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Title: Ammo dropping flemoids?


Boingo the Clown - December 1, 2007 11:45 PM (GMT)
Read this BEFORE voting.

In DooM, the Trooper drops an ammo clip, and the sergeant drops a shotgun when killed.

When Digital Café altered DooM to create Chex Quest, they disabled the ammo dropping from these two enemies as part of their conversion to the Flemoidus Commonus and the Flemoidus Bipedicus.

When I first started T.U.C.Q., I was unaware of the ammo dropping behaviour being eliminated in CQ, but once I was aware of this fact, I made changes.
  • The base versions of Flemoidus Commonus and Flemoidus Bepedicus were kept the same, but became limited to use on "Easy Does It" and "Not So Sticky" ONLY.

  • New versions of Flemoidus Commonus and Flemoidus Bipedicus were created from Heretic monsters. These flemoids have 25% more hit points (health) and move faster than the normal versions in order to make them more challenging. The Heretic monsters I made them from drop ammo roughly 50% of the time instead of every time. I hioped the new versions of the flemoids would retain this behaviour, but they did not, so they simply become non ammo dropping flemoids. These flemoids are used on "Gobs of Goo" ONLY, positioned on the map such that they would replace the base versions. this was done in order to make the mid skill level more difficult, without resorting to the usual DooM method of simply adding more monsters to increase the difficulty.

  • Yet another pair of versions of the Flemoidus Commonus and the Flemoidus Bipedicus was created, this time with 50% more hit points than the base versions, and and even greater speed than the mid skill level versions. Like the mid level flemoids, these are meant to replace the base flemoids, but this time for the highest two levels ("Extreme Ooze" and "Super Slimey"), and they are meant to drop no ammo at all. It turned out however that these versions did not speed up on "Super Slimey" as they were supposed to.
So, should I retain the ammo dropping behaviour for the flemoids on the lowest skill settings, and perhaps either occasional ammo dropping behaviour for the mid level?

NOTE: I will be leaving this poll up for one week only. On December 8, 2007, it will be locked.

Manny Cav - December 2, 2007 12:05 AM (GMT)
I put my vote on a flat no. That's the way the original Chex Quest was edited to, so I think it should be kept that way.

Replica - December 2, 2007 12:06 AM (GMT)
QUOTE (Manny Cav @ Dec 1 2007, 07:05 PM)
I put my vote on a flat no. That's the way the original Chex Quest was edited to, so I think it should be kept that way.

I did the same thing. -_-

Lucius Octavion - December 2, 2007 01:21 AM (GMT)
No way man, it just doesn't make any sense at all for a flemoid to drop zorch, no matter what the skill level is.

True_Dude - December 2, 2007 11:25 PM (GMT)
While it makes it slightly harder for you to find ammo, it doesn't make sense for flemoids from another dimension to hold zorchers from the chex world in their bellies. So I vote No.

Chukker - December 3, 2007 05:49 AM (GMT)
Boingo asked me to chime in on this as a representative of the original developers. I can say that we originally got rid of the drops since it was a function of Doom wherein the victim dies and drops a portion of its ammo/arsenal. Legally we couldn't imply death/theft so it was gotten rid off entirely. But TUCQ is a mod, so don't feel obligated to limit yourself to that same restriction. Personally I think the occasional zorch recharge dropped off a victim is okay on easy levels, but dropping a weapon maybe not?

atariangamer - December 3, 2007 01:14 PM (GMT)
I think it should be gone. BUT, can't decorate allow you to create new enemies, their health, their ammo, and what they drop?

PatPeter - December 3, 2007 09:12 PM (GMT)
It isn't realistic for those flemoids to drop zorch EVERY time, if you could put a random feature on them it would work, like they just happed to walk across a zorchpack and got it stuck to them.

Otherwise they should only drop all the time on the lowest skill level.

Zorcher - December 3, 2007 11:55 PM (GMT)
With ZDoom and DECORATE, its 100% possible to create as many enemies as you want, so technically you can create different types of flemoids that show up on different levels of health or dropping of ammo.

To start, first create each flemoid as a seperate entity, as the base class, then just create your tougher enemies that inherit from this base and only specify a new health plus adding -DROPAMMO or whatever flag its called to the new flemoid class, its as easy as that.

If you possibly want something to go by, you can use the Strain DECORATE wad I made as an example, just ask and I'll host it. (The place where it is now is password protected and I'm not sure if I am allowed to give out the password yet)

ANNNNYWAY, back on topic, I voted for easy skill levels only, but yes, I think I want to change my answer to a flat no, if the skill level is easy, just have a little more ammo on the maps instead. The flemoid that drops the "shotgun" should not be allowed to drop that weapon at all regardless of the answer.

redbipedicus - December 4, 2007 12:11 AM (GMT)
my question is, what would a flemoid be doing with zorch packs in the first place? Where would they get it, stealing it? Besides, why would they need it. It just doesn't make sense for them to have zorch.

Boingo the Clown - December 4, 2007 12:16 AM (GMT)
Perhaps it is residual zorch left over from when he was shot.

Lucius Octavion - December 4, 2007 02:13 AM (GMT)
Or maybe he ate another chex warrior with his ammo still left behind. :)

Super Chex - December 5, 2007 01:12 AM (GMT)
Well, If everyone wants I can make non ammo flemoids for the next release of the patch.

(remember, I'm not editing the TUCQ wad. I AM creating add-on files.

Anonymous - December 5, 2007 01:37 AM (GMT)
I clicked the wrong option. ><

Remove 'em.

atariangamer - December 7, 2007 02:01 AM (GMT)
*POST DELETED BY ATARIANGAMER DUE TO WRONG TOPIC POSTED IN*




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