Complex Doom v13a - review by Ænima

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RE: Complex Doom v13a - review by Ænima

#21

Post by Kara Kurt » Tue Dec 02, 2014 9:43 pm

You didn't say "too" nor "as well" but - Oh and what I disliked already about brutal doom : Cacodemon's Dodge speed.

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RE: Complex Doom v13a - review by Ænima

#22

Post by De-M-oN » Tue Dec 02, 2014 9:46 pm

But I wrote "already" ..

you even quote it now lol.

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RE: Complex Doom v13a - review by Ænima

#23

Post by Kara Kurt » Tue Dec 02, 2014 9:46 pm

ok ok

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RE: Complex Doom v13a - review by Ænima

#24

Post by Cruduxy » Tue Dec 02, 2014 10:52 pm

You two realize this review is 10+ versions old? The wad changed a lot by that time.
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RE: Complex Doom v13a - review by Ænima

#25

Post by De-M-oN » Tue Dec 02, 2014 10:57 pm

My comments and suggestions are based on the actual version though.

PS: Why this mod doesnt have an own thread? :(

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RE: Complex Doom v13a - review by Ænima

#26

Post by Cruduxy » Tue Dec 02, 2014 11:12 pm

Because daedalus is very lazy and refuses to make one :P
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RE: Complex Doom v13a - review by Ænima

#27

Post by Kara Kurt » Tue Dec 02, 2014 11:37 pm

Yes CD needs its own thread.
Cruduxy wrote: You two realize this review is 10+ versions old? The wad changed a lot by that time.
Yes.

You're implying the newest versions should be better, even though it's what I think, but I don't think the mod changed alot for the better by the time, or it did.

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RE: Complex Doom v13a - review by Ænima

#28

Post by Ænima » Tue Dec 02, 2014 11:54 pm

Cruduxy wrote: Because daedalus is very lazy and refuses to make one :P
It seems more like he's deliberately avoiding it.

I mean he puts in whatever effort it takes to put the mod together and upload it and host BE servers, you would think he could find the time to whip up a forum thread (since we've seen him post here before and he's probably reading this post right now). And we've been asking him to make a thread for at least a year now.
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RE: Complex Doom v13a - review by Ænima

#29

Post by De-M-oN » Sat Dec 06, 2014 1:09 am

I dont know if this is intentional, but I dont think so.

Your Spawners with 255 values have a ~1% chance that the entire monster is missing, because 100% is 256, not 255.
You'll notice it at the latest if you see that a boss monster is missing like it happened on MAP02 of Hell Revealed - the cyberdemon at start. We were so happy about our luck that it was missing :D

Graf Zahl already wrote in zdoom forums that its 256 and not 255 if I recall correctly (which I'm almost sure, but cant find it right now).
But it is also at wiki mentioned: http://zdoom.org/wiki/DropItem

Maybe you should fix that, because I assume this isnt intentional.

___

I looked for which function realizes the caco dodging and saw it is A_FastChase. So it has no control how FAST the dodge is performed? Then sorry that I criticized that if you dont have control over it. In this case this would need an added parameter for A_FastChase.
Because then me personally disturbs it, that you cant control the dodge speed. It just looks so wrong if cacodemons as heavy mass monsters can dodge THAT fast :S

___

I also think that the Quad Shotgun Zombie should do more pellets than a player's super shotgun. I mean he fires quad and you get amount of pellets of a super shotgun in your face? hmmmmm. May be due to balance reasons, but on the other hand a demon tech zombie or bfg zombie or rocket zombie creates more fear to me than a quad shotgunner and a bfg zombie would be able to one shot kill you even on distance. Maybe raise spread if necessary.
___
If on the server with the doomcoop2-bd-ok.wad was the 23b version which it was I believe, then the hand grenade bug is still there. But I'll report back when I'm sure.

Also I forgot to say that the Cardinal is an awesome creation. It has so something special with its attacks, sounds and so on, then it can fly, then the colors - its just an other cyberdemon variant, but done in a way that he is very unique and makes you really feel its aggressiveness and danger and makes you feel that it has so much more power than a regular cyberdemon. The dark cyberdemon though for example is just another cyber (but I dont meant that negative), but the cardinal is really unique. Well done. Really.
Last edited by De-M-oN on Sat Dec 06, 2014 1:42 am, edited 1 time in total.

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RE: Complex Doom v13a - review by Ænima

#30

Post by Kara Kurt » Sat Dec 06, 2014 1:36 am

De-M-oN wrote:
I also think that the Quad Shotgun Zombie should do more pellets than a player's super shotgun. I mean he fires quad and you get amount of pellets of a super shotgun in your face? hmmmmm.
I finally agree - That's mediocre if true.

Assuming the Quadshotgun Zombie does slightly more damage than Supershotgun Zombie.

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RE: Complex Doom v13a - review by Ænima

#31

Post by De-M-oN » Sat Dec 06, 2014 1:51 am

Player Shotgun: 7 pellets
Zombie Shotgun: 4 pellets and a damage per pellet of 4 instead of 5 (+RNG) - very high horizontal spread (22.5 same as vanilla zombieman), but no vertical spread (unlike the complex doom shotgun of the player)

The following all have 5 damage:

Player Super Shotgun: 20 pellets
Zombie Super Shotgun: 10 pellets

Player Quad Shotgun: 50 pellets
Zombie Quad Shotgun: 20 pellets

So - the SSG Zombie does less damage compared to the quad zombie, but also not more damage than a player SSG, which is imo too less for a quad.

