In the end it's a simple "trick", since you basically already have every variable needed for the calculation of the shooting angle (pitch) needed to have a projectile range = to the distance from the player
That's strangely satisfying. It would probably be game breaking in some maps with low ceilings. Perhaps if they had an alt heavy fireball which did more damage, but reserved it for larger areas.
Like those "old" flash games with cannons and stuff to blow up :D (I miss them) I agree, unfortunately T_T Although, I believe the ceiling height variable can be easily implemented to avoid this to happen if you play with the maximum height of the trajectory. One day I will add that (a far away day x) ) A heavy fire ball could be a really nice idea, like some sort of "meteor" attack maybe with splash damage too. I might add something similar to some actor. Thanks for the tip!
@ I can’t really talk about the actual doom 3, it has a huge place in my heart and I can’t be objective ahahah but I read similar feelings around. A guy on the doomworld forum (claimed to have) made “Doom 3” as a sequel mod of doom 2, but it hasn’t been received well at all x)
@@Kan3oDoom yeah, it's so crazy what people do with the old Doom engine. Looking at all those WADs or those mods like 'Brutal Doom', 'Doom Infinite', and so on... Just awesome. Btw I've seen your other video with the thousand fireballs from the Mancubus. Love it! 😂 We need more of that crazy stuff integrated - it's just crazy and fun at the same time. Keep it up!
The design is Very Human, very easy to use. If you make VelAdjust a float centered at 1.0, you can even have a monster that overshoots and undershoots if you call it with a random float.
This is interesting, it will make the monster definitely less of a cheater giving him some randomness in its aim other than just the angle. I'll add this straight away, thank you!
Ashes TC have bulletdrop! The enimie's gunfire on that mod are projectiles that goes dowards and fowards, comming out of the gun of the enimy instead of the center of mass like It would on vanilla, so not only crouching can save you from getting shot on close quarters, but also having the highier ground gives you a advantage
Question: Is there any way to get the Silent Hill radio in Doom? I'm curious how something like that would affect moment to moment gameplay, especially with a music pack like Ambient of Doom on
@@CharliReef you mean the “monster nearby alert/static sound”? It should be Absolutely doable, my friend! I might even do that someday because I was planning on having a feature like this in a future mod
@@Kan3oDoom I'd do it myself but I have absolutely no coding experience and a low end laptop. Maybe I'll give it a try some time though, modding isn't outside of my interests by any means ^^
ruclips.net/video/QyEccjTzgXo/видео.html Now, I never played Silent Hill, so maybe this is not what you were asking for, but this is a pocket monster detector working in doom
The arc of the projectile is nice.
But it's the imp being able to aim at the correct angle for the arc to hit the target that's really impressing me.
In the end it's a simple "trick", since you basically already have every variable needed for the calculation of the shooting angle (pitch) needed to have a projectile range = to the distance from the player
That's strangely satisfying. It would probably be game breaking in some maps with low ceilings.
Perhaps if they had an alt heavy fireball which did more damage, but reserved it for larger areas.
Like those "old" flash games with cannons and stuff to blow up :D (I miss them)
I agree, unfortunately T_T Although, I believe the ceiling height variable can be easily implemented to avoid this to happen if you play with the maximum height of the trajectory.
One day I will add that (a far away day x) )
A heavy fire ball could be a really nice idea, like some sort of "meteor" attack maybe with splash damage too. I might add something similar to some actor.
Thanks for the tip!
Now we're closer to replicate Doom 2016 faithfully on Doom
@@Jack_Woods one minuscule step forward. Give the community enough time and they’ll bring Hayden in our ears in a 320x200
Okay wow thats actually really cool!
Glad to hear that!
this is awesome actually
@@Faremax_ thank you, mate!
We need more improvements of the good old Doom! ❤❤❤
@@GoodBread one day we’re gonna have our Doom IV
@Kan3oDoom Tbh, I'm still looking for a worthy Doom 3. 😂 Everything after Doom 2 never caught me...
@ I can’t really talk about the actual doom 3, it has a huge place in my heart and I can’t be objective ahahah but I read similar feelings around.
A guy on the doomworld forum (claimed to have) made “Doom 3” as a sequel mod of doom 2, but it hasn’t been received well at all x)
@@Kan3oDoom yeah, it's so crazy what people do with the old Doom engine. Looking at all those WADs or those mods like 'Brutal Doom', 'Doom Infinite', and so on... Just awesome. Btw I've seen your other video with the thousand fireballs from the Mancubus. Love it! 😂 We need more of that crazy stuff integrated - it's just crazy and fun at the same time. Keep it up!
@ definitely! Some mods are pieces of art with inimmaginable mechanics for this game.
Thank you for your support!
The design is Very Human, very easy to use.
If you make VelAdjust a float centered at 1.0, you can even have a monster that overshoots and undershoots if you call it with a random float.
This is interesting, it will make the monster definitely less of a cheater giving him some randomness in its aim other than just the angle.
I'll add this straight away, thank you!
@@Kan3oDoom We're also missing what a firing squad of mancubi looks like with this toy enabled!
@@TheDoomerBlox ruclips.net/video/MJePznsz1bs/видео.html
"Look, mommy! Shooting sta-"
We need bulletdrop sooooo badly
@@AndroidFerret Now I want volleys of arrows in Doom
Ashes TC have bulletdrop! The enimie's gunfire on that mod are projectiles that goes dowards and fowards, comming out of the gun of the enimy instead of the center of mass like It would on vanilla, so not only crouching can save you from getting shot on close quarters, but also having the highier ground gives you a advantage
@@AmyStrikesBack what a masterpiece of a mod 😍
Best I can do is a -NOGRAVITY projectile :P
That's very cool.
Thank you, good sir!
Question: Is there any way to get the Silent Hill radio in Doom? I'm curious how something like that would affect moment to moment gameplay, especially with a music pack like Ambient of Doom on
@@CharliReef you mean the “monster nearby alert/static sound”?
It should be Absolutely doable, my friend!
I might even do that someday because I was planning on having a feature like this in a future mod
@@Kan3oDoom I'd do it myself but I have absolutely no coding experience and a low end laptop. Maybe I'll give it a try some time though, modding isn't outside of my interests by any means ^^
ruclips.net/video/QyEccjTzgXo/видео.html
Now, I never played Silent Hill, so maybe this is not what you were asking for, but this is a pocket monster detector working in doom
Hide straight under him Unless he got homing fireball
@@RastaReaper420_GD straight over the guy will work too :D
I wonder if you could make the projectile a rocket instead of a fireball to have it explode on impact
@@averagefearoftheocean3005 it absolutely can be done, but I’m not a monster