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  • DOOM Mod / Aleryon Betrayal

    Redemption 17 years ago
    I'd answer that, but it'd be a spoiler.

    [Edit] There is a chance I already revealed the spoiler...

    [Edit] It's the end of the school holidays so my work time will be cut down severely. However, during the white noise that is the class room my idea generating creativity increases on everything other than school, so new ideas will probably emerge.
    #
    LavaBurn 17 years ago
    I played your latest beta and I'd say this mod rules,Please continue it as I'd like to see more of what will happen
    #
    Madgamer 17 years ago
    "Redemption" said:
    Areas where you're not meant to go? Is that in the outside blackness or past the door in the starting map?

    Spoilordzors!|!=>It's in the starting area past the wall. You could click on the door even though you're not meant to reach their No, it's not the bottom one.(=I know you read it so quit reading.

    Dual pistols sounds fun. Now we need a weapon for the mouse wheel

    Later on maybe your squad will eventually have to break up (into 4 preferably) and you go with the remaining team and go with them. You might eventually bump into the seperated squad but they should either be seperated, severly hurt, or dead. Later on you'll start to lose your team members that's with you and by the time you're half-way through the game, there's only one survivor that's with you. Now you could make him reach the end without dying (add a helath bar there) but it would be extremely hard to do because he might do stupid things although he would be good for backups.

    You should have some sort of special weapons like grenades. You are able to throw them and they would explod in contact or after a few seconds it was thrown, but not very accurate at all. Different types of grenades such as Freeze grenade, Shocker, Incendiary, whatever. You could improve the aim of grenades and speed when you find a grenade launcher.

    When you complete about 1/3 of the game, the weapon that you used most to kill enemies will be your job thingie and you develop skills from it the more you use it. Let's say you used pistols a lot and you become a one-shot wonder guy. If you have this type of job you can efficiently use handguns better and able to equip all handgun categories but unable to equip other advanced weapons. That means you wouldn't be able to hold the Aleryon shotgun (A.K.A. Auto-Shotty) or Heavy rocket launcher. After you use certain amount of times with the gun you're using, you'll get increased damage on it, more accuracy, less recoil, or able to carry more ammo.

    If there's a puzzle part type of game, make them have more than one way of completing the puzzle. Like hack the door panel while your teammates hold the enemies off or just blast the door open the hard way. Either way you're still completing it in two different types of ways.

    Getting better armor later in the game to increase your defense might be a good idea. Not many mods seems to do this though.

    Some items are unreachable unless you sacrifice something. For example, you might still have your teammate after completing half the game but you'd have to sacrifice your teammate if you want the BFG-9000. If you don't have your teammate you can't get it. A life for a gun... Greed gets you

    I'll post more suggestions when I have the time.
    #
    LavaBurn 17 years ago
    Can a BFG Be done in Notrium and fully effective,I mean the Plasma DO Actually hurt whoever near(Like in the real Doom or Doom 3)
    #
    Redemption 17 years ago
    I made a working BFG during the early stages, it should still be in the starting map somewhere.

    Seeing as i've spoiled it earlier in this topic I might as well tell you. You going to get seperated from your squad, it will be your main objective to reunite with them for a fair while.

    Given the fact that I already have the rocket launcher as a base, grenades would be simple for me to add.

    Weapon experience is a good idea, but it probably won't happen because you need enemies to shoot at, and you'd eventually run out of enemies to gain experience from. No I will not simply put in spawners, I hate games that force you to press on while being shot at from all angles, the only spawners I might have would be at the end.

    I really should give the player more choices...

    Armour upgrades will definately be used, if they're not you can slap me repeatedly until they are.

    Item choices sound good.

    I might just seperate you from the squad the moment I get to work on the mod, but eventually you'll have a squad again though, probably you and one other. When I make this it should be optional... with storyline changes depending on the desicion (maybe, might get complicated)...
    #
    LavaBurn 17 years ago
    Spawners is a good idea for bosses,Think about the CyberDemon in Doom 3,Monsters spawn from all angles.
    #
    Redemption 17 years ago
    I'm not yet sure if I'll even have bosses, and having heaps of enemies surrounding them could distract you from killing the boss. If there are spawners, they'd be in the final map, creating a lot of tension before you finish the game.
    #
    MageKing17 17 years ago
    Spawners do NOT have to spew out hundreds of monsters per minute. You can have a spawner only spawn a monster once every few minutes, and have it only spawn a certain number of monsters at a time. Or only spawn when the player is within a certain range.
    #
    Redemption 17 years ago
    Once again, no spawners until the end.

