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eierfrucht

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  1. The level & weapon design is truly superb but the enemies made me feel like MEH. Monster animations seem to have fewer frames than Smooth Doom / Beautiful Doom / early Metal Slug titles. It's not old school, it's eye rape. If the sprites are captured from smooth 3D anims, why not make them at least 24 FPS? The Cyberdemon and his maul-wielding buddy look like overgrown imps with so much glow-mapping and self-shadowing that it feels almost like the art direction of Might & Magic VI / VII / VIII (those old first-person CRPGs). The skull-headed big dudes (barons?) and the multi-armed small dudes (knights?) look plasticky, lanky and twitchy like they were ripped straight from a Redneck Rampage title. In fact, Redneck Rampage was my first thought when I saw the new monster design. The dramatic posture and imposing physique of the vanilla Doom monsters is all but gone. This seems to have been compensated by throwing in some more spikes of evil and overall edginess. From now on I pray that someone will make a mod for Age of Hell that brings back the vanilla monsters and removes those which don't have vanilla counterparts.
  2. Is there any announcement / info / hope that Team PB will make a similar upscale of their own to cover all the extra sprites and animations?
  3. Then we shouldn't be even able to quickly switch for the wand to shatter said statues (which is currently possible, just annoying). So, maybe just make the right mouse button a quick switch between the wand and any other weapon and back? At least that's what I do all the time to shatter the statues / spare shooting Arc or Shards at a single weak enemy. Would make sense given that even with this mod you gotta use the wand a lot.
  4. But you can take cover or hinder enemy advancement by creating a bunch of statues.
  5. Exactly. And currently a point blank swing with Quietus blinds the player by flooding the screen with bright green glare. It's like firing the rocket launcher at a lone imp shielding a group of imps slightly behind of it. Another stimulus for the player to consider switching weapons (if it's a single detached enemy) or backpedaling a bit to pull off the spray attack (if it's a group of weak enemies). Quietus in melee could be the go-to weapon against the beefier enemies and bosses but an intentional overkill against the basic mooks. Just as you'd always pick the hammer over the axe to dispatch a small bunch of ettins in melee for no mana cost; yet still go for the axe when you need a higher dps but the hammer when you need to mix ranged attacks with melee.
  6. Hey ReaperAA I just made a Doomworld account just to say 'thank you' for this amazing little mod. Even if it's against the canon or how the game was intended to be played by its creators (which appears to be the case) it still manages to make the gameplay less annoying and more enjoyable in so many departments, at least for me. So maybe possible misunderstandings could be ruled out by adding a proper disclaimer that your vision of balance is an overhaul and not an evolution of canonical ideas. I'd like to place a request since your mod affects items and weapons. I'm playing the game on GZDoom engine with either the Neuro Upscale pack or without any mods (except yours, of course) and I'm pretty confident I know how GZDoom's various lighting options work. No matter how I screwed around the dynamic lighting effects were absent for certain abilities / weapons or utterly missing -- like the vanilla Sapphire Wand. Would you consider adding... 1. Dynamic lights to Sapphire Wand projectiles and any other energy projectiles that lack them in vanilla. 2. Dynamic muzzle light flashes when using spells, wands and virtually any other weapon or ability whose original firing animations are drawn with visible flashes of energy but lacks lighting effects or has them on an unimpressive/insufficient level. Maybe even subtle blue spark effects when you hit someone with a mana-fueled Timon's Axe. Firestorm projectile looks rather weak and unimpressive, it needs to look both beefier and have a stronger dynamic light. It kicks ass but visually appears as a parlor trick. The same goes to the phantom hammer projectile fired from the Hammer of Retribution. 3. Hits with Quietus landed at melee range should deliver the full damage payload to the single inteded target without spawning any projectiles; this is purely cosmetical. It's a single target that absorbs all the damage in such a scenario anyway, I see no reason why spawn projectiles with a few milliseconds' lifetime. Hitting walls and props with Quietus should behave the same -- if you can tickle something with the tip of the sword, no need to spawn projectiles. . . . 4. Would love to see a similar Weapons Dynamic Lights Fix for Heretic. At least for me stuff like the Elven Wand and the Necromancer's Gauntlents lack actual lighting effects even though their sprites are drawn with literal flashes of energy.
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