KotKraft's Doom is a bad copy of brutal doom. But it's also a cool and power-fantasy mod! There are many weapons in this mod, such as an axe, an AK-47, a railgun and more!

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Big Update!!!!!!!!!!!!!!!!!!! --------------------

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KotKraft`s doom v3.2
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RastaManGames
RastaManGames - - 246 comments

First of all, please don't be offended by my wall of cry over here.
I am not hating you neither your mod, but I want you to improve your own creation.
There were few flaws here and there that can be fixed.

Here is some complaints about usual stuff...

Generic complaint №1: "Weapon" is just not right. You can properly name stuff like "SMG" or "Assault Rifle" instead.

Generic complaint №2: It is better to set up a flag +Weapon.Ammo_Optional and set up a "Dry" state, so weapon not gonna be switched off when its mag is depleted. It is kinda annoying behavior of the gun when player is clearly has a reserved ammo for this weapon.

Generic complaint №3: Why does 90+% of guns is picking up with empty "mag"? It isn't handy to use, especially on hardboiled maps...

Generic complaint №4: All the ballistic guns (not energy ones, at least) can have stuff like shell casings and empty mags for more immersion.

Generic Complaint №5: Extreme sphere activating unknown script ("PedalToTheMetal").

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RastaManGames
RastaManGames - - 246 comments

As about guns themselves...

For slot №1:
- RazorJack drops 1 razor blade upon hitting the wall, but I got multiple of its ammo after picking it up. It is an open exploit with duping. Also, decal is wrong (why scorch?) and "AltFire" has no impact sound.
- You might want to add a proper sounds of hitting walls and hitting enemies for axe and sledgehammer for more immersion. Also, both of them can have "AltFire", where player must press and hold button to get attack only after release that button. It is good for tactical hits.
- ChainSaw has not impact sound too.

For slot №2:
- Silenced pistol may have more "juicy" sound. Something very OG like USP-S suppressed firing sound from "CS:GO" may work here, I guess.

For slot №3:
- Firing sound of usual shotgun gets abrupt by pumping sound. Also it has strange clicking sound with delay before shooting sound itself.
- Automatic shotgun with barrel mechanism can have "AltFire" state with manual spinning up of the barrel.
- Why this mod has two double barrel shotguns with only visual difference?
- Flak cannon can have some sound for "reloading" animation.
- Flak cannon itself can have something like flak projectiles, so this weapon can be more unique with its mechanic. Not to mention that you can even implement an alternative fire like from "Flak Cannon" of "Unreal Tournament '99".
- As cherry on the top, particles from your flak cannon can even do a "fire" damage, so it can be useful against some mobs from other mods.

For slot №4:
- I can easily say that MG-42 have sound of "AK-47". Sound from any other LMG can do better job here.
- Chaingun (or minigun?) can have "AltFire" state with manual spinning up of the barrel.
- Nail gun (I mean, weapon with that sprite) has too silent firing sound. Something more sharpen can be nice.
- That "nail gun" can shot nails, at least, to have its own unique mechanic as well.
- If you have "assault rifle" an AK-47, then they should be different in the terms of damage (not to mention that sprite of "assault rifle" has underbarrel grenade launcher".

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RastaManGames
RastaManGames - - 246 comments

For slot №5:
- Explosive super-shotgun must have different sound slots for shooting and reloading, because its firing sound just gets abrupt by reloading clicks.
- Not sure why crossbow is on the slot №5, since it isn't an explosive weapon. You may turn its arrows into projectile that can be blown up manually by the player. For now it looks that it has just usual hitscan attack.
- Rocket projectiles of the rocket chaingun may be smaller and also may have different graphics and sounds (including explosion). Also, gut itself can have its own unique firing sound as well. And... Isn't there must be an animation? I swear that I saw this gun in "Russian OverKill" and there was one.
- Projectile of grenade launcher is too big and has not good physics (for not it is more like rocket). Grenade launcher itself is firing with explosion sound. You may add "AltFire" with bouncing projectile that can help to clean corners.

For slot №6:
- Why there is a minigun? Isn't slot №6 supposed to have an energy weapons? Not to mention that there is a lack of animation.
- I wish that flamethrower can left an proper flame that can hurt nearby enemies who gonna stomp in it. For now it is just re-skin of the vanilla's plasma rifle.
- Seems that sound of railgun's shooting is gets abrupt too, for some reasons. Also, ADS via "AltFire" is gets abrupt too after actual shot.
- Projectile of plasmagun can be smaller (it is hard to see where I am shooting) and plasmagun itself can have unique sound.

For slot №7:
- Pyro cannon has really strange projectile. It is... A Molotov's cocktail?..
- Black hole from black hole generator looks nice, but I wonder if before that we can have something more generic, because that sprite looks good for "explosion" itself, but not for flying projectile. And also it can have a proper looping sound instead of buzzing (like some sound is trying to be played every tic or so).
- Big fireballs from the third gun doesn't exploding upon hitting the wall. I wonder, why...
- Expander can have idle animation. Original "Duke Nukem 3D: Atomic Edition" gun have one.
- Automatic railgun has wrong origin of its projectiles an also its firing sound gets abrupt.
- Devastartor's projectile can be a bit slower, because with throwback like this it is almost impossible to get cover after just one shot.
- Purple BFG have rockets in projectiles, for some reasons and... Isn't the color of its explosives must be a purple instead of green?..
- Yellow BFG also is lacking of idle animation. Original gun from "Russian OverKill" does have one. Also, its explosion is very underwhelming. Animation is too short and there is not powerful sound.
- Yamato cannon missing idle animation too and its projectile's life cycle is a way too long and it may cause an epileptic stroke, for sure.
- Sniper rifle... Isn't it must be in a slot №4 or something? Its firing sound gets abrupted by reloading clicks and ADS gets abrupt too after firing. Also, firing sound may be a bit less loud.
- BFG 10K looks like it must have idle animation too.

Slot №8:
- Grenade sure not working like that. It must be a bouncing projectile with timed explosion, but not just re-skin of rocket. Also, its explosion is falling down when it is hitting the wall. If you gonna make two fire mods for grenade (explosion on impact and bouncing (like in grenade launcher)), then you should check it out.
- Spray canister has too long distance, has not animation and sound of firing and its decal can be different...

By the end of the day, I think that some guns may be even scrapped as well or have some really unique mechanics to be a good alternatives for their brothers on the respective slots.

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KotKraft Author
KotKraft - - 74 comments

Umm... I think I can do all of these.

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KotKraft Author
KotKraft - - 74 comments

Rifle have 21 damage, AK47 have 28 damage.

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