    I'm even more against having them now that I've just played some flood levels in halo(1), the player deserves the right to retreat and fort up against overwhelming numbers, and then there's the fact that you need to wipe out all enemies before the quarintine doors will open.

    When I get back to the computer with the mod on it I might reduce the amount of ammo you can carry, possibly less in hard mode if I can be bothered.

    On another note, I've written a short story that pretty well explains the Aleryons, but you'll probably only see it after I've released a beta explaining what they are. this is because there will be people playing the mod who won't read the story, I need to make sure the mod explains what the Aleryons are ingame. It'd probably be a BIG spoiler if you knew beforehand.
    #
    Madgamer 17 years ago
    Back to my train of thought

    Story line might be explained through the use of PDAs (SS2 or Doom3 anyone?). You can find them on the ground or in some scientists bodies. Usually they should contain one log but some of them might contain more than one log. This seems to be getting popular now on telling stories in FPS.

    Back to the gun professions:
    (feel free to change the names and how it works)
    1 is lowest, 100 is highest. 50 is average.
    Handgun (+machinegun?):

    Lv.1 Trigger Finder
    Shooting Speed: 53
    Accuracy: 62 (higher is better accuracy)
    Recoil: 56 (higher is lower recoil)
    Amount Carriable: 200 (how much bullets you can hold)

    Lv.2 Target Shooter
    S.S.: 55
    A.: 67
    R.: 60
    A.C.: 200

    Lv.3 Fire-Starter
    S.S.: 61
    A.: 68
    R.: 60
    A.C.: 250

    Lv.4 Hand Exerciser
    S.S.: 68
    A.: 68
    R.: 62
    A.C.: 250

    Lv.5 Pot-Shot
    S.S.: 70
    A.: 76
    R.: 68
    A.C.: 250

    Lv.6 Gung-ho Fighter
    S.S.: 74
    A.: 76
    R.: 70
    A.C.: 250

    Lv.7 Trigger Happy
    S.S.: 78
    A.: 78
    R.: 74
    A.C.: 300

    Lv.8 Cross Fire
    S.S.: 80
    A.: 78
    R.: 78
    A.C.: 300

    Lv.9 Extreme Ops
    S.S.: 86
    A.: 81
    R.: 80
    A.C.: 300

    Lv.10 The Specialist
    S.S.: 88
    A.: 86
    R.: 83
    A.C.: 300

    And so on with other weapons...

    I'm not going to go and explain it all because it just eats up time but I'm bored anyway so I guess I'll finish the list if you want me to

    Also the higher level you are in, you can 'mod' your weapons to make them essentially better. Like at lv.4 you can mod your boring pistol to be a high speed SMG demon.

    Trap-type weapons such as trip mines and claymores should be available in the game.

    If your weapon reaches over 90 recoil and you keep shooting with it like that, then there's a chance that your weapon can get broken (not repairable) thereby making you to use your weapons more effectively.

    I can't think of anymore. Train of thought has been derailed. now instead of typing, I should really play the mod a bit more
    #
    Redemption 17 years ago
    I'm quite happy with the storyline explanation through dialogues.dat for now, but who knows, I might add stuff to make it more interesting...

    Weapon modding probably won't be present as you aint gonna be combining anything.

    Trap weapons wouldn't be too hard to add but I'm not sure if they'll be very useful.

    If weapons could break I wouldn't be able to track of what weapons the player has, and this is useful for me to know what ammo will be present and when I'm gonna give another one. So probably no.

    I had a random idea today, if I decide to keep it you'll be able to pop headshots with the sniper rifle. (One in something chance of it happening.)

    If I can be stuffed doing it I might be able prevent blood from showing up outside the map.

