[Submission] Quad-Shotgun
- MagicWazard
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- DBJ87
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- Wicked
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- MagicWazard
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- DBJ87
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- Wicked
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They are separated to hopefully, avoid confusion. The Alternative Version (which just acts like a Super-Shotgun now) has a slight damage increase but the output is nowhere near as high as it was before, it still uses the bullet count as the Original's "Quad-Fire" (20 bullets).
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- MagicWazard
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Remember that you aren't beholden to imitating a monster's attack behavior when designing your own version of the weapon; it's not uncommon for enemies' weapons to be weaker than the player's. For example, the Sergeant's shotgun only fires 3 pellets versus the player's 7 pellets. You can change the attack pattern for balance purposes if you think it makes a better weapon. If you're happy with the current setup, though, then that's fine too!DBJ87 wrote: The final update, is back to basics- there is no over-powered version, decided not to include that. Instead there is 2 versions of the same weapon as 2 separate files. that use the Bullet count, Spread & Damage based off the Quad-Shotgun Zombie's attacks.
I'd prefer upping the pellet count (maybe to 30 or so?) rather than changing the damage of each pellet; even though the total damage may balance out, I find the huge amount of puffs and blood splats produced by the higher pellet count to be quite entertaining.DBJ87 wrote: The Alternative Version (which just acts like a Super-Shotgun now) has a slight damage increase but the output is nowhere near as high as it was before, it still uses the bullet count as the Original's "Quad-Fire" (20 bullets).
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- DBJ87
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- Wicked
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Remember that you aren't beholden to imitating a monster's attack behavior when designing your own version of the weapon
No problem, I'm glad to know that. I will change the damage to bullet damage 5 on the for both weapons.
30 Bullets for Secondary fire & the Alternative version seems more then fair (it did have 40 but that is too much),I'd prefer upping the pellet count (maybe to 30 or so?)
I'll give the Original version's Primary fire 7 bullets (a quarter of the secondary fire, rounded down).
Primary Fire will do more damage overall, but that's if all 4 shots are direct hits & it has got a slow firing rate to take into consideration, so it's Secondary fire is not redundant.
Then, it's down to personal preference. I preferred it with extra bullets & damage, it made it more effective.
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- MagicWazard
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- DBJ87
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- Wicked
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Since we don't yet have a quad-shotgun of any nature, this is looking like a good candidate.
Thank you. there isn't anything else that I can or feel needs to be changed on the weapon now. so it's ready to go. It's been through a lot of changes over the last 7 months.
But I feel this is finally ready for submission now. Got my fingers crossed.
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- Blue Shadow
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- The pickup sprite is of higher resolution, why?
- I don't find the idle HUD sprite to be interesting.
- When firing, there is a relatively longer pause between pressing the firing key and the weapon shooting.
- The muzzle flash animation could do with being faster. What I mean, is that it shouldn't stick around for too long or as this long.
- Sprite QSRLH0 doesn't feel it belongs with the rest of the sprites.
- If you fire one, two or three barrels, then go for the quad shot, you reload it like there are no shells in the weapon, i.e. you see Doomguy putting four shells.
- The firing sound gets cut off by the reloading sound.
- If you tap the fire key, all shots come out from the upper-left barrel as opposed to alternating like when you press and hold the fire key.
- It costs more ammunition and takes a little longer time to kill, for example, a baron of hell than the super shotgun; 16 shells versus 10.
- The weapon goes into its reload animation even after expending all shells. For example, you have four shells and you fire all barrels at once, or fire the barrels individually.
- It doesn't auto-switch when you run out of ammo for it.
- Sprites should be in PNG.
- The KEYCONF lump should be removed.
- Upon loading the Quad-Shotugn.wad file, ZDoom reprots this warning at line 58 of DECORATE: Numeric type expected, got "Fire4".
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- DBJ87
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- Wicked
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I don't find the idle HUD sprite to be interesting.
I'm not the best at image editing and don't have anything better to edit images with, as you can obviously tell. Have had to work with what I could put together, it's not perfect, even I agree to that, but apart from Paint or Slade3 I have no other programs to create and edit images with. If I could improve either issue myself, I would have by now.If you fire one, two or three barrels, then go for the quad shot, you reload it like there are no shells in the weapon, i.e. you see Doomguy putting four shells.
When firing, there is a relatively longer pause between pressing the firing key and the weapon shooting
It was originally, firing too fast and I was asked to change that, but I'll see if I can balance that out more. the same problem was raised by MagicWazard with it's damage, it was too high.It costs more ammunition and takes a little longer time to kill, for example, a baron of hell than the super shotgun; 16 shells versus 10.
I once had this working so it did fire all 4 barrels separately, that file was lost before I submitted the original version and I haven't been able to recreate it since. The gun either stayed shooting 1st barrel 4 times or never fired at all. But, it is time to try and fix that again.If you tap the fire key, all shots come out from the upper-left barrel as opposed to alternating like when you press and hold the fire key.
An error I corrected and then forgot to save into the last update, that can be fixed easily.Upon loading the Quad-Shotugn.wad file, ZDoom reprots this warning at line 58 of DECORATE: Numeric type expected, got "Fire4".
Although after a long time weighing up the options and feedback. Right now, I'm starting to think it might be best if the final submission is just all 4 barrels shooting at once (as suggested by MagicWazard). Ignoring the whole single shot variant, it's not what I had intended, but it'll be simpler and then damage & speed can be tweaked a bit more, increasing the damage slightly so it does a bit more than the SSG and/or reducing the spread a bit more too.
As far as other problems with the sprites go.
It was basically a poor way of showing the gun being lifted back up with raising or lowering it. It will be taken out.Sprite QSRLH0 doesn't feel it belongs with the rest of the sprites.
As I mentioned before, there isn't a lot I can do to the Idle sprites, so unless someone wants to help fix them, I'm afraid they'll have to stay as they are but the Spawned Weapon sprite will be scaled down.
Sprites & KeyConfig, Reload Checks will be checked, changed and removed. But every further version will just be the 4 Barreled shoot & reload version, so basically, an even more powerful Super Shotgun but not intended to be overpowering.
Then, if I ever get around to sorting all the other problems out for the original idea, I will do so as best I can. Adding that as an update if the file is posted any further.I tried setting up the 4 shots to work as a "clip" to help with some of the reload problems etc in the past, that failed miserably. This was started last October & my first custom thing from scratch for Doom. So the original Single & Quadshot version has a long history...
Thank you for the feedback.
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