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  • [release] "Operation Eisenfaust: Legacy" released!

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    Postby DoomJedi 06 Aug 2015, 10:18

    I think 1-2-3 new secret maps can do.
    + mutant randomization.
    Maybe to make chaingun even less accurate and so very wasteful.

    Also inserted new knight frames and new headshots for non-mutant SS and officer.
    For mutant ones I was a bit lazy + I think mutant-blooded head to explode looks more horror-style and purple goo looks more slimy to us subconsciously, and also to add headshot variety. And because I was lazy. But if you insist...
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    Postby Ron 08 Aug 2015, 16:21

    [youtube]http://www.youtube.com/watch?v=hPgZJqM5Jxw[/youtube]
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    Postby Dean 08 Aug 2015, 17:54

    How about a weapons pack or change of clothes pack or something? I'd suggest not changing the basis of the game too much.

    Insert the option to give all the enemies Santa hats or Bunny ears or something... lol :D
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    Postby DoomJedi 10 Aug 2015, 09:23

    ...and we're over 1000 :)
    :beer: :beer: :beer:
    Another opportunity to thank the team for the great effort on this mod. Epic mod by all scale.

    So...what about the special release? LinuxWolf, are you on board? Ron?

    Guys, can someone check the music reports of wrong or missing musics on secret levels?
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    Postby Ron 14 Aug 2015, 17:15

    [youtube]http://www.youtube.com/watch?v=sS5tO0BfhN8[/youtube]
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    Postby DoomJedi 14 Aug 2015, 17:33

    Hope he does "NML" next :roll:
    One can dream :)
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    Postby DoomJedi 19 Aug 2015, 15:26

    russian forum wrote:Passed first 6 levels. Really scary, especially without saves and when you're playing pistol starts.But some spots it's too much. For example, SS with STG in split second can make a player into pile of grinded meat, if he'll only lose focus for 1 second or will even try to. Well, I understand, that STGs do turn a person into pile of grinded meat, but damn, attempting to pass the same area for 6th time is not something one desires. And piles of medkits in this case (I'm talking about level 6) won't be much of a help - what's the use if you're killed that fast.
    At first, ammo is perfectly scarse, but near the end of the levels you can eat them with your ass. Secrets at the sewers not interesting to look for, knocking every wall.

    I'd advise the authors to add more stealth elements into the mod, or at least to increase the intellect of the Bosses. Damn, to walk the cool Boss due with 2 chainguns around a column is damn not interesting.
    As the engine goes, I'd like to see System Shock style one...with elevators, different floor and ceiling height, dynamic lights, slopes and walls not 90 degrees, but tiled.
    But I understand that's pervert. Easier to do this under zDoom, rather than modifying Wolf3D. Though SSh was just such an engine.
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    Postby DoomJedi 21 Aug 2015, 13:09

    Guys on the russian forum say in reply that here is Wolf4SDL version already implemented all those controls:
    http://www.areyep.com/diehardwolfers/viewtopic.php?t=5326&start=0&postdays=0&postorder=asc&highlight=
    One can analyze and copy relevant code into our games.

    + regarding the music:

    russian forum wrote:Now listening to the music with high quality headphones and I realize : TOO many basses. Even so much that it hurts my ears, till I need to shut down (turn?) equalizer. For damm Denn for 200 rubals bases are just fine. Donnow, maybe you deliberately enhanced basses so that people with preciate the power of sounding....
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    Postby DoomJedi 26 Aug 2015, 22:44

    russian forums wrote:Passed it on easy skill. Liked it very much.

    There is too many ammo and medkits - last third of the game I 90% of the time was running with chaingun with almost full medkit inventory. This amount is ok for easy skill level, but somehow you need to cut it down for harder skill levels......................

    I liked very much the ability to use tech - immidately it reminded me a short level from third episode of first BloodRayne, where you get to control a walking tank - here you can almost half a game pass inside those.

    Last 5 "hellish" levels - real hell, good concept. Only the end is not so impressive. I pulled the Bosses out of that room, ran outside - and just shoot them all with rockets at the doors, and even didn't notice that there was a final Boss there (Zombi-Hitler?)

    And yes, for Bosses - if you can make them move faster and more random...or to increase their intellect.

    Urgently to add ability to disable mouse movement, WASD, mouselook is there, and generally moving with he mouse didn't bother that much, but when you control tech and rotate - and he is during that doing step backwards or forwards - does irritate a bit
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    Postby Lozer_42 30 Aug 2015, 04:28

    I would agree that there's too much ammo in general for the last 1/3 of the game, even on harder difficulties. always full on most weapons and just spamming rockets and chaingun...

    Something to keep in mind for future stuff. Severely limit the ammo we give them and force them to use everything because of running out of ammo on their favorites.
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