Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#32 Posted 08 April 2018 - 11:05 PM
#33 Posted 09 April 2018 - 01:15 AM
Jblade, on 08 April 2018 - 11:05 PM, said:
Yeah, new art starts at tiles020, and we are up to tiles026 now. None of that is textures, by the way -- if mappers want to add 8-bit Duke palette textures, that's fine, but so far we haven't added any. In my mind there is no intended renderer, but everything is classic compatible. The standard community voxels are used but no models or 32-bit graphics. We are also using the extended Lezing palette. The only thing that leans towards polymost is the skyboxes by Fox, but I see those more as fixing a polymost deficit than adding a feature.
#34 Posted 09 April 2018 - 05:59 AM
And the reason I suggest teleporter is because helicopter might not be fitting for say, space maps. Teleporter would be a little more versatile.
This post has been edited by Commando Nukem: 09 April 2018 - 05:59 AM
#35 Posted 09 April 2018 - 11:17 AM
One thing that might be really cool to do with the whole teleporter idea is if you place the Bombshell character into a map, you could have it that when the player enters either a certain radius or "line of sight" of the actor sprite, she teleports in all action-hero like. This could be a further random aspect to her appearance in vanilla maps.
#37 Posted 11 April 2018 - 06:22 AM
Jblade, on 11 April 2018 - 06:17 AM, said:
Beautiful---and not just because Bombshell is in it.
With everything I hear and see about this, my anticipation continues to rise. July can't get here soon enough!
#38 Posted 11 April 2018 - 07:17 AM
This post has been edited by Mark.: 11 April 2018 - 07:17 AM
#40 Posted 11 April 2018 - 10:40 AM
Mark., on 11 April 2018 - 07:17 AM, said:
The super-bright and colored lights are made possible by Lezing's extended palette lookups. The washed-out white is pal 94, for example.
#41 Posted 16 April 2018 - 12:29 AM
What are some features that you would like to see added to Duke 3D for this mod? Let's keep in mind that it will remain classic renderer compatible (no models or 32-bit) and the core gameplay will remain intact. A lot has already been done, but I'm interested to hear some different ideas. The best suggestions are specific. Example: the nightvision goggles should, in addition to highlighting enemies and live actors, also increase overall visibility by 25%.
Discussion topic #2]
When Bombshell is added as a playable character, what should her loadout be? She will have an SMG, and she will be able to kick. Other than that, nothing has been determined yet. Should she have a weapon set that is equivalent to Duke's, should she have completely different weapons, or something in between?
#42 Posted 16 April 2018 - 02:19 AM
#43 Posted 16 April 2018 - 02:20 AM
Pistol: Manual reload, boring but it makes sense.
Shotgun: Switch between regular and N64-style explosive shells - or use up multiple shells for the latter to avoid adding a new ammo type.
Chaingun Cannon: Fire a slower but more focused burst
RPG: Lots of things coyld be done to this. Homing missiles, bouncing rounds, gas grenades.
Pipe Bomb: Use alt fire to bring out a new pipe bomb (already implemented in the eduke32 included with the Total Meltdown TC) or put the detonator on alt fire while your standard fire keeps throwing.
Shrinker: Okay, this is silly, but have alt-fire shrink Duke himself
Microwave Expander: Hold alt-fire to charge up a more powerful shot and release in one burst (I don't know about this one, I rarely use it myself)
Devastator: Not sure, it's powerful as it is.
Laser Tripbomb: Possibly use alt-fire to manually detonate placed tripbombs.
Freezethrower: Similar to my idea for Microwave Expander, holding down alt-fire to charge up a more powerful shot
#44 Posted 16 April 2018 - 03:00 AM
Phredreeke, on 16 April 2018 - 02:20 AM, said:
alt-fire modes are a big topic and could make for a whole other thread Currently, pressing the alt-fire key does manual reload on the pistol and uses the scope on the railgun. I'm not sure if I want to add proper alt-fire modes to any weapons. If you have followed other mods that I have coded (DNWMD, WGR2, DukePlus, Attrition, etc.) you know that I love adding lots of firing modes and upgrades to weapons. For AA, I'm taking a much more conservative approach, at least when it comes to Duke's weapons. I propose that we not worry about alt-fire for now, and focus on what Bombshell's weapons should be.
My current thinking for Bombshell:
1) kick to the face
2) Duel wield pistols. More DPS than a single pistol, but longer reload time and burns through ammo quicker.
3) Double-barreled shotgun. Same trade-off as above.
4) SMG. I would give it armor piercing, bleeding or some other effect to make it a little better than chaingun, with the trade-off that you have to reload.
5) Laser-guided rocket (similar to that in HL)
6) A literal bombshell with a remote detonator. Basically it's like Duke's pipebomb with a much bigger and more spectacular explosion, except that you can't throw it very far and you can't carry very many.
7) Self-shrinking gauntlets. While small she can fly around and punch enemies, and they have trouble targeting her. Lasts 10 seconds per charge. Kind of like the Wasp in Marvel.
8) The firework mortar. Shoots a bright shell that splits off into more smaller shells as it sails through the air, creating a deadly fireworks show.
9) An auto-turret; has a time limit or finite ammo.
