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RambOrc
The Ultimate DooMer
borsuk
while len(centaurs) >= 1: nonblcentaurs = [cent for cent in centaurs if not centaur.isblocking()] nonblcentaurs = sorted(nonblcentaurs, key=distancefromplayer) for nonbl in nonblcentaurs: while not nonbl.isblocking(): punch(centaur)Basically punch closest centaur, switch target if it blocks. My main issue is that they artificially force you to wait. It's like playing Whack-A-Mole. What makes centaurs special in cooperative games ? Can you go around a blocking centaur and strike him from behind ? Perhaps... but Hexen has a lot to discourage cooperative play. Being stuck at a puzzle together doesn't make it any more fun. My point: I was unable to notice anything special about coop centaurs because no one liked to play coop Hexen with me.
As for gargoyles, I like their look and sounds, but in all fairness, their AI is extremely primitive.That may be so, but they're wonderfully effective compared to Ettins, and Demons from Doom. Ettins are additionally hampered by often byzantine architecture of Hexen. There are LOTS of "nomonster" linedefs, and places they can't reach. You can pick them apart one by one. When fighting a gargoyle swarm in the open, I not only have to aim. I have to dodge, and move consciously so as to dodge even gargoyles I currently can't see. They naturally surround player. Demons from DooM can't do that, if they're coming from a single direction the best they can hope for is a semi-circle around player. Lost souls from DOoM have pitiful movement speed outside of charge, so if they miss I know where they are and usually dodge without looking. Gargoyles move around and charge from different angles.
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NeoWorm
borsuk
you are just comparing two different games and evaluate its weapons and enemies without considering its original purpouse and whole game concept.(emphasis mine) That's exactly what you want to do when you're about to design a new game. Topic name should be a clue for you. Good games often combine good parts of previous games in interesting ways, and add new stuff. Rarely a game is close to 100% original. To rip off a gameplay element properly requires analytical skills and good taste. Many parts are good within a context of a given game and wouldn't work elsewhere. Otherwise you may get what I'd call "solution looking for a problem", or the element could dominate the gameplay and render everything else obsolete. Examples: - Rocket launcher, Lighting Gun and Grenade Launcher to some extent are by far the most powerful weapons in Quake multiplayer. They're so effective that experienced players often don't pick other weapons up. These features overshadow other features. They're no-brainers. - Flechettes in Hexen are, arguably, of little use for Mage ("solution looking for a problem"). In unmodded Hexen, everything they can do can be done with regular weapons, especially very s trong Sapphire Wand. If you're pushed into a corner and need some extra power, it's already too late to use flechettes. If you have some breathing room, you probably don't need them because you can shoot. Disc of repulsion will create extra room much better anyway.
Anything that would come up from this would be probably incoherent in style and boring in gameplay. I just dont see any purpose.If you take a closer look at the two big post of mine in this thread, you can notice a pattern emerging. I tend to favour elements that fit better to Hexen rather than Heretic. Ethereal Crossbow, Hellstaff, Dragon Claw unchanged would easily rip through everything Hexen can throw at you. They're classic "DooM" weapons, fitting well into a very shooty game like Heretic. Not in a game where melee is an important part of the gameplay even late (Cleric's mace still sucks though). Yes, a game has to be consistent with itself. It's hard to make a good hybrid, and a Heretic/Hexen hybrid would likely lean in one way or another. Mine is going to lean more towards Hexen when it comes to weapons, enemies, and combat. But more towards Heretic when it comes to level design, progression, and item placement. As for new ideas, a lot of new ideas can't be easily incorporated into Hexen because they're limited by layout and style of original Hexen WADs. For example levels tend to be very closed with a lot of short distance fights. A mod with truly new mechanics would need a new big WAD. That's a huge task for a single person if done manually, without help of random level generators like Oblige. =================== Summary: I'm currently working on a gameplay mod for Hexen, which introduces new elements where possible, but mostly focuses on fixes and balance changes. It's going to be my playground where I test a couple of concepts and become familiar with modding in Vavoom. I'm going to release an early version soon. It already has a working fire-breathing Afrit, which is fun, but needs some polish (attacks from outside range, could use some visual cosmetic changes). Much later, I'm going to develop a "new gameplay" mod, which takes parts of Heretic, Hexen, and uses lots of new things. To develop that innovative mod I'll need to create a new WAD as well. I'll most likely use Oblige and polish it manually. I also plan to spend time improving Oblige (especially adding prefabs).
