Weapons Patch gameplay
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Re: Weapons Patch gameplay
Posted by Gollum on Sat Sep 20th at 11:22am 2003


I'm currently porting the Weapons Patch gameplay changes over to my new mod.  Now, I don't have to keep everything the way it is in the original mod., so I'm curious to see what people think about it.  Link:

All about the Weapons Patch

So - any comments/suggestions/thoughts/whatever on this mod.?





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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 11:28am 2003


Cool, I have always wanted to do stuff like that. Too bad I dont know how

Very ccol





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Re: Weapons Patch gameplay
Posted by Gollum on Sat Sep 20th at 11:40am 2003


In particular I am thinking about whether to keep all of the new secondary fire modes the same - for example, I think the "sticky grenades" secondary fire on the handgrenade is a bit lame.  Ideas are welcome (who knows, I *might* be able to make them work).



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Re: Weapons Patch gameplay
Posted by Vash on Sat Sep 20th at 12:05pm 2003


[edit] opps, didnt see the features link, i`ll post some comments in a few.

[addsig]




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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 12:23pm 2003


I have Dl:ed it and played some. I have some ideas:

Hornet

The hornet secondary is too wierd, you cant move at all. My idea is that hornets are NOT homing, but if you use the 2:dn fire you can spray honey at your enemies, and the hornets will fly towards the play with honey on him. Pretty locigal isnt it!!??

The tripmine:

Forget about the red laser. If you use the 2:dn fire you will throw the mine and it will stick to the floor/wall/ceiling it touches and activate automatically.

Snark:

The primary is too fast imo. And the blue is very cool in a way, but i want to throw a cluster of 5 snarks instead. And id also love if snarks could climp walls better. I dont want them to auto-kill themselves. It would be better if they are permanent but if they dont see any players they will go after each other instead after a while. Any maybe a better AI so they dont go in a straight line.

BUT! Id love to have another weapon called "big snark" or something, only 1-2 snark per clip, but its big and fast and have alot more hp. In that case it would be essentional to lower the pitch of the snark voice, so it sound more like something big and hungry!! "-Waah...Raaf....Raaaar" Also some medelling changes, like spikes on its back and some more teeth  And maybe 3 eyes!

Gluon:

I like the 2:dn, but the explotion is too boring. I were expecting a white rippeling shockwave kinda thing

 

More to come...maybe

 





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Re: Weapons Patch gameplay
Posted by Gollum on Sat Sep 20th at 12:23pm 2003


There's also a download link, or you can just use this direct download.

Some neat ideas already   I agree the egonbomb explosion is too dull....perhaps I might be able to rip a shockwave out of Spirit or the houndeye.

I might also be able to use Spirit schtuff to scale the blue snark

All off these are very much "might" rather than "will", of course.





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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 12:29pm 2003


? posted by Gollum

"might" rather than "will"

 No comprende amigo





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Re: Weapons Patch gameplay
Posted by Gollum on Sat Sep 20th at 12:34pm 2003


I mean, it's quite likely that I won't have the ability/time/energy to effect these changes.  But I might do.



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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 12:36pm 2003


Aaaah, okay. Its all just ideas 



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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 3:13pm 2003


I have an idea for the grenade. If you draw the splint out, and then die, the grenade wont detonate. And I hate that. I wish the player to drop it upon death

Possible to make?





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Re: Weapons Patch gameplay
Posted by Sinner_D on Sat Sep 20th at 9:37pm 2003


i would investigate counterstrikes coding, it has that affect with its nades, you c**k, and then die...nade drops and detinates. very cool.

ive really got no ideas as i havent played hl in forever, but from the features, i would agree with kapten and his nice ideas...LOL giant snark RUN!!!

P.S. is it just me, or is this not HL editing content? bad gollum, bad

[addsig]




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Re: Weapons Patch gameplay
Posted by Gollum on Sat Sep 20th at 9:57pm 2003


Er no, it's not HL editing content  I am not asking "How do you do this?", which is what the editing forum is for.

Frankly, I doubt anyone here could tell me anything about HL coding that I don't already know.  It's not a coding site, and I don't think we have any resident coders....except for me   Shout out though if you know your way around the HL source - I could use some advice.

Rather, I'm asking people's opinions and suggestions.





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Re: Weapons Patch gameplay
Posted by Orpheus on Sat Sep 20th at 10:03pm 2003


i have not read any of this, i have guests ATM so its doubtful i will either

but UT has one of the best weapons modifications of any game i have ever played.. it completely re-writes the weapons and their primary/secondary fires..

in UT you have a homing rocket, you can guide visually.. someone took it and made it into a raggedy ann doll that follows people around till it finds an enemy, it looks so odd for this 1 foot tall doll to waddle up to you , then detonate into a nuclear explosion...

hearing "mama" and boom had me in stitches...

[addsig]




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Re: Weapons Patch gameplay
Posted by Cash Car Star on Sat Sep 20th at 10:12pm 2003


Quite honestly I've always hated the Surprise mod style of play... If you're gonna add additional functionality to the weapons, don't go overboard or make anything goofy.

Primed dropped grens exploding is sensible, turning the snark into a Garg is not...

I haven't actually checked out the mod to know the specifics, but it's just the general principle there. I could go for tossing trips.





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Re: Weapons Patch gameplay
Posted by Gollum on Sat Sep 20th at 10:16pm 2003


The trouble with many goofy mods. is that they are so delighted with the silliness of their weapons that they completely unbalance the game.

? quote:
I could go for tossing trips.

You might be better off with Club 18-30  





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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 11:31pm 2003


? posted by Cash Car Star

Primed dropped grens exploding is sensible, turning the snark into a Garg is not...

I werent exactly aiming at Garg-size!  More like 2-3 times bigger, so the player actually can hold it

Would look pretty neat if you could see the player?s left arm(not hand) holding the big snark around its belly while the right hand pets it on the head  Like you do with a little kitten  <--

Am I just talking loco here or...?





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Re: Weapons Patch gameplay
Posted by Orpheus on Sat Sep 20th at 11:36pm 2003


i would like to see, a player drops his weapon on purpose, and leaves it as a booby trap, unless a player has all the weapon placements memorized.. he is bound to pick it up and....... __________FLATLINE_________ [addsig]



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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 11:38pm 2003


? posted by Orpheus
i would like to see, a player drops his weapon on purpose, and leaves it as a booby trap, unless a player has all the weapon placements memorized.. he is bound to pick it up and....... __________FLATLINE_________

With wich weapon? I cant think of any

edit:exept satchel





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Re: Weapons Patch gameplay
Posted by Wild Card on Sat Sep 20th at 11:40pm 2003


The Dragon in Perfect Dark can be droped as a proxy mine, leaves a nice suprise for the newbs





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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 11:44pm 2003


? posted by Wild Card

The Dragon in Perfect Dark can be droped as a proxy mine, leaves a nice suprise for the newbs

WHAT???






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