Lock and Load 5

Making something for EDGE? Show it here.

Moderators: andrewj, Corbin, Lobo

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Mon 23 Jun 2008 11:36 am

Well I admit I didn't use the air burst like that, so possibly could be very useful. (although i'd maybe reduce the hitscan distance too, doesn't make sense to me that the shrapnel spreads so far).

Look forward to seeing this after some tweaking.

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Mon 23 Jun 2008 1:39 pm

?lleps cigam a, 4f tla hsup

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Wed 25 Jun 2008 11:11 am

Fixed alt-deaths. I'm just building a new playlist for my own personal use which should only take a couple days, then back to work on the mod.

Once I've finished with these weapons, I plan on changing out the zombieman with the rifle for the one with the pistol and making him fire with an enemy version of the desert eagle attack.

After playing Plutonia.wad for a few levels, I realise that I need to make the chaingunners drop assault rifles and not assault rifle clips.

Well, we'll see how it goes.

*edit* Latest version has been uploaded to my website.

Includes changed drop for chaingunner and changed sounds for his attack, as well as an attack exclusive to the spider mastermind so that i could change the attack sound.

I have also changed the attack to reflect this; single hit and more powerful, although less accurate.

Cyberdemon's rockets are now faster and more powerful due to the size versus yours.

Regular zombie hasn't been changed out yet.

Lazy linkage:

?lleps cigam a, 4f tla hsup

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Sun 29 Jun 2008 4:32 pm

New update coming with rifle zombie replaced with pistol zombie firing magnum shots and cyberdemon and spider mastermind releasing shrapnel on death.
?lleps cigam a, 4f tla hsup

User avatar
Visplane Overflow
Posts: 178
Joined: Tue 15 May 2007 11:01 pm
Location: We can't stop here, this is maple syrup country.

Postby Visplane Overflow » Sun 29 Jun 2008 6:05 pm


pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Sun 29 Jun 2008 11:03 pm

?lleps cigam a, 4f tla hsup

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

New update

Postby pilottobombadier » Fri 04 Jul 2008 8:23 pm

?lleps cigam a, 4f tla hsup

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Wed 09 Jul 2008 1:55 am

?lleps cigam a, 4f tla hsup

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Mon 14 Jul 2008 10:58 pm

Railgun tweaked, secondary attack added. browse up to the download link.

Also, changed the assault rifle firing sound (primary attack).
?lleps cigam a, 4f tla hsup

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Tue 15 Jul 2008 3:03 am

Pilot, please don't take this the wrong way - but stop updating everytime you make the smallest of changes.

Use feedback from your first upload to find out what needs changing (and how), and start to implement all the changes. Play it yourself, get friends to play it or even PM someone, and get feedback and fix or tweak any new issues.
Then release again.
I try to be as supportive as I can be, and go out of my way to download and give feedback on wads that honestly don't interest me, but it just destroys my patience and any motivation I have when I need to redownload everytime you add a new secondary attack for a weapon. Do large chunks of work and test it before release please.

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Tue 15 Jul 2008 11:09 am

No problem. I just figured I owed it to you guys considering all the previous screwing around :P

Anyway, I'm going to clean up the wad, remove a bunch of resources and go from there.

It's probably time to implement the new enemies.
?lleps cigam a, 4f tla hsup

User avatar
BaronOfStuff
Posts: 217
Joined: Thu 25 Oct 2007 11:40 am
Location: Over the horizon somewhere in England
Contact:

Postby BaronOfStuff » Tue 15 Jul 2008 5:22 pm

Looking forward to it :)

Any hints on what type of enemies they'll be?
"Yar!" said the cow, who had been watching from afar...



Followed by "Allow that proverbial shit..."

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Wed 16 Jul 2008 7:36 pm

?lleps cigam a, 4f tla hsup

User avatar
Visplane Overflow
Posts: 178
Joined: Tue 15 May 2007 11:01 pm
Location: We can't stop here, this is maple syrup country.

Postby Visplane Overflow » Thu 17 Jul 2008 2:53 am

You know, all things considered, .50AE is a pretty piss-poor cartridge :P It's basically a slightly faster .45 round

Oh well, you really might have to decrease the damage for enemy weapons, as there will be times when you will be hopelessly outgunned - even with the reaction speed of a Counterstrike hick with a crack habit, you wouldn't be able to survive certain thing. (Doom 2's map ten springs to mind =p)

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Thu 17 Jul 2008 11:54 am

I actually got through Map 10 okay as it is - or are you referrring to shotgunners?

Anyway, as long as you keep your distance against the pistol zombies, you're okay - same with other zombies and even the Spider Mastermind - who will absolutely assrape you if you get too close.

Also .50AE might go faster, but it's also larger, ie. it weighs more. Thus the impact versus a .45 is higher. And if you recall grade 12 physics (well, what I was taught in Grade 12, anyway), impact increases exponentially

Although, the shape of the round itself can also dictate impact because it's also based on how much area the impact is spread out over :P

Anyway, I'm just trying to get my machine pistol pickup to work properly, then after that, all the weapons will actually be finished.

It'll just need tweaking.
?lleps cigam a, 4f tla hsup

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Thu 17 Jul 2008 11:02 pm


pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Fri 18 Jul 2008 3:58 am

Yeah, but the Spider Mastermind is supposed to be a boss.

I'm already reconsidering the shotgunner, but the spider mastermind is fairly harmless from afar.

chaingunner's replacement on the other hand uses an assault rifle. And, again, they aren't that dangerous given the available hardware.

