DoomRL > Modding

The "Basic Doom" Module

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shark20061:

--- Quote from: Shinji_Ikari_9th on March 29, 2012, 21:00 ---you need to change the version number in the files so that it reads right.  other then that it's good so far.

--- End quote ---

Whooooooops!  Fixed.

ZZ:
What about setting every reload time to 0, like it was in the original?

Also, green armor outperforms blue on formers. I suppose it should be fixed, because in the original, next tier was always better than the previous.

Also, disable phase devices please. And tracking maps.
Edit: Oh, sorry. The mod seems to stop working after save/loading. If that's not author's fault, I'll post this as a bug.

And make the walls (and possibly items) indestructible.

Also a good idea as for me would be to implement juggler trait bonuses.

shark20061:

--- Quote from: ZZ on March 30, 2012, 01:48 ---What about setting every reload time to 0, like it was in the original?
Also, green armor outperforms blue on formers. I suppose it should be fixed, because in the original, next tier was always better than the previous.
Also, disable phase devices please. And tracking maps.
And make the walls (and possibly items) indestructible.
Also a good idea as for me would be to implement juggler trait bonuses.

--- End quote ---
Comment responses deferred for later.


--- Quote from: ZZ on March 30, 2012, 01:48 ---Edit: Oh, sorry. The mod seems to stop working after save/loading. If that's not author's fault, I'll post this as a bug.

--- End quote ---
Fixed.  My fault.

Styar:
I am playing your mod now, and a start pistol has 2d4 D, not 2d5+1 and fire time of 1. Enemies pistol has 2d5 dam and less fire time. Is it right?

Kg:
Also, items were indestructible in original Doom. I wonder if it's possible to adapt constant weapon change time, like in Doom. So unequipping would take 0s, while equipping item would take 1s, or so. Or make it 0.5 / 0.5 ?

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