    Some weapon Ideas:
    Possible flame thrower,
    Grenades,
    Tazor,
    Arming some of the squad with tazors,
    More Aleryon weapons,
    Sword (Already there),
    Bio-Explosive pistol (Already there, pretty punishing in combat),
    SMG (might just be mini gun with different name),
    Plasma Rifle (Not to be confused with the present plasma gun).

    Enemy Ideas:
    Might make shotgun marines gray like normal enemies,
    Will probably have scientists carrying an anti-virus,
    Mutated Scientists,
    Will probably explain the massive amounts of enemies you encounter,
    You ,MIGHT, repeat MIGHT, encounter very mutated easily killable scientists with... I'm gonna stop this idea now before I give a spoiler...
    Tazor Scientisties.

    More ideas will be revealed as they are generated (unless they spoil my secret plans for the storyline)...
    #
    Quanrian 17 years ago
    I'm going to give you a sticky because you've been very persistant in keeping this mod alive. Please don't abuse this and suddenly decide to drop the mod. I'll expect some real polish as well, good luck . Keep in mind if I think the mod isn't being kept up, you lose the sticky.
    #
    Anonymous1157 17 years ago
    Let's discuss the mod. How's it going?
    #
    Madgamer 17 years ago
    Wait till it becomes even better than Werivar people
    (puts #1 handglove on and smashes all other beta version mods with it)

    Anyways, this time I'm going to list some weapons and how they work.

    1-100 usual detailed scoring.

    Normal Weapons damage:
    Pistol: 10
    Shotgun: 8 with 8 shells being spat out
    Rocket: 54 Splash damage 42-8
    Plasma: Depends on what type of gun your using.
    Sniper: 70

    Poison Spitter (handgun)
    Damage: 8 (Poison effect is 4 every second)
    Notes: Your usual poison dart weapon at service.

    Plaguerizer (Shotgun)
    Damage: 6, shoots 8 shells (Poison effect is 2 every second)
    Notes: Instant venom bath.

    Homing Rocket Launcher (Rocket)
    Damage: 45 (should be lower than the normal rocket. Also homes in obviously. Splash damage 35-5)
    Notes: If you got your spare flare, it might come in handy.

    Rocket Pistol (Pistol)
    Damage: 12 (splash damage 10-1)
    Notes: Handgun with an added punch.

    Uzis (Pistol)
    Damage: 8 (holds two for left-right click action. Auto-mode)
    Notes: Where do you spend that extra ammos on?

    Master Cooler (Plasma)
    Damage: 22 (Auto)
    Notes: Colder than a freezer.

    Fire-Cricket (Rocket)
    Damage: 24 (Shoots 2 homing rockets. Splash damage 22-1
    Notes: What's more tasty than a fried insect for supper?

    Exploding Shell (Sniper)
    Damage: 40 (Shoots out 8 shells in every direction once target has been hit. Shells do 10 damage.)
    Notes: Aim, Fire, Miss. Accuracy 100%

    Nail on a Board (Melee)
    Damage: 32
    Notes: Good old retro fighting style.

    Overpowered Tazor (Plasma)
    Damage: 50 (wastes 5 ammo. Single mode)
    Note: 1800 Watt Overload.

    Volatile Metal (Handgun)
    Damage: 2-Shoots out 5 other bullets.
    Notes: Smaller sized shotgun. Great for kids.

    Mini-Nuke (Rocket)
    Damage: 100 (wastes 10 Rockets. Splash damage 80-20. Poison effect is 10 every second)
    Notes: Nothing big but close to what it sounds like, and feels like.

    By the way i can't wait for the new version to come out (You can tell )

    I should stop from here right now because typing is a pain in the ass. I'll check with you guys the next day.
    #
    Anarion 17 years ago
    "Redemption" said:
    Plasma Rifle (Not to be confused with the present plasma gun).
    What would the difference be?
    #
    Pete 17 years ago
    I always liked the idea of a single nuke in the game that is used to break an nearly unbreakable obstacle to proceed in the game... putthatinputthatinputthatin!
    #
    LavaBurn 17 years ago
    "Redemption" said:
    I made a working BFG during the early stages, it should still be in the starting map somewhere.

