It was about time I updated the README.
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README.md
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README.md
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@ -6,6 +6,9 @@
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SWWM GZ brings to GZDoom a "best of" collection of custom weapons I've made for
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Unreal Tournament, plus many new things that didn't make the cut there.
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It also features A LOT of lore from the UnSX multiverse. I pretty much went
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wild here with all the stuff you can read.
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This is the very first fully original mod based on Doom Tournament code.
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---
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@ -26,18 +29,19 @@ Additional features:
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- Lucky Collar: A little something that your creator gives to all of her
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creations. Reduces incoming damage by 75% when you're below 25% health.
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- User Menu: With the press of a button, open a dedicated menu to see all your
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stats in detail, info on carried items and weapons, and (when it's done)
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accessing the store for buying stuff with your score points.
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stats in detail, info on carried items and weapons, check out a grand
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library of information on things you come across, and access the store for
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buying extra items with your score points.
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- Magnetic Utility Belt: Makes some weapons easier to reload while on the go.
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- Keychain: For carrying all your keys around, and other valuable things.
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- Pocket Hammerspace™ containers: These will store and deploy your ammunition
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and weapons on demand. Their capacity can be increased by finding
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Hammerspace™ Embiggener modules.
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and weapons on demand. The capacity for ammo storage can be increased by
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finding Hammerspace™ Embiggener modules.
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- Forx JetBurst™ Units: Can be used for quick dashes in any direction, or even
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for triple jumping.
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for short bursts of flight.
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- Targetting Array: Tracks nearby foes and provides basic information on their
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stats. Compatible with Omnisight™ mapping modules for tracking key items,
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usable objects and nearby exits.
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health. Compatible with Omnisight™ mapping modules for tracking key items
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and nearby exits.
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- Akari Labs CuteEmotion™ Display: Equipped onto your visor to show a wide
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range of predefined facial expressions in order to convey simple emotions
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to others.
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@ -457,16 +461,16 @@ be configurable.
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### Top left corner
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Message display. Can be configured to show different numbers of lines depending
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on whether the chat prompt is open. Chat messages take much longer to expire
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than others, so there's less of a chance to miss them, as they might pop back
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up when the less important ones expire. A full message history can also be read
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at any time in the Knowledge Base. Repeated messages are compressed with a
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multiplier suffix.
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Message display. Can be configured to show different numbers of messages
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depending on whether the chat prompt is open. Chat messages take much longer to
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expire than others, so there's less of a chance to miss them, as they might pop
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back up when the less important ones expire. A full chat history can also be
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read at any time in the Demolitionist Menu. Repeated messages are compressed
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with a multiplier suffix.
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### Top right corner
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Level stats and current score.
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Current score.
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The scoring system is pretty straightforward. Each thing you kill (even if not
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an enemy) will give you points according to half of its base health, rounded up
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@ -475,25 +479,28 @@ of application):
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* x1.25 for an overkill (enemy was gibbed or killed in one shot).
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* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered
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combos if multiple enemies are killed within 5 seconds of each other.
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* +100 for killing an enemy without having taken damage since player start,
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with extra +50 boosts for consecutive kills.
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* +100 for killing an enemy without having taken damage since last spawn, with
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extra +50 boosts for consecutive kills.
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* +10000 if the enemy killed is a boss.
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* +5000 if you've killed the last enemy in the map.
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You are also given +500 points for each secret found, +5000 if it's the final
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secret. Countable items give +25 points each or +2500 if it's the final item.
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Score is currently for show, but after first release it'll be used for the
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in-game store feature.
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Score can be used to buy items on the in-game store, and it is preserved
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between hubs.
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In Doom and Heretic, collected keys will be displayed below the score box.
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### Bottom left corner
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Your health and armor, along with an inventory bar.
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Your health, armor and fuel, along with an inventory bar, and all active
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armors and powerups (with their respective durability/duration).
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### Bottom border
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Pickup messages. Repeated pickups will have a multiplier suffix added. Total
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lines shown are also configurable.
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messages shown are also configurable.
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### Bottom right corner
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@ -506,18 +513,16 @@ trying to figure out where everything is in between explosions and massive
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smoke clouds, a targeter has been implemented, which will show the following:
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* Players and monsters: Draws an identificative label and a health bar. The bar
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only measures their health up to default limits, so overhealed players will
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show up with a full bar until their health drops down below 1000. When they
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take damage or get healed, a number (either negative or positive) will show
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up below the health bar indicating the cumulative increase/decrease. The
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targeter only picks up enemies in your direct line of sight and can only show
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up to 40 individual bars, giving priority first to players, then the nearest
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enemies.
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can display overhealing on players, and also indicate when someone is
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invulnerable. When they take damage or get healed, numbers (either red or
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green) will pop up around them. The targeter only picks up enemies in your
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direct line of sight, gradually fading once you lose sight of them, and can
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only display up to 40 individual bars, giving priority first to players, then
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the nearest enemies. The Omnisight increases the time out-of-sight targets
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remain targetted.
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* Keys and map exits: If you've picked up an Omnisight, key items and any exit
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lines will be marked and labeled, along with a little distance indicator in
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map units. Note that this doesn't work for script-triggered exits.
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* Usable/shootable switches and others: If visible, these will also show up
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once you pick up an Omnisight.
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These components are toggleable.
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