NeoWorm
As for new ideas, a lot of new ideas can't be easily incorporated into Hexen because they're limited by layout and style of original Hexen WADs. For example levels tend to be very closed with a lot of short distance fights. A mod with truly new mechanics would need a new big WAD. That's a huge task for a single person if done manually, without help of random level generators like Oblige.Ask UltimateDoomer about this...
borsuk
You somehow managed to skip whole process of making some concept, you just blindly jumped into ballancing weapons and enemies from two completely different sources.It's because the first mod I'm working on is going to stay close to Hexen. I'm looking at things I can improve in Hexen. That's a good way to test my skills I think. I've already succeeded in making flechettes valuable for Mage, and not by modifying Flechettes. By modifying Sapphire Wand, which no longer kills swarms of enemies from afar. And I think I'm going to use fast ("Nightmare") ettins, because that turned out well in my playtests. They really put pressure on Mage.
You are arguing how the mage flechette is useless but thats really petty problem compared to other problems HeXen have. For example HeXen never actually used the potencial of different classes to its true extent. All characters plays more or less the same, they dont have much differences later in game.A petty problem it may be, but it contributes to others. I think I've succeeded in giving flechettes a niche when playing mage. Mage can't deal with large numbers of enemies who are close, and flechettes are a limited supply of high short-ranged damage. I'm working on making classes play differently, not necessarily in the late game. I think Hexen in general overstayed its welcome. It stops introducing new elements at, say, the end of Heresiarch's Seminary hub. No weapons, no enemies, nothing. Just more levels, and increasingly frustrating puzzles and traps. For examples of things I'm working on: - I'm exploring ways of making Mace of Contrition interesting and viable even in late game. It shouldn't be too similar to Spiked Gauntlets, but there should be situations where a cleric would want to use the mace, or at the very least where he can use it without taking a lot of damage. Current implementation pushes monsters away quite a lot - enough to keep a single ettin away, but you have to retreat when there are more. Basically where Fighter can rip through enemies in melee, my intention is that Cleric can use mace to fight defensively. I would also like to try Forcepain flag, but it doesn't seem to be implemented in Vavoom at the moment. - I'm looking for ways to make Spiked Gauntlets more different from Timon's Axe. - 3rd weapons of all classes are quite similar: strong ranged attack. Hammer for example is so cheap fighter can all but forget about cutting enemies up close. I have an idea for a ranged weapon which is more fitting and would encourage different playstyle. - I'm going to make some of items work differently for classes. Discs of repulsion for sure, they're going to pull enemies closer when used by Fighter. (...) I'm trying to come up with a consistent plan for Fighter, Mage, and Cleric. So far I have this: Fighter is up close and aggressive, Mage is bad up close and wants to stay away, Cleric... fights more defensively I guess.
Good game that used different classes differently is HeXplore or Trine.I have Trine, but I need to refresh my memory on Hexplore.
BTW do you know lizardcommando from ZDooM forums? What that guy made with mspaint is awesome.Assuming he is, it's sad people like this are rare.
Ask UltimateDoomer about this...Maybe I'm just not capable of making a lot of good levels quickly.
The Ultimate DooMer
Firestorm analysisIt's actually dependent on monster size...against wide monsters it's good, against thinner monsters it fails quite a lot.
Arc of Death analysisLikewise it's success is conditional...in this case it's room height. In short rooms it's unstoppable, in tall rooms it fails...and in the air you'll be lucky to get it to hit.
Maybe I'm just not capable of making a lot of good levels quickly.Heh, it's taken me way too long to finish the mod...so 'quickly' doesn't really apply :p
- Rocket launcher, Lighting Gun and Grenade Launcher to some extent are by far the most powerful weapons in Quake multiplayer. They're so effective that experienced players often don't pick other weapons up. These features overshadow other features. They're no-brainers.It's worse in the one-weapon universe known as Doom 2 multiplayer. And to compound it, the weapon (ssg) is given away on spawn in the majority of user-made maps...you couldn't get any worse as far as balancing goes.
Valherran
RambOrc
Ichor
RambOrc
The Ultimate DooMer
Elvenwand - Good for saving ammo and hitting those far away enemies, but it's not really a good idea to try killing an iron lich with it unless you know you can find some more ammo.Or if the lich is just round the wall or behind barrels.
Ichor