    If you put the BFG In the early levels then it will easy things,Unless it is secretly hidden but I'd suggest putting the gun in the final levels to make things fair.
    #
    Redemption 17 years ago
    The BFG is behind the hidden wall.

    You're in a space station, somehow I doubt the logic in setting off a nuke.

    The difference between the plasma gun and the possibility of a plasma rifle would be that the plasma rifle will be more rifle like. It'd be more like the sniper rifle, but with a higher fire rate, more powerful and with overheat (I'll be making it more distinct from the sniper rifle if it gets in).

    I already have something similar to the rocket pistol, It'll be in the storyline as well.

    If I can get around to it there will be spent shell casings coming out of your gun, and maybe around areas where there were battles beforehand...

    I now have a weekend to generate weapon/storyline ideas... (Take note that any weapons that are too powerful will be dumbed down a little)
    #
    Madgamer 17 years ago
    Maybe later in the game there could be a part where one member of your squad becomes crazy like the scientists and he might be the first boss enemy you encounter. It's just a buffed up scientist enemy with larger HP and more damaging pistol.

    Some turrets throughout the game (if ever implemented) can help you or hurt you. Some turrets are invincible for a reason (Ex. part of the storyline, boss fights, puzzle, etc.). Also some turrets may change from enemy to ally when you activated or hacked a computer system thingamajig.

    There's one place called a 'shelter' where there's some of the surviving members from the first ship that crashed (the burning ship in 3rd area). You can go over there to replenish your health and get some imformation from them but not ammos. Shelter does not move so it makes you backtrack through places lots of times. Later during the gameplay, the shelter may be attacked by scientists and one of the squad radioed you for their help fast. If they all die then you have lost your hospital filled with imformation you'll need if you ever get stuck.

    Some of the squad members may betray you and try to kill you so they can survive by salvaging your equipments after you completed over half the game.

    If you can, make an option where you are able to skip the cinematics.
    #
    Redemption 17 years ago
    Having bosses is still undecided.

    There might be turrets and there might not be turrets. The script that opens the quarintine checks the amount of creatures in the area, turrets might mess with this.

    No shelter. I have ideas for that crashed?dropship, and no I won't tell you...
    Backtracking for health sucks, your health regenerates up to 75% so you don't need to waste time going back for that.

    I'm making the separation map right now (the one where you get separated from your squad), and I don't think betrayal of your squadmates will be made.

    Do you mean the cinematics where you can't move? Blow ye'self with the rocket launcher.
    #
    Redemption 17 years ago
    The seperation map has been made, your on your own.

    Now to start making that plasma rifle and maybe some other weapons while I'm at it.

    [Edit] Plasma Rifle has been made, I'm pretty happy with it. I'll leave it up to you to find out it's full crowd control potential...

    [Edit] I've meddled with the Plasma rifle a bit to add stuff so it works like this:
    Your plasma rifle drains your energy and increases your overheat. If your energy is too low, or your overheat is too high you can't fire the plasma rifle. Your overheat degenerates fairly slowly by itself but you can manually exuast the heat by holding down the right click (You can't exuast and shoot at the same time). If your overheat is high enough the rifle will automaticly go into exaust mode. You may wonder why I've made it like this, but you'll have to wait for the next beta so you can find out yourself.
    #
    Quanrian 17 years ago
    Keep in mind the cardinal rule of game creation/modding. Do not go too far without testing. Bugs can easily be buried if you're not careful. Still sounds promising, and it would be good to see another finished mod. Keeping in mind 'because' it's a mod you 'can' finish it and than add onto it later. So don't go too crazy trying to add everything that pops into your head or you'll never have a final, stable version to work from.
    #
    Madgamer 17 years ago
    Don't be mean Quarian. Just because he has to go to a school doesn't mean you have to be impatient (unlike me that is )

    I had an instance where I wrote a huge guide for Nexus War but dropped it when school started (Note: that's 3 months ago and I had an almost 2-day updates). If you wanna see the link just tell me in PM. I don't want everybody to gain an edge advantage over that game

    Alrighty, back into suggestions although I used up a lot anyway so I don't know if this helps:

    Techie can find a PDA early in the game and be able to find some better PDAs later on in the game. So if you get the 2nd PDA you're now able to see enemies and allies in your minimap. 3rd would be bigger EXP (by 10% increase) for killing enemies and so on...

