Tux wrote: term when are you renaming this to Metroid: Bread dough
TerminusEst13's Signature wrote:Project Bread - On the rise...
Tux wrote: term when are you renaming this to Metroid: Bread dough
TerminusEst13's Signature wrote:Project Bread - On the rise...
Hyper Beam HAIL YEA! Reminds me of the old Super Metroid Murder Beam Glitch. Ahhh those were the days...Ijon Tichy wrote: term was too slow on this so I guess I'm gonna have to post the video :(
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Not enough memory corruption 0/0.Ijon Tichy wrote: term was too slow on this so I guess I'm gonna have to post the video :(
pew pew pew pew pew pew pew pew
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No offense, but if you find holding the button for a few seconds to be a chore, then this mod is not for you.Valherran wrote:Also I really hope you reconsider moving the missiles to a hotkey toggle instead of RMB; charging the beams currently is too much of a chore to even bother using it most of the time. :-/
Taking an actual Metroid mechanic away? Nope. Changing missiles to another hotkey toggle? Nope. I mean, what would be on RMB then? Something with less use no doubt.iSpooks wrote:No offense, but if you find holding the button for a few seconds to be a chore, then this mod is not for you.Valherran wrote:Also I really hope you reconsider moving the missiles to a hotkey toggle instead of RMB; charging the beams currently is too much of a chore to even bother using it most of the time. :-/
The RMB would be for the beam charge, and the LMB would be for standard firing. It would remove any break of your ROF from your primary, and your charge will not need to fire a shot off first before charging, which makes it's current charge time 5 seconds. This suggestion doesn't remove any Metroid mechanic. In Super Metroid, you select the missiles to fire and it takes priority of your beams til you unselect it. In Metroid Prime you tap X to fire them and hit A to switch back to beams. So, I fail to see how having more proper control of your arsenal is a problem?Suicide Slim wrote:Taking an actual Metroid mechanic away? Nope. Changing missiles to another hotkey toggle? Nope. I mean, what would be on RMB then? Something with less use no doubt.iSpooks wrote:No offense, but if you find holding the button for a few seconds to be a chore, then this mod is not for you.Valherran wrote:Also I really hope you reconsider moving the missiles to a hotkey toggle instead of RMB; charging the beams currently is too much of a chore to even bother using it most of the time. :-/
Probably the toggle key itself. I'd assume Power Bombs and Speed Booster would be selected from it as well, a la Super Metroid.Suicide Slim wrote:I mean, what would be on RMB then? Something with less use no doubt.
The problem is... the player has plenty of control with the way the Arsenal is currently set up. I'm still gonna think that this mod isn't for you, if you think there's a problem with how things are set up.Valherran wrote:I fail to see how having more proper control of your arsenal is a problem?
Thank you. I've already got a full roster of replacements written up, now I just need sprite and code them.Valherran wrote: So I found a nice little surprise going through the Wolfenstein levels. Can't wait to see what other enemies you throw into the game to replace the current Doom monsters. lol
Both the Chainsaw and the BFG already have replacements, and having a suit spawn in their place wouldn't be terribly good. That being said, a lot of people have been requesting the suits, and at the moment you're right in that there's no way to completely survive poisonous areas.Valherran wrote: On a side note, I do think you should include the suit upgrades, mainly the Varia Suit; there are no power-ups currently present to withstand hazardous environments. You can leave out the damage reduction part if you want, but a rad-suit substitute is needed, whether it be permanent or temporary.
I would suggest moving all of the suit modules to spawn in place of the Chainsaw and/or BFG9000, that will allow the Varia Suit charges to spawn where it needs to be.
If charging the beams is too much of a chore to be worth it, then I think the obvious answer is rather to buff the damage of the charged beams than to recode all of the weapons to work on an alt-fire toggle.Valherran wrote:Also I really hope you reconsider moving the missiles to a hotkey toggle instead of RMB; charging the beams currently is too much of a chore to even bother using it most of the time. :-/
Nope. The hidden difficulty holds some extra-nasty surprises as well, such as even more damage for the player and hyper-aggressive monsters on top of -Fast.Valherran wrote:Question, is the last labeled difficulty the same as the hidden one but without the monster respawn?
