Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Topic: Issues/Suggestions

A topic by RabbidFF created 65 days ago Views: 254
Viewing posts 1 to 1

perhaps this could be used as a board for suggestions and issues so we don't make a new one each time? just a suggestion to people looking at the mod...anyway I'll start...

I'll try not to repeat anything said in previous topics in this... I should note: I don't hate this mod, I actually kind of like the mod Ironically, atleast for the gameplay, just saying it now, these are not attacks and I'll try to avoid personal opinions, I'll also try to avoid suggestions/requests with new weapons for the sake of "not all good games/mods need to have 1000 unique weapons", keep in mind, these are mostly not gameplay things I've noticed and none of these need to get fixed.

Issues

  1. A few sprites, mainly the fainted and lying on the ground ones for the Fox and Daisy are cropped a bit off I think?  bit of the foxes shoe looks cut off, but that one COULD be correct, however Daisy's left hand in the 2 on the ground sprites are cut off a bit, you won't notice it without adjusted sprite clipping set to Always, but not many other sprites are like this...
  2. on the topic of adjusted sprite clipping, even with it the CyberGoat still clips into the ground, I don't know if this is a sprite issue or a sourceport issue, but also this one is a bit more of a personal preference honestly.
  3. some of the music is a bit loud played in Slade, you probably won't notice it in game, but, lets hope you remember the names of the files as I don't think listening to them again would be much fun, atleast in the editor
  4. The Lost Soul Skull doesn't disappear in the test map when you clear enemies, along with summoned Demons, I assume this is because the spawners didn't spawn them therefore they cannot be despawned, but also idk, I've never made a test map in doom XD 
  5. Not much of an issue for the use, but... the DM maps have no player 1 spawn, so the only way to explore them is to play multiplayer yourself or forcibly put one in, this one is more of a "not an issue, but it is annoying if you wanna see these maps"
  6. if the alt marine bodies color thing was intended to work in Zandronum, It just doesn't, the alt colored enemies do though
  7. the shotgun, just the normal shotgun's slide on the ground sprite is too big compared to the first person sprite along with the fact it appears to have a grip while the full sprite doesn't.

these were all the ones I really noticed

Suggestions/Requests

I'll try to keep "Requests" to a minimum

  1. Instead of completely removing alt colors for base enemies when the placeholders get replaced (I assume this'll happen if that ever actually happens) why not make it a toggle-able menu option? along with alt colored marine bodies
  2. Someone said something like this, but perhaps a little more interactivity with the hanging marines and Doggos on sticks, would be cool for more detail, like if you shoot them enough you can KO them, or you can free them and they can work as a weak ally for the player, really idk
  3. the intermission screen still says "Kills" and if they are fainting like the files say, this should be changed to something like "KOs" "Faints" or "Defeats/Defeated", the rest can stay the same because there's no reason to.
  4. perhaps the Sentry could do a little more than just explode? like perhaps it could fall over to the floor, than blow up, or just fall over, or drop some ammo upon defeat? really as far as I know the Sentry is fine, but it could use a bit of a buff from what I've seen of it in general
  5. perhaps Gib deaths? aka instead of the same ol faint they fall over in a gib exclusive way when gibbed? this is similar to another thing I've seen, but it's a bit more exclusive to Gibbing only.
  6. Perhaps (I know, I've said it a lot, I'm sorry) the phantom Kobold's skin can be a chance alt skin for the normal Kobolds? I personally like the Phantom skin, but also it's a specter exclusive, so you never get a great look at it outside of the test map.
  7. from what I can tell and have played through of the mod, The Dummy in the files could have more to it, it doesn't do much of anything when spawned in, maybe in the test map there could be an area where you can test weapon damage and the dummy like shows the number somewhere? might be hard to program, but would probably be worth it, again I haven't coded stuff like this for doom, could also have a system with the dummies where they can mimic a certain enemy type, aka they don't fight back or move, but they have the same health and stuff as the enemy, and when it reaches 0 it'll just fall over in a pose like the enemy? would make the dummy more unique and useful...
  8. I don't know if you plan on making maps and a story for this mod or not, but if you do, perhaps put these maps into their own category in the menu like the test maps and DM maps so you can still play the vanilla doom maps? this is only if you plan on making a story/more singleplayer/cooperative maps for it of course.

these were my personal things for the mod, still a good mod personally even with the issues and without any of the suggestions

oh yeah and if anybody wants to add their suggestions/issues/complaints, go ahead I would say use this as a thread to talk about these things.