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Author Topic: Weapon/feature concepts/ideas thread  (Read 1843 times)

ShadowMario

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Re: Weapon/feature concepts/ideas thread
« Reply #15 on: November 24, 2015, 04:54:46 pm »

can i help on sprites?
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AcidLead

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Re: Weapon/feature concepts/ideas thread
« Reply #16 on: November 24, 2015, 06:02:41 pm »

yo don't hate. ridiculous concepts are where greatness is born.

sometimes. sometimes that shit is just rubbish though.

incomparables (should) make choices interesting, but (again should) fundamentally change the way you attack situations. that's why when valve rolls out weapons that fundamentally change things, it creates an uproar; the new feature gives a new way to approach what is becoming a very old game, but it also diverges from whatever class's highly structured playstyle. TF2 at launch was a very precisely made game; every change and addition has taken that original highly focused brilliance and slowly and steadily changed its appeal to more of a win by variance approach; minigun not doing enough damage? here's one that has more, for some tradeoff. scoot's gotta go fast? if you don't jump much, sure, you can do that. but outside of very simple stats, fundamental changes move away from the original class and its role (see demoknight).

Doom is for charge and I cannot program.  :drool:
Download FreeDoom (and GZDoom to run it of course). It might be 2/3rds finished, but there's plenty enough for you to start off on a wild and incredibly free rampage. Sometimes I boot my doom wads in FreeDoom just to try them in different levels and see how well all of it falls together. But hey, if you don't wanna, don't do.

If you can't program, I guess I could come out with the easiest attack on simple DECORATE script wads, "nerr that's not really programming language that's script, script is like a baby's toy" but again different strokes for different folks.

can i help on sprites?
uh, are you talking to me good sir?



(click to show/hide)
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fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

ShadowMario

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Re: Weapon/feature concepts/ideas thread
« Reply #17 on: November 24, 2015, 06:15:18 pm »

no, yes, idk, aaaaaah :angry: :angry:
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hello

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Re: Weapon/feature concepts/ideas thread
« Reply #18 on: November 24, 2015, 06:55:37 pm »

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Fuzion

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Re: Weapon/feature concepts/ideas thread
« Reply #19 on: November 24, 2015, 08:34:02 pm »

can i help on sprites?
You just said your sprites are shitty on the GMOD thread you made.
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ShadowMario

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Re: Weapon/feature concepts/ideas thread
« Reply #20 on: November 24, 2015, 08:57:23 pm »

ikr, these are only test sprites i made, but these if i make, will be better, and i said my .zip (or .rar?) is not a virus, you can download safely
« Last Edit: November 24, 2015, 08:58:04 pm by ShadowMario »
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ShadowMario

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Re: Weapon/feature concepts/ideas thread
« Reply #21 on: November 24, 2015, 09:09:17 pm »

i will try to make some TEXTs, but i do not have the sprites, where i can download?
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Fuzion

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Re: Weapon/feature concepts/ideas thread
« Reply #22 on: November 25, 2015, 04:49:51 am »

but i do not have the sprites, where i can download?
What?
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Perci

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Re: Weapon/feature concepts/ideas thread
« Reply #23 on: November 25, 2015, 11:10:41 am »

Geez why you wanna add something that is pretty much like an other but with some effect changed. The bear trap is like the razorback, so it's an existing item. There should be a weapon that still don't exists and probably a good idea. There are 2 different sentry but there was one dispenser. I decided to make a new one. Okay this doesn't mean that there is like 8 different rocket launcher so valve shouldn't make more but still means that every item has a difference. Like as the name says the directhit is for you know hitting someone with it, it doesn'T have a big explosion radius. The cow mangler is an electric weapon so it doesnt damage the buildings much. See there are difference, why would anyone make a second Bonk atomic punch or darwin's danger shield? They both sucks @ss, just as the razorback. Use the smg instead or jarate.
Thing is, you can survive a quickscope with the Darwin, which makes you pretty much indestructible against snipers whom are not using it.
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AcidLead

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Re: Weapon/feature concepts/ideas thread
« Reply #24 on: November 25, 2015, 04:17:54 pm »

Any thread mentioning the weapons just baits me into wanting to ramble idly, but it's hard when I remember nobody really cares and it's a bad idea. Sometimes so hard I can't resist. Fortunately, I think I've recomposed myself. I'll own my mistakes though.

I'll just say I guess I want all of the weapons, everywhere I go. I suppose that's one reason Unreal games appeal so much. StuffSwapper/OldSkool let you play with over 100 weapons available.
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fire at cyberdisc
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doh, she missed the shot

Perci

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Re: Weapon/feature concepts/ideas thread
« Reply #25 on: November 26, 2015, 12:37:32 pm »

Deagreaser change
It could decrease both primary and secondary damage by 10-30%, including afterburn.
Perhaps reduced afterburn times (about -2s) and perhaps weaker airblast force too.
To me it sounds balanced, since you can still instacombo basically.

Powerjack change
A: Temporary speed boost only on kills.
B: Keep increased movement speed, decrease max health by ~25... Increase healing perhaps (to 50-75).

Sharpened Volcano Fragment change
A: Increased burn damage against already burning enemies.
B: Make it work identically to the axtinguisher, so it's not useless at least.

Baby Face's Blaster change
Boost builds with damage, drains over time, always grants max movement speed while present (so even at 1%). Perhaps decreases on miss, too. Boost doesn't drain from taking damage and doing air jumps. Increase blast damage taken and knockback taken (so dodging becomes more important).

Pretty Boy's Pocket Pistol change
A: Increase clip size and/or accuracy, remove vulnerability or buff health leeched.
B: Increase clip size and/or accuracy, remove vulnerability and make it heal on kills instead.

Crit-A-Cola change
Decrease (to ~10%) or completely remove speed boost effect, increase vulnerability effect to 20~25% or mini-crits. Perhaps add knockback reduction effect in change.

Escape Plan change
Health from healers decreases (by up to ~75%) as health decreases, cannot be ubered while deployed, decreased max health.

Market Gardener change
Decreased firing speed, melee damage vulnerability greatly increased while rocket jumping (crits or more gamage taken from melee sources).

Mantreads change
Increase max health by 20~25, add full or almost full immunity to fall damage.
Pehaps add a weak (10-25%) resistance against melee attacks too.

Liberty Launcher change
A: Slightly increase blast radius and knockback against enemies (20~30%). Perhaps remove blast jump resistance.
B: Increase projectile speed even more, increase firing and/or reload speed.
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ShadowMario

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Re: Weapon/feature concepts/ideas thread
« Reply #26 on: November 27, 2015, 03:07:56 pm »

but i do not have the sprites, where i can download?
What?
the sprites of all characters, their arms and projectiles
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