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DoomMaku v0.2 - Ever so minor changes

Posted: Sat Jan 05, 2013 8:30 am
by Aqua Kitty
DooMMakU[/size]
すべてではないアメリカ人はイージーモードをプレイ意気地なしなので
This is a Work in Progress gameplay mod inspired by Danmaku shooters. This means gameplay has been tailored to a more arcade shooter style where hitscan weapons are eschewed for fast yellow balls, and bullets fly fucking everywhere. I just got done replacing everything and I'm in the process of testing everything.

Screenshots: http://imgur.com/a/XtQu8
EDIT:
Spoiler: New monster action (Open)
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Features:
-Hitscans are replaced with yellow arcade shooter bullets
-Monsters are deadlier; faster, more health, stronger and more projectiles.
-Weapons have been made stronger and have altfire modes.
-Monsters have pain state counter attacks, which is usually either a burst fire or massive stream of projectiles.
-Instant weapon switching for that Gun-fu action
-Custom difficulty settings (with info on each):
0 - Easy: Double ammo, quarter damage, Easy things spawned
1 - Normal: Half damage, Normal ammo, Normal things spawned
2 - Hard: Normal Damage, Half ammo, half monster aggressiveness, hard mode things
3 - Lunatic: Half ammo, 5x damage, full aggressiveness, Hard things spawned
4 - Death Trap: One hit kills, full aggressiveness, Nightmare spawn filter, slower projectiles via hacky ass FastMonsters dickery in the DECORATE, Normal ammo.
-Works in all game modes
-All monsters and weapons altered, works best in WADs with no custom monsters.
-Reflective armor!
- Experimental "Tazer" chainsaw replacement which works brilliantly at close range (You still get the old chainsaw you start with, I just wanted something to take its place on maps :v)
- Beam Cannon replaces berserk as a "Master Spark" style weapon.

To be done:
- Better projectile effects
- Implement lives and other cvars
- Maybe a Skulltag addon in case anyone wants to tempt the old Invasion maps with this

Download[/size]

ADDONS:
makumusic.wad - Various MIDIs I thought would fit DoomMaku's action. For Doom II.
eMaku.wad - Weapons on steroids for playing Drown in Blood and other slaughter wads with.
Spoiler: Some tips (Open)
-You can sometimes use monster infighting to your advantage, especially with bigger monsters that fire more projectiles, like the Mancubus and Revenant. If you're not fast and careful enough with this you're toast.
-Melee weapons are buffed significantly for a close range boost over the Pistol; you can kill most smaller monsters very swiftly with the Chainsaw, or even the Fist's Main.
-Move, a LOT, Take cover often if you can, circle strafe where possible.
If you would like to collaborate in real time, arrange testing sessions for multiplayer (primarily coop or survival but DM would be fine too), hop on the new IRC channel, #AquasDen at Zandronum's server.

CHANGES FROM ORIGINAL TO 0.2
- Added Beam Cannon
- Nerfed some bullets
- Extended monster painstates to make painlocking easier
- Lowered radius and height of most projectiles to make them easier to dodge
- emaku addon updated accordingly
- makumusic updated for the hell of it

RE: DoomMaku

Posted: Sat Jan 05, 2013 10:28 am
by porcelain echo
It certainly was fun! Cheerio!

RE: DoomMaku

Posted: Sat Jan 05, 2013 10:41 am
by Aqua Kitty
Thanks. With Dropbox I can release hot updates to the mod so check back often.

RE: DoomMaku

Posted: Sat Jan 05, 2013 6:42 pm
by Catastrophe
So from first impression off of those screenshots, I just see monster spamming projectiles on a really poorly made map. Is this UACMN II?

RE: DoomMaku

Posted: Sat Jan 05, 2013 7:34 pm
by Aqua Kitty
The huge gray map is just a map I made to test everything, and it's really just a weapon/monster mod, no new shitty maps whatsoever.

RE: DoomMaku

Posted: Sat Jan 05, 2013 7:54 pm
by XutaWoo
Looking at the screenshots, the patterns seem limited to spread shots and streams of projectiles. That's ... extremely basic for danmaku, and the stuff you see in DOOM anyhow.

I can't really play it right now to see how it actually is, but the screenshots are rather poorly chosen.