Spoiler: Me in a nutshell (Open)Projects:
Having to fire off the beam to charge was how it was in Metroid, so making it into a Doom mod allows to break the consistancy? Also all the other beams could charge, removing that again breaks anyone whose played a Metroid game's flow, since having to shoot to charge has been that way ever since there WAS a Charge beam. So moving it would only kill many player's knowledge if they've played a Metroid game. And for people who haven't, it'd be inconvenient for them, adding another key JUST to charge would be impractical and having to reach to another bind for missiles would be a pain in the ass under pressure and fire, it should remain as Altfire.Untitled wrote: The guy who was complaining does raise a point - having to fire off one shot to charge a beam is REALLY annoying, as it means you can't charge a beam without waking things up.
Most of the charged beams, while nice, are too slow in firing and damage to actually be of any practicality.
Charged Power Beam? Rather fire 25 power beam shots, which would do more damage total and fire off faster (depending on click speed).
Charged Spazer? Yeah, bit long to fire for the charge.
Charged Plasma? Basically only good in DM, because it oneshots players. Useless in coop.
Charged Wave? Alright, got me there, the charged wave beam is actually pretty good (but even in comparison, I usually use rapid-fire)
Charged Ice? ehhhhhhhhh...
Charged Long? Again, MAYBE in DM.
Long beam in general? Long range is nice, but for a Slot 6 weapon, it should have just a bit more actual killing power. Maybe make it pierce Multiple Targets railgun style?
Charge Combo? I'll admit I liked these things, because EXPLOSIONS plus crazy-powerful weapons are allowed because BFG Slot.
What spawns in the Chainsaw spot? I have come across numerous Chainsaw spawns in various levels and it was always empty. Or is it something new in it's place that isn't released yet?Both the Chainsaw and the BFG already have replacements
Well, whoops. I didn't know that. I thought it started charging as soon as you held down the fire button. I legit was not aware that metroid originally required firing off the one shot to charge. WELL THENSuicide Slim wrote: Having to fire off the beam to charge was how it was in Metroid, so making it into a Doom mod allows to break the consistancy? Also all the other beams could charge, removing that again breaks anyone whose played a Metroid game's flow, since having to shoot to charge has been that way ever since there WAS a Charge beam. So moving it would only kill many player's knowledge if they've played a Metroid game.
I'm not complaining about the system used to fire; Hold fire to charge is completely reasonable. I'm just saying the charged shots of almost every beam are way too weak to be used (wave beam is notable exception, and plasma beam in DM).Suicide Slim wrote: And for people who haven't, it'd be inconvenient for them, adding another key JUST to charge would be impractical and having to reach to another bind for missiles would be a pain in the ass under pressure and fire, it should remain as Altfire.
I actually explicitly stated I liked the charge combos.Suicide Slim wrote: Also, Charge Combos were in Metroid Prime 2 afaik, so uh, nothing wrong there.
Spoiler: Me in a nutshell (Open)Projects:
I don't believe monsters respawn on the second to last difficulty. The warning message, "There are numerous enemies spawn" is a bit incoherent, though. More enemies spawn than usual, I guess?Valherran wrote: 1 Last thing I want to request:
Please disable the respawning of monsters on the last 2 difficulties, or at least the 2nd to last difficulty. I really despise this game mechanic, and do not find in challenging. I find it more challenging to try and kill everything rather than speed run through the level ignoring 75% of the monsters.
I just checked, and yeah, enemies shouldn't be respawning in Galactic Protector. If they're respawning, that's a glitch and I should fix it. Are you able to recreate it?President People wrote:I don't believe monsters respawn on the second to last difficulty. The warning message, "There are numerous enemies spawn" is a bit incoherent, though. More enemies spawn than usual, I guess?Valherran wrote: 1 Last thing I want to request:
Please disable the respawning of monsters on the last 2 difficulties, or at least the 2nd to last difficulty. I really despise this game mechanic, and do not find in challenging. I find it more challenging to try and kill everything rather than speed run through the level ignoring 75% of the monsters.
In normal gameplay, uncharged shots are still OP, they have high hitstun and a great fire rate. In DM yes it is a little slow, but that's kinda how all guns in DM are. Since players aren't slow predictable AI.Untitled wrote:I'm not complaining about the system used to fire; Hold fire to charge is completely reasonable. I'm just saying the charged shots of almost every beam are way too weak to be used (wave beam is notable exception, and plasma beam in DM).Suicide Slim wrote: And for people who haven't, it'd be inconvenient for them, adding another key JUST to charge would be impractical and having to reach to another bind for missiles would be a pain in the ass under pressure and fire, it should remain as Altfire.