[Submission] Flamer
- Xim
- Topic Author
- Demon
- Posts: 33
Name: Flamer
Class: 6
Type: Projectile
Palette: Doom
Summon: Flamer
Ammo Type: Cell
Altfire: None
Powered Mode: None
Brightmaps: None
Actor modification: None
ACS: None
Code: Xim
GLDefs: Xim
Sounds: iD Software
Sprites: Jimmy Beaubien, The Innocent Crew
Idea Base: Having a more old-school vanilla Doom style flamethrower
Description:
A simple flamethrower based off the one from "Obituary 1.1" by The Innocent Crew.
Intended to be a more vanilla Doom style version compared to the UTNT Flamethrower.
For more simplicity this uses the standard cell ammo type.
Projectile has short range but deals high damage.
Sprite:
[url=https://Imgur Link]https://imgur.com/CHo8a0R[/url]
Link:
Download Link
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- Blue Shadow
- Administrator
- Posts: 1129
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- Xim
- Topic Author
- Demon
- Posts: 33
Here's the update. Let me know if there's anything else I can do.
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- inkoalawetrust
- Moderator
- Posts: 254
Besides the above mentioned issue of the weapons' projectiles doing 3 times the damage of a plasma ball while still using the same amount of cell ammo.
I also think that the weapon just isn't much like a flamethrower in general, since it fires slow bouncing balls that explode when they touch the floor or ceiling, or another actor. Not to mention that it just seems to be a bit unfun to use in general because of how it just fires slow bouncing fireballs instead of proper flames, plus the range feels like it's TOO low. Also IMO it would be better if you use spaces created through the TAB key for the indentation on the weapons' DECORATE code instead of normal spacebar spaces.
Also unrelated but when I looked into the code I noticed how it uses A_FireCustomMissile(), and I thought that it was weird because if it was done for Zandronum support, then surely, Zandronum supports an action function as old as the better A_FireProjectile(). Well it turns out that it DOESN'T because A_FireProjectile is two years ahead of Zandronum's current codebase of GZDoom 1.8.6.
Edit: Ok well it seems that you've already balanced the damage before I even responded, but I think the other points of it not actually being much like a flamethrower still stand.
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- Xim
- Topic Author
- Demon
- Posts: 33
I will say I'm not intending this to be a realistic flamethrower, It's supposed to be based off of how it functions in the old Obituary maps. If people want to use a more realistic one we've got the UTNT one. I guess I'm open to more suggestions though, maybe I could make it act more like the Strife flamethrower or something? But I kind of like it for now. I want to leave it as a simple weapon.
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- Blue Shadow
- Administrator
- Posts: 1129
The more feedback the better, so don't let me stop you.inkoalawetrust wrote: Damn looks like Blue Shadow responded before I could
I, for one, am fine with how the weapon currently behaves. Unless there's a demand for a behavior change, it can stay as it is.Xim wrote: I will say I'm not intending this to be a realistic flamethrower, It's supposed to be based off of how it functions in the old Obituary maps. If people want to use a more realistic one we've got the UTNT one. I guess I'm open to more suggestions though, maybe I could make it act more like the Strife flamethrower or something? But I kind of like it for now. I want to leave it as a simple weapon.
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- Xim
- Topic Author
- Demon
- Posts: 33
Yeah, my idea was for it to be simple and oldschool feeling to fit better with the vanilla weapons. Let me know if it's needs more balancing, but if you're fine with how it's balanced we can go with my most recent update.I, for one, am fine with how the weapon currently behaves. Unless there's a demand for a behavior change, it can stay as it is.
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- Blue Shadow
- Administrator
- Posts: 1129
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