Armory Resource WAD

Here you can chat about the Doom Armory itself, weapon mods, and whatever else that might be related somehow. [Home]

Moderator: wildweasel

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DoomRater
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Post by DoomRater »

Weapons that are THAT overpowered probably will not even be accepted. A shotgun that can kill a Cyberdemon, for example, is massively overpowered and should not even be submitted.

As for compatibility problems, since I imagine a lot of WRW weapons from the old WAD may actually be resubmitted, you should expect problems. Duplicates screw up ZDoom.
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wildweasel
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Post by wildweasel »

Lord Mattus wrote:Question: If a weapon has massive overpoweredness, would it be a power level 5 weapon?
If it's too overpowered, it won't be accepted. Even level 5 weapons need to be balanced.
Edit: Will the ARW screw up ZDoom if used with the old wrw?
This is not a weapon mod. It is a resource. You're not supposed to use it as a weapon mod - so I will not be making any effort to make it compatible with existing maps (aside from its own demo map) or with the WRW.

I'm going to politely ask you again: Please do not screw this up for us.

As for your knife, here are the reasons I will NOT accept this:
  1. Overused resources (please don't use sprites everybody's seen before - besides, Cory Whittle says you're not supposed to rip his edits)
  2. Crappy animation
  3. Poor sound effects
[edit] I also accepted the multi-projectile weapon on Power Level 4.
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Alter
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Post by Alter »

Wildweasel is always right ;)

I have an idea! what about creating gas grenade which when explodes spreads poison for about 256 units!
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Post by DoomRater »

Weasel, what about that suggestion concerning weapons that don't work properly in multiplayer (specifically deathmatch)? It'd sure be useful to designers to know this stuff beforehand.
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wildweasel
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Post by wildweasel »

Well, I'm still thinking about concepts for the testing map. I know already that I'll be dividing between power levels like before, but also creating a seperate area for reloading/altfiring weapons. Perhaps I could split that further - going between singleplayer and multiplayer weapons.

And I'm also going to have two seperate resource wads - the main wad, and an extra wad with guns that only work in GZDoom (for those that use hi-res, hi-color graphics and such).
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Post by Alter »

Not bad ideas for seperate wads (zdoom guns and gzdoom guns)
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Paul
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Post by Paul »

KoF wrote:We don't want you here to screw this resource wad over.
Do you pay attention to the rules? Everyone here has equal rights, you won't kick someone out of a forum because some people don't like his submissions. Making you bash newbiess/others does not make you cool, only makes you an asshat. Don't.
Also, don't speak as in 'we', but 'I'.

That said, I really doubt Weasel needs a side-kick for his judgement over the ARW.
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Post by DoomRater »

All right, my shotgun's ready for review.

General Infantry One Gauge Shotgun

http://www.mooload.com/new/file.php?fil ... eGauge.zip

Edit: Just as I uploaded this, I realized this is obviously more of a SpecOps gun than a GI gun, but whatever. I really don't want to go back and change the pickup message at this point.
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Post by wildweasel »

The One Gauge Shotgun has been accepted - Power Level 2. I do have one comment, though - I notice a buzzing sound in the fire sound (given the source, it sounds like part of the Laser pickup sound from Perfect Dark).
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Post by DoomRater »

Yes. The weapon's "choke" is actually based on electromagnetism, and the pellet power at range is essentially driven by the same forces. That's why I mixed in the laser buzz. You also have good ears, because that's the sound I mixed in.
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Post by TheDarkArchon »

Is the weapon supposed to be twice as powerful as the base shotgun? Also, what use does setting the choke? Setting it on minimum gives maximum range and best results 9 times out of 10. Wouldn't a gradual damage increase for wider spread give the player more incentive to use different choke settings for different situations.
Last edited by TheDarkArchon on Thu Aug 03, 2006 1:07, edited 1 time in total.
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Post by Enjay »

wildweasel wrote:The One Gauge Shotgun has been accepted - Power Level 2.
I know that shotguns are specifically mentioned at power 2, but I found this pretty powerful. All human enemies die with a single shot - even at a long distance (due to the grouping) and demons tend to go down with one shot too. I played "Dead Simple" using nothing other than this weapon (4-5 shots for a mancubus and never more than 4 for an arachnotron). With a single-shotgun like rate of fire it was an easy job to complete this level in a very short time, having taken no damage myself.

I didn't mess with the choke at all. This was "straight out of the box".

Not a complaint or anything, just saying.
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Marty Kirra
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Post by Marty Kirra »

I kinda agree with Enjay and TDA on this one. I like the choke feature, but the default one is just too powerful.
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Post by DoomRater »

Now this is the feedback I need to hear! I totally understand how having it at a constant power at all times makes it seem unnecessary to change the weapon's spread. It was exactly why I as considering the other option of setting the weapon choke- the other way would default to the widest and you would hold the fire button down to make it more accurate.

Considering the feedback, perhaps I should have built it the other way around. Oh, and Sniper Joe had similar results to Enjay.
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Post by Lord Mattus »

Okay, alterworldruler has suggested me to make the gas grenade. so here it is!
Last edited by Lord Mattus on Thu Aug 03, 2006 3:33, edited 1 time in total.
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