope that it has a really slow charge time to make the player think before pressing the fire button.

 

I've also some doubts regarding the damage. A BFG shot is capable of one-shotting a spider mastermind at point blank. Will this weapon be able to do the same but as a ranged alternative? If this is the case, have you developed this weapon with the intention for it to be used along with an even higher tier of custom enemies?

 

Other than that I'm waiting for the final result because I'm searching exactly for this kind of weapon (maybe with a custom ammo because I don't won't to worry about the balancing of normal rockets).

couldn't figure out how to actually expand the blast zone so i just made the projectile do a ton of damage, it can one-shot a cyberdemon and higher so yes, this is meant for higher tier custom enemies. i can send over the DECORATE file for this if you'd like to take a look.

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I'm not all that informed about decorate and new actors, I can only do some basic editing with inheritance.

So if you want you can post your code here but I can't guarantee that I will be able to help you or even understand how does your weapon work.

 

Regarding the blast radius there is a weapon on Realm667 that is free to download and is called "Nuclear Missile Launcher". If you have any doubts I suggest to download it and look how does it works since it is very similar to your own idea.

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On 4/10/2021 at 1:07 PM, thelazyqdude said:

Reference the ZDOOM Wiki's decorate until you learn. Send the code here and I think I could improve on it.

ACTOR Nuke
{
  Radius 11
  Height 8
  Speed 200
  Damage 2500
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  Obituary "$OB_MPROCKET" // "%o died to %k's Nuke."
  States
  {
  Spawn:
    MISL A 1 Bright
    Loop
  Death:
    MISL B 8 Bright A_Explode
	MISL B 1 Bright A_Explode
    MISL B 1 Bright A_Explode
	MISL B 1 Bright A_Explode
	MISL B 1 Bright A_Explode
	MISL B 1 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}


ACTOR NukeLauncher : DoomWeapon 25453
{
  Weapon.SelectionOrder 2500
  Weapon.AmmoUse 25
  Weapon.AmmoGive 8
  Weapon.AmmoType "RocketAmmo"
  +WEAPON.NOAUTOFIRE
  Inventory.PickupMessage "You got the Nuke-Launcher!"
  Tag "$TAG_ROCKETLAUNCHER"
  Weapon.SlotNumber 5
  States
  {
  Ready:
    NUKE A 1 A_WeaponReady
    Loop
  Deselect:
    NUKE A 1 A_Lower
    Loop
  Select:
    NUKE A 1 A_Raise
    Loop
  Fire:
    NUKE B 8 A_GunFlash
    NUKE B 12 A_FireCustomMissile("Nuke")
    NUKE B 0 A_ReFire
    Goto Ready
  Flash:
    NUKF A 3 Bright A_Light1
    NUKF B 4 Bright
    NUKF CD 4 Bright A_Light2
    Goto LightDone
  Spawn:
    NUKL A -1
    Stop
  }
}

 

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