And if it comes to balance I throw in my argument of bfg, dtech rifle, rocket etc zombies, which fear me a lot more and can instakill you already (or do a lot of damage in short period of time)

edit: On the other hand the ssg zombie may be too weak then too compared to quad zombie, hmm. maybe SSG zombie 15 pellets and Quad zombie 30? and maybe shotgun zombie 5 damage as well instead of reduced 4 damage?

Just suggestions :)
Last edited by De-M-oN on Sat Dec 06, 2014 2:01 am, edited 1 time in total.

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RE: Complex Doom v13a - review by Ænima

#32

Post by Edward-san » Sat Dec 06, 2014 2:42 am

I'd give a bonus, because it can be played in (G)ZDoom, unlike some other and famous gameplay wads similar to this.
Last edited by Edward-san on Sat Dec 06, 2014 3:28 am, edited 1 time in total.

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RE: Complex Doom v13a - review by Ænima

#33

Post by [zheg] » Wed Dec 17, 2014 9:52 am

daedalus pls contact me!
i have something for you that you will be interested!
PM me!
:v:

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RE: Complex Doom v13a - review by Ænima

#34

Post by Kara Kurt » Wed Dec 17, 2014 10:10 am

CD definitely need its own thread.

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RE: Complex Doom v13a - review by Ænima

#35

Post by N30N » Tue Mar 24, 2015 1:46 pm

As far as I know Daedalus doesn't actually make a thread about CD because he thinks it's pointless.
(I mean let's be honest everybody knows about CD at this point :P)
But yeah it's pretty impractical if somebody wants to suggest something to him.
Then again he has a zandro account, so you can just send a message. :S

EDIT:sorry for the bump,I just wanted to clarify something :cry:
Last edited by N30N on Tue Mar 24, 2015 1:51 pm, edited 1 time in total.

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RE: Complex Doom v13a - review by Ænima

#36

Post by De-M-oN » Tue Mar 24, 2015 2:41 pm

Why the Helemental was changed to black color? :(

It looked so much better with its original color - and was a very good and unique caco coloring.

We have so much black monsters already - was it really necessary to change the helemental to black as well? :/

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RE: Complex Doom v13a - review by Ænima

#37

Post by Daedalus » Tue Mar 24, 2015 4:38 pm

N30N wrote: But yeah it's pretty impractical if somebody wants to suggest something to him.
I get suggestions all the time in game, quite a few of which have been put in already. I might do a thread eventually though.
De-M-oN wrote: Why the Helemental was changed to black color? :(
Thats because the old Helemental sprites (the Inferno Caco) are being used on the 4th tier PE.

As for everything being black, that's for the theme I was going for but quite a few people are becoming rather bored of that, I may start to give certain monsters some fancy colouring so everything doesn't look rather dull.

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RE: Complex Doom v13a - review by Ænima

#38

Post by ryz » Sat Mar 28, 2015 9:38 pm

Please make a thread Deadalus!

I'm trying to figure out a few Complex Doom Addons:
  • complex-classes-addon - More classes, added bonuses for respective weapon types
  • complex_super_doomers2 - even stronger classes?
  • complex-doom-justammo - item respawning enabled, but allows only respawning of ammo, instead of health and items too.
  • complex-doom-nothruproj - Projectiles can't pass through allies anymore?
  • complex-ntpav1 - ???
  • complex-spheremania - stronger item spawns?
  • complex-unmaker-addon - Unmaker weapon and monster
  • complexrandom - ???
  • complex-wtf-patch - ???
  • complexdropmod - Sets weapon/powerup/ammo drops to 256 (100%) for every monster. So for example a Quad Shotgunzombie will with 100% probability drop his Quad Shotgun.
  • legendarycomplexaddon - ???
  • hem - More (and unbalanced?) monster types?
Does anyone know more about them?
Last edited by ryz on Sat Mar 28, 2015 10:05 pm, edited 1 time in total.

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RE: Complex Doom v13a - review by Ænima

#39

Post by De-M-oN » Sat Mar 28, 2015 9:50 pm

justammo has item respawning enabled, but allows only respawning of ammo, instead of health and items too.
dropmod : Sets weapon/powerup/ammo drops to 256 (100%) for every monster. So for example a Quad Shotgunzombie will with 100% probability drop his Quad Shotgun.
Last edited by De-M-oN on Sat Mar 28, 2015 9:51 pm, edited 1 time in total.

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RE: Complex Doom v13a - review by Ænima

#40

Post by Kara Kurt » Sat Mar 28, 2015 10:49 pm

I dislike how certain addons like Hem are being used alongside with Complex, even that super-doomer addon which adds classes that are totally WTF and gives a certain unbalance in term of weapons, like the non-magazine pistol which is not conform to the mod. I don't think the mod needs a class system, and if it has to be, then give an interest to it, A REAL PURPOSE. It could be: Supershotgunner class -> carry more Shell, 125% of the limit -> reload shotguns faster -> shotguns more accurate ?
So rather than having something that totally changes weapons mechanic such as firing 3 times more pellets or pellets doing 5 times more damage and being able to shoot at 3 directions simultaneously, why not make classes that improves the ability to shoot faster, reload faster, be more swift with the said weapons ?
Last edited by Kara Kurt on Sat Mar 28, 2015 10:49 pm, edited 1 time in total.

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