But something has to give, given the power of the weapons.
?lleps cigam a, 4f tla hsup

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Fri 18 Jul 2008 5:05 am

Just give the player regenerative health :p

User avatar
Visplane Overflow
Posts: 178
Joined: Tue 15 May 2007 11:01 pm
Location: We can't stop here, this is maple syrup country.

Postby Visplane Overflow » Fri 18 Jul 2008 9:40 am


pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Fri 18 Jul 2008 12:28 pm

?lleps cigam a, 4f tla hsup

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Sat 19 Jul 2008 2:52 am


pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Sat 19 Jul 2008 4:52 am

?lleps cigam a, 4f tla hsup

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Sat 19 Jul 2008 5:25 pm

?lleps cigam a, 4f tla hsup

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Sat 19 Jul 2008 10:54 pm

All monster bonus may be too high for the first couple of levels at least, but I guess getting 100% kills a few levels in is still a task.
I say too high, you need a better algorithm.

Are those numbers total experience needed, or just the extra experience needed for that level?
Ie, does reaching level 3 require a total of 150 or 250 exp?
If its 150, well thats obviously too low, reaching level 2 required 100, only an additional 50 for the next level - so I must assume these values are the discreet experience required for each level (not total experience).

Those numbers towards the end (is that the end, are you implementing a level 20 cap?) are excessive, killing 2000 cyberdemons to go up ONE level? A bit over the top.

I think you should try a shallower rise, there is nothing wrong with the next level only requiring slightly more exp than the one before it, it all adds up.

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Sun 20 Jul 2008 2:22 pm

?lleps cigam a, 4f tla hsup

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Sun 20 Jul 2008 10:41 pm

Well I suggest you change your values, or at least drop the 2nd level (100) requirement. It should never take less exp to reach the next level.
If there are only 3000 monsters, your exp values are deffinately too high, or your monster values are too low.
What is an extra level worth to the player? Is it a BIG upgrade in whatever, does the player feel stronger each extra level?
Or is it a smaller more subtle improvment?

Well to get from level 19 to level 20 takes 73322 points (or 733 cyberdemons). Is the payoff worth it to the player?

Honestly hope i'm not coming off preaching too strong, but my suggestions are:

- Have a smaller margin between levels (maybe 110% the exp required for the last). - this is tricky because for the first few levels, and big monsters are going to offer very quick level ups. You'll have to play test to find the ballance.

- Ensure that the exp required for a level is ALWAYS more than the previous level. (I really want to stress this!!)

- Add an exp bonus for all items in a level picked up and a small amount of exp for every item collected. (this gives an optional path for exp to the player).

- Increase the exp gained for cyberdemon and spider masterminds. These are bosses, and the player should get a pretty nice reward for taking them down.

Thats probably it from me.

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Mon 21 Jul 2008 8:15 pm

?lleps cigam a, 4f tla hsup

User avatar
Dartmerc
Posts: 570
Joined: Tue 21 Aug 2007 3:25 am
Location: Sydney
Contact:

Postby Dartmerc » Mon 21 Jul 2008 10:39 pm


pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Wed 23 Jul 2008 2:58 pm

So far I've interspersed a few weapon upgrades into the level-ups, and I will be increasing the experience bonus delivered c/o of the shotgun guy from 1 to 3.

I'm just trying to figure out what I'm going to do for upgrades for the levels 21 to 30.

So far, I was thinking of giving the player a rechargeable plasma cell, a more accurate minigun and regenerating armour - other than the regular 5 point health and armour boost.

I was also considering giving the player increases to the ammo capacities alotted to the deadlier weapons, namely the minigun, flamethrower and plasma rifle/emp blast. However, I really don't want to boost the plasma rifle's ammo (hence the recharging cell idea) as I'd have to "upgrade" the railgun to ensure that the one thing resembling balance is untouched.

The fact is, the EMP will kill the cyberdemon and spider mastermind in two shots, so it's essential the player doesn't have more than one in a given fight.

The current bonuses are:

Levels 1 - 20
-5 points to maximum health and armour
-one reload to maximum ammo (except for weapons that don't use clips; +1 maximum to the more powerful secondary attacks, +5 rockets)
-Increase to melee damage

Level 4
-The ability to become partially invisible for 30 seconds as a secondary attack on the knife

Level 9
-Invisibility duration increased to 45 seconds

Level 10
-Upgraded magnum - extended magazines

Level 13
-Invisibility duration increased to 60 seconds

Level 15
-Upgraded automatic shotgun - extended magazine

Level 17
-Invisibility increased to 80 seconds

Level 20
-Invisibility increased to 100 seconds
-Flechette Rifle upgraded - more damage, grenades release shrapnel

The partial invisibility powerup is fed by ammo15, and recharges to full in 200 seconds.

Well, that's provided it's recognised, but I'll find that out within 30 seconds of loading, and if it's not, I'll find an appropriate work-around.

And I promise I won't bother anyone about it ;)
?lleps cigam a, 4f tla hsup

pilottobombadier
Posts: 127
Joined: Fri 20 Jul 2007 10:16 pm

Postby pilottobombadier » Thu 24 Jul 2008 12:26 am

Screw it, it's only going up to level 20.
?lleps cigam a, 4f tla hsup


Return to “Projects for EDGE”

Who is online

Users browsing this forum: No registered users and 2 guests