CBM Posted July 28, 2021 I have been thinking about skipping hitscanner enemies in GZFreeDOOM, that is... instead of whatever monster I do to replace the shotgun guy uses the shotgun guys hitscan attack, then I could create a fast shotgun shell projectile instead with the same type of spread, same with chaingunner and zombieman et. al. would that break anything if somebody wanted to use GZFreedoom as their main iwad when playing other doom mods? I had another idea, limiting the ammo of certain enemies like the shotgun guys replacement so it will need to default to melee when the ammo is gone, but that would most certainly break things I think. 1 Quote Share this post Link to post
Murdoch Posted July 28, 2021 I think it depends how one defines break. I doubt your ideas will stop mods from being playable and completable. But it will affect balance, for better or worse. Perhaps make them optional features? 2 Quote Share this post Link to post
Syn Posted July 28, 2021 I would keep them in. As annoying as they can be when abused, hitscanners are a great way to add tension to combat encounters. 4 Quote Share this post Link to post
CBM Posted July 28, 2021 I guess it should be optional features then, in case I decide to go with it. Maybe I could do some menu options like... limit ammo : no, yes, yes and drop remaining ammo + use hitscan attacks : no, yes 1 Quote Share this post Link to post
Wavy Posted July 28, 2021 (edited) Perhaps have each of the hitscan tracers be a very fast moving projectile? I know some mods like Quakes Arcane Dimensions and Doom 64 CE do something similar. Edit: I should probably read the OP before I post hehe. But like the other's said, having a toggle would be better. Edited July 28, 2021 by Wavy 2 Quote Share this post Link to post
omx32x Posted July 28, 2021 maybe its just me but games that completely remove the hitscans makes the enemies all feel the same in the end of the day the only difference between a shotgunner and a imp is that you can avoid the imp projectile (of course just an example ignoring stats and stuff) if you are gona do that then give the enemies different projectile patterns so the enemies dont feel too similar on combat 1 Quote Share this post Link to post
roadworx Posted July 28, 2021 it won't break mapsets (it'll probably make them a bit easier tho), but if any gameplay mods use hitscan attacks then yeah, it'll probably break them 1 Quote Share this post Link to post
TheMagicMushroomMan Posted July 29, 2021 I think it all depends on what you're trying to accomplish. If GZFreeDOOM is meant to be a DOOM equivalent like FreeDOOM, I'd try to keep the important gameplay elements in place. 1 Quote Share this post Link to post
CBM Posted July 29, 2021 (edited) 11 minutes ago, TheMagicMushroomMan said: I think it all depends on what you're trying to accomplish. If GZFreeDOOM is meant to be a DOOM equivalent like FreeDOOM, I'd try to keep the important gameplay elements in place. True. It is meant to be(come) a (Free)DOOM equivalent made specifically for the GZDoom engine. So in theory I should not be messing with gameplay mechanics at all Edited July 29, 2021 by CBM 0 Quote Share this post Link to post
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