RE: DoomMaku

Posted: Sat Jan 05, 2013 8:17 pm
by Lord_of_D:
HEY, YOU STOLE MAH IDEA!!! (at least the name D: ). anyway, this seems to be kinda good, but only if the projectiles do minimal damage each one D:. not mentioning what the pictures show basic decorate D:

RE: DoomMaku

Posted: Sat Jan 05, 2013 10:42 pm
by Aqua Kitty
Lord_of_D: wrote: HEY, YOU STOLE MAH IDEA!!! (at least the name D: ). anyway, this seems to be kinda good, but only if the projectiles do minimal damage each one D:. not mentioning what the pictures show basic decorate D:
Difficulty settings alter damage factors. You only take 1/4 damage in skill 0, 1/2 in skill 1, normal in skill 2, double in skill 3 and triple in skill 4. If you find monster projectiles overpowered try an easier skill. I'm really still experimenting with everything, and the screenshots aren't that great and don't reflect the rapid changes I'm making to the WAD.

I'm pretty aware the attack patterns seem a bit simple; spread shots, streamshots, and swipe shots for instance, coming rapidly only in horizontal patterns. Still enough to kick your balls out of your mouth if you're not careful Japanese.

RE: DoomMaku

Posted: Sat Jan 05, 2013 11:01 pm
by Yellowtail
To be frank, I STILL die really fast even on the easy difficulty. And I've gotten to map06 on Doom 2.

RE: DoomMaku

Posted: Sun Jan 06, 2013 11:22 am
by Aqua Kitty
Like I said DamageFactors are incorporated into the difficulty settings, you take less damage on easier modes and more on harder modes, so use Easy mode to practice dodging, bunny hopping, strafe jumping in bigger areas. Do small bursts on enemies and take cover when you can.

Anyway, I should probably bring Easy damage down to 1/10 or 1/8 of normal damage, but then that would be almost God mode. I think I'm going to dehacked in a slightly bigger max health too (300 sounds reasonable).

RE: DoomMaku

Posted: Sun Jan 06, 2013 11:56 am
by Medicris
Would rather you not do things through dehacked, Decorate's generally the standard nowadays.

Anyways, just to get in spirit of it all, needs a one-hit-kill mode. With quadruple the projectiles, but less projectile speed. A smaller hitbox might help, too.

Better practice your +speed key.

RE: DoomMaku

Posted: Sun Jan 06, 2013 2:24 pm
by Yellowtail
Aqua Kitty wrote: Like I said DamageFactors are incorporated into the difficulty settings, you take less damage on easier modes and more on harder modes, so use Easy mode to practice dodging, bunny hopping, strafe jumping in bigger areas. Do small bursts on enemies and take cover when you can.
That's the opposite of my problem. I usually die in small areas, not large. Plus the fact that cover isn't near me.

RE: DoomMaku

Posted: Sun Jan 06, 2013 3:11 pm
by Ænima
Just don't make it as hard as Touhou.

RE: DoomMaku

Posted: Sun Jan 06, 2013 4:07 pm
by Medicris
Ænima wrote: Just don't make it as hard as Touhou.
With all due respect, disregard this statement. Do it, but make it a difficulty level.

RE: DoomMaku

Posted: Sun Jan 06, 2013 7:03 pm
by one_Two
Yeah nice work. A bit like action doom.

RE: DoomMaku

Posted: Mon Jan 07, 2013 4:47 am
by Aqua Kitty
I made an update that should rebalance the difficulty settings - I gave 300 health and Damage factors have been increased slightly.

RE: DoomMaku

Posted: Tue Jan 08, 2013 12:59 am
by Aqua Kitty
Another update; Difficulty has been rebalanced, and spawn filters have been assigned to appropriate modes (1 easy mode, 1 normal mode, 3 hard modes XD). And aggressiveness is the closest I can get to quadruple projectiles now; that and slowing them down on the harder modes is a matter of reducing FastSpeed, but what I would probably rather do is make normal projectile speeds about 3/4 of what they are now, and make fastspeed slightly slower than that.

Another neat little thing I found and decided to try is difficulty hotkeys for the menu.

RE: DoomMaku

Posted: Thu Jan 10, 2013 2:37 am
by Aqua Kitty
UPDATE: Some small fixes to DoomMaku.wad (which is actually the last of several updates from when I was going gung ho with testing and updates), added a music addon.

RE: DoomMaku

Posted: Thu Jan 10, 2013 8:04 am
by Aqua Kitty
The music pack has been updated with a script that displays the song title in the console window, but for some reason you have to load it before Doommaku.wad for it to display.

RE: DoomMaku

Posted: Fri Jan 11, 2013 11:48 am
by Aqua Kitty
More screenshots to show progress. Particularly Revenant and Mancubus.