    You're in a lowly rank squad but maybe you can meet the high skilled specialist in some area. They're the crazy ones that's enough to mow down enemies without much effort. I have no idea how this'll work with the story but maybe the specialist can be "deranged" and go after you.

    You can pick up Healing Solution Needle (maybe short for HSN) and this'll increase your health slowly by 2 every one second until it reaches 100. So even if you get hurt the health will keep on increasing until it reaches 100 making you change strategy about getting hit.

    I can't think anymore. I guess I said just about everything on what Notrium can do with the Aleryon Map.

    By the way, I thought of squad betrayal because the title says Aleryon Betrayal You can do whatever you want though.
    #
    Redemption 17 years ago
    I usually test everything as I add it, and I can already see that the Plasma Rifle is quite powerful, but mainly when versing two or three enemies. It runs on regenerating energy, so it pretty much has unlimited ammo, I'll probably have it late in the game.

    I probably will have creature detection at some point, you'll earn as through the storyline.

    You will meet a specialist, maybe a whole squad. They are already mentioned in the storyline of last beta, and again in the upcoming one.

    There already is natural healing, you don't need anything for that.

    Betrayal is part of the storyline, which is secret. However, if you really want to know what I'm willing to reveal:







    #
    Grim Reaper 17 years ago
    [OT]
    "Madgamer" said:
    Don't be mean Quarian.
    Quanrian. [/OT]
    #
    Redemption 17 years ago
    <!-- m --><a class="postlink" href="http://www.filefactory.com/file/0212b4/">http://www.filefactory.com/file/0212b4/</a><!-- m -->

    I can't exactly remember what was and wasn't in the last beta, but here are some things:

    Before you play the beta change 'Show Journal' in the options menu to No.
    The wall has moved, but it's pretty easy to find again.
    New Weapons: Plasma Rifle, Sword, Dual pistols, Bio-explosive pistol.
    To get dual pistols you'll need to walk over the pistol plot_object twice.
    Try placing items in the map editor, that should help you find out what's new.
    To see the injury bar, goto bars.dat and change is injured to be visible.
    I can't really remember what else I've put in...

    I'm going to my Dads tommorrow as usual, so no more progress for a week.
    #
    Madgamer 17 years ago
    I've played quite a bit of it but not all. Guess i'll have to finish when I have the time.

    However, I did play a good chunk and I'll tell some stuff about it.

    You put in the dialogue time thingie. Real nice. This would tell you if it's a good idea to grab a snack or sit in the chair reading the short dialogue. Sometimes they wander to -2 or -1 but not a huge bug considering how much numbers are going on.

    Blood really doesn't effect you at all unless you lose a whole bunch. Streaks your recoil record high and your health starts going down. But that's only after you lost almost all of it. By the way, blood seems to regernate freaking fast.

    Bio-Pistol does the same damage as a normal shot pistol except that it explodes. Only good when you're swarmed, and by a whole bunch, is it really effective.

    Plasma Rifle is a GODLIKE WEAPON!!! It's a flamethrower plus long range power shot with infinite ammo. However the ammo regenerates slow so I guess it would work fantastic with bosses, if ever implemented.

    Recoil goes down too slow. Way too slow for a weapon to be really effective.

    With Dual-Pistol you can shoot 2 at a time like the Tomb Raider girl but recoil is SO low (one shot = 5 recoil) that when shooting one gun at a time, you'll never have to worry about holding that left part of the mouse.

    Shotgun graphics are a bit too big methinks.

    I like the separation part but with the fact that EVERYBODY is seperated from your group seems kinda cheesy to me. However it offers more gameplay with single guy gunning down crazy scientists.

    One where you have to fight lots of scientists by yourself isn't too hard but it can get annoying when you run out of ammos.

    Sniper Rifle zoom ability (there's 2) is good but to zoom back to normal position you have to switch weapons. My real gripe about this weapon.

    That's it. The most awesome part is the dialogue part where there's time in it. And the mod is already huge. 2.13 MB! Heck, it might even start to surpass Werivar file size if you happen to finish what you have in mind.

