The Carousel v7 Features *increased randomness in the way some enemies attack (demons, HKs/barons, arachnotrons, mancubi) *revenants and arachnotrons are more dangerous but less hp *spider mastermind slightly faster firing speed *chaingunners are less dangerous *lost souls are smaller and have less hp *new plasmagun behavior *rocket ammo maximum adjusted to 60 *shotgun animation does not obscure the player's view *pistol can fire fast but lost some accuracy ==Resources stolen from== 2 chaingun sprites from perkristian's smooth doom mod shotgun sprites from lippeth's Weapons of Saturn mod 4 chaingun sounds from doom3's chaingun 3 plasmagun sounds from doom3's plasma proper vertical velocity on plasmagun projectile per scifista42 chaingun pierce trick per wild weasel forum post // phased out for now chaingun pain state trick per mithran denizen forum post // phased out for now ==TO DO/WISHLIST== *fix the one pixel "jump" on several weapons when they return to ready state? *evaluate whether damage and obituaries work properly in multiplayer *evaluate whether it works with other mods, and if not, whether it is feasible to fix *animate the plasma firing sequence a bit better, somehow? *arachnotron chargeup sound before firing ala mancubus *increase pain elemental souls-on-death to 5 *archvile targets the ground, not the player? and maybe with some kind of cool glyph decal? (harder to cheese via camping/ducking, maybe maybe not?) *emulate more exactly the mancubus projectile origin coordinates *************************************************** ==changes in v7== WEAPONS *fixed some weapons that had missing impact decals *chaingun behavior changed yet again *bullet ammo reduced, considering the big increase in damage:bullet it has been given *pistol tweaked slightly *ssg tweaked slightly (flash happens faster, and a slight recoil animation) *plasmagun tweaked slightly and given its refire frame back ENEMIES *demons, hell knights, barons attack speed has been given an element of randomness *spider mastermind slightly faster to react and fire *arachnotron given a third attack pattern *chaingunner has a 15% chance to stop firing ==changes in v6== WEAPONS *total rework of plasmagun *gave BFG a little quake on impact, perhaps annoying not sure if it will stay *cleanup of most unused code and assets ==changes in v5== WEAPONS *fixed pistol fire frame synchronization, cleaned up unused sprites ==changes in v4== WEAPONS *plasma goo given some translucency *minor changes to chaingun/plasmagun firing animations *reverted plasma projectile sprite to id's *downsampled chaingun sound effects to be more in line with doom's ENEMIES *revenant is now more offensive oriented health reduced to 200 (potentially killable by a single ssg shot) missile speed increased to 17 - this fixes the low turning radius in vanilla which allows for perpetually orbiting homing missiles, and missiles that follow you around hallways etc. *manc shots changed from frandom to random (I dont know if this means anything because I don't know WTF floating point math even is) *reverted cacodemon to normal ==changes in v3== WEAPONS *chaingun "pierce" effect removed, in favor of just giving it a knockback effect *shotgun animates a bit nicer *pistol is more accurate than it was(still less accurate than vanilla though) *pistol had 2 superfluous frames cut from its firing sequence, might look/feel better now *pistol, chaingun, and shotgun correctly leave hole decals on the walls *plasmagun projectile spits out one volley of goo that persists longer, instead of pulsating with multiple volleys of goo ENEMIES *cacodemon now has a 25% chance to strafe before firing *arachnotron plasma sound is half volume, to offset some of the loudness associated with simultaneous projectiles ==changes in v2== WEAPONS *shotgun sprites reverted to vanilla barrel, thanks Lippeth! *chaingun bullets can now pierce, if an enemy dies while in front of another *plasmagun VERY rough concept idea replacement nearly everything about it is slated to change, it's just a starting point *cell ammo lowered to 15 (30 with backpack) for easier readability of how many shots you have because factors of 40 are hard for me to calculate during a firefight *plasma consumes 1 cell, bfg consumes 2 cells (so effectively the bfg is unchanged from vanilla) ENEMIES *arachnotron firing animation fixed a bit *arachnotron firing spread more dangerous *arachnotron given the minmissilechance value of 220 (i.e. less likely to attack) *arachnotron/mancubus are better at facing their target, now *mancubus all shots are now random ==changes in v1== WEAPONS *pistol is a lot less accurate, but can be fired (almost) as fast as you can click *shotgun sprites adjusted so it doesn't block so much of the screen with every shot *shotgun bullet spread given a vertical element *chaingun damage increased, rate of fire decreased *doom3 sound added to chaingun for less cheese-factor *rocket carrying capacity adjusted to 30 (60 with backpack) ENEMIES *lost soul is now smaller and has less HP *pain elemental is rendered 10% smaller just to look in-line with the smaller souls *mancubus shots are slightly staggered and more difficult to predict *arachnotron plasma is less damaging, but it has a Certified Fun new attack pattern *arachnotron health reduced