10) ?? --something to go in freezer slot. Possibly a flamethrower, but that seems almost too predictable
11) ?? --somethig to go in expander slot. Possibly the Babifier. Turns an enemy into a random babe, or civilian dude.
#45 Posted 16 April 2018 - 03:25 AM
#46 Posted 16 April 2018 - 03:29 AM
Trooper Dan, on 16 April 2018 - 03:00 AM, said:
aliens turned police into pig-cops, so turn the aliens into either pig-dukes (duke bodies with pigheads), or alien dukes (liztroops with duke's head) - an ally, until it gets killed or a timer runs out & it dies
of course this requires extra art, so probably not going to happen.
#47 Posted 16 April 2018 - 05:22 AM
Trooper Dan, on 16 April 2018 - 12:29 AM, said:
What are some features that you would like to see added to Duke 3D for this mod? Let's keep in mind that it will remain classic renderer compatible (no models or 32-bit) and the core gameplay will remain intact. A lot has already been done, but I'm interested to hear some different ideas. The best suggestions are specific. Example: the nightvision goggles should, in addition to highlighting enemies and live actors, also increase overall visibility by 25%.
Discussion topic #2]
When Bombshell is added as a playable character, what should her loadout be? She will have an SMG, and she will be able to kick. Other than that, nothing has been determined yet. Should she have a weapon set that is equivalent to Duke's, should she have completely different weapons, or something in between?
Features I'd like to see? Oh, you've picked a wonderful day to ask me that question
The ability to consume food for health, a la The AMC TC
Vehicles
Weapon upgrades
More than one weapon per slot
I'm assuming that there isn't going to be a base like in the AMC TC for Duke and Bombshell to deploy from, and levels won't be "missions", but if so, I have one HELL of an idea for an optional boss.
#48 Posted 16 April 2018 - 06:48 AM
#49 Posted 16 April 2018 - 06:55 AM
Also again not sure if it fits, but maybe have an even smaller chance that some "Normal" Pigcops regain their human senses and help Duke and Bombshell instead of fighting them.
#50 Posted 16 April 2018 - 10:43 AM
Mike Norvak, on 16 April 2018 - 06:48 AM, said:
Yes, I very much want to have that. But we don't yet have an aquatic map in development. Any chance you would want to make one? You would have about 2 months to finish it.
#52 Posted 16 April 2018 - 10:47 AM
Jblade, on 16 April 2018 - 10:44 AM, said:
I'd better get to work on coding those new enemies then!
@Mike: Having two aquatic themed maps would be better than one.
#53 Posted 16 April 2018 - 08:11 PM
#54 Posted 16 April 2018 - 08:34 PM
Trooper Dan, on 16 April 2018 - 12:29 AM, said:
What are some features that you would like to see added to Duke 3D for this mod? Let's keep in mind that it will remain classic renderer compatible (no models or 32-bit) and the core gameplay will remain intact. A lot has already been done, but I'm interested to hear some different ideas. The best suggestions are specific. Example: the nightvision goggles should, in addition to highlighting enemies and live actors, also increase overall visibility by 25%.
The two big ones I'd like to see are towards the Sentry Drones and the Troopers
-If Sentry Drones could have less health, that would be great since as it is they're a major pain. If you want to go the Nuclear Showdown route (sorry, JBlade) and up their damage to balance it out, that's fine. Or some other method if you want to avoid stepping on toes.
-Being able to shoot Troopers while they're clutching their throat and actually have that have an effect on if they come back or not, that would also be great. I really don't like wasting pipebombs on them every time they manage to somehow fake their way through a fatal gunshot to the head.
Some lesser ones I have in mind are:
-Making the holoduke work on things besides just Octabrains (I've always wondered if that was just a bug or what).
-Some sort of manual reload for the pistol
-Maybe some minor screen shake to give some of the weapons some more oomph when firing? Though that should probably be an optional thing to turn on and off since I know it bothers some people.
#55 Posted 16 April 2018 - 09:16 PM
The holoduke working and the manual reload are features already put in by Dan
Mike: The plan is a continuous episode, there's nothing set in stone for the story IIRC except for Bombshell but that may of changed already. The Oostrums and William Gee are working on OGBB which I'm guessing is a city map and my 2 maps are gonna be after that (an underwater one and then a EDF facility with the latter already finished)
This post has been edited by Jblade: 16 April 2018 - 09:19 PM
#56 Posted 17 April 2018 - 08:43 AM
...except this one will feature better new enemies and bosses.
This post has been edited by Merlijn: 17 April 2018 - 08:44 AM
#57 Posted 17 April 2018 - 10:42 AM
Merlijn, on 17 April 2018 - 08:43 AM, said:
...except this one will feature better new enemies and bosses.
Bosses?
#59 Posted 18 April 2018 - 02:55 PM
Bigger than I was anticipating, at least.
#60 Posted 20 April 2018 - 01:22 AM
https://forums.duke4...post__p__131765
https://forums.duke4...post__p__233281
And a well coded version of Scorpion Tank and Organic Turret?
Also extend the standard meveset of the vanilla enemies could be appreciated, like give the pigcop his melee gun attack back.
https://vignette.wik...=20080131221250
This post has been edited by Fantinaikos: 20 April 2018 - 01:30 AM