    Edit: Just checked Werivar file size. This mod would easily surpass any third-party mod in the long run.
    #
    Anarion 17 years ago
    Well what do ya expect? Weivar is an add on to Notrium, whereas this mod is a complete conversion.
    #
    MageKing17 17 years ago
    "Madgamer" said:
    And the mod is already huge. 2.13 MB! Heck, it might even start to surpass Werivar file size if you happen to finish what you have in mind.

    Edit: Just checked Werivar file size. This mod would easily surpass any third-party mod in the long run.
    Sorry, but I have to say this...

    [sarcasm]
    Oh noes! Not 2 whole MB!! It might take me TEN seconds to download instead of five! Oh snap!
    [/sarcasm]

    On a less sarcastic note, I once again offer my congratulations on being one of the few active mods.
    #
    Redemption 17 years ago
    The dialogue time is due to my intent to put in a flamethrower, I want this weapon to be powerful but strongly put down via dialogue and scientists screaming, making you fell guilty about using it. The idea is to have Medic tell you stop using it heaps, but to not interrupt running dialogue. It also allows me to put in other random dialogue.

    I'll be changing the injury system a lot as I go, but it might be there mainly for an added feature. Seeing as this mod follows a pretty closed path, I might make a survival mod one day, there will be an injury system in that if it gets made.

    I'll be changing the bio-explosive pistol sometime, for a gun that blows enemies up it doesn't do to much damage to 'em.

    I do love my Plasma Rifle, you'll probably be getting it pretty late in the game though. I don't know about the long range power shot thing though, it doesn't really do that much damage besides hurting them a bit and lighting them on fire. The only time it'd be considered a powerful hit is when it does the random extra damage thing I put in.

    I'll have to increase the dual pistol recoil, I wasn't really focusing on that as I made them.

    The Sniper Rifle has three levels of zoom, and you get these via the Z, X and C keys. V key returns to normal.

    Some stuff for me to do (mainly to remind myself when I get back):
    Increase rocket launcher splash,
    Decrease max rockets,
    Add a flamethrower,
    General map editing of the first levels (make the walls at right angles and such),
    Mutanify scientists,
    Make stuff for the modding library.
    #
    Anarion 17 years ago
    "MageKing17" said:
    On a less sarcastic note, I once again offer my congratulations on being one of the few active mods.
    I agree, It's good see someone who's really dedicated to finishing their mod.
    #
    Redemption 17 years ago
    You now have a maximum of five rockets. But don't think this is gonna stop you, the splash area has been increased to make it the ultimate in crowd control. I'm gonna have to reduce the gore it makes though, it currently makes a lake of blood.

    Flamethrower made, torches enemies but needs adjustments.
    [Storyline hint]KOOIERS[/Storyline hint]
    I still need need to mutanize the scientisties and edit the first levels, but i'll get around to it.

    I've made a combo counter for the library, so that takes care of my list.
    #
    Anarion 17 years ago
    So how much more have you got to do on this mod?
    #
    Arcane 17 years ago
    Well mine had a shotgun. >:O
    #
    Redemption 17 years ago
    "Arcane" said:
    Well mine had a shotgun. >:O
    ?

    There will be much more to work on with this mod, I've still gotta finalize my plans for the storyline (Although I'm already dropping hints on my general plan), and I plan on a fairly long storyline.

    I forgot to add in my last post that I've made spent shell casings drop around you. It adds a lot more to the feel than you'd think.


    On a more annoying note, the delay may be coming very, very soon. The computer I'm making the mod on is infected with a virus, and I think my attempts to kill it caused a system crash. This makes my mum confirm her plans to get rid of the computer and replace it with a laptop(which might not be able to run Notrium). The plan is to get a better computer after that, but it'll probably be a while.

    Keep in mind that I am not going to give this up. Ever.

    The time spent not modding will give me a chance to concentrate on storyline forming. I plan on having a career in novel writing, so I might give some stuff I'll be writing on the new laptop, possibly stuff related to this mod.

    I'll try and release a beta before the computer leaves, no promises though.

    KOOIERS! KOOIERS! KOOIERS!
    #
    Forum » DOOM Mod / Aleryon Betrayal
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