[1.9a] Insanity's Requiem Mk.2 | Updated Credits.

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Overlord
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by Overlord »

i love the sword
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TiberiumSoul
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by TiberiumSoul »

Thanks, The name Kyrie Eleision means "Lord, Have Mercy" in old Greek
Scuba Steve
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by Scuba Steve »

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chronoteeth
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by chronoteeth »

the new version is leagues better than the old version, but theres still some stuff thats a bit concerning.

The doom 2.5 shotgun feels a bit out of place. Not that its bad, its more just the sprite work on it
speaking of which those weird flashlight style crosshairs for the shotguns just have got to go

The big killer tho is how... "feature bloat" and "edge-y" this feels. Random swears, overzealous effects, intentionally dark/mystical wording/imagery, it feels less like its cool and mysterious/aggressive and more like a deviantart 16 year old having a blast with his "dark, inner self that you wouldnt understand. fuck you mom" vibe to it. Even the name is like, just so... bad. Iunno. I could take up a nut up and shut up you lil baby approach but idk bout you but i dont like particularly getting sworn at/insulted at either

Plus it seems like we both stumbled apon the same blood red stock image skull for our mods, mine being shut up and bleed 2, for our title pics/help pics

one thing that stuck out as something that I really like tho, was just the silly little reload shoots the canister for the plasma weapon. That has a lot of personality adding to it! More guns could benefit to more vibe to it
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Carbine Dioxide
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by Carbine Dioxide »

I really like the doom 2.5 shotgun, at least what Tib has done to it.
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chronoteeth
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by chronoteeth »

Carbine Dioxide wrote:I really like the doom 2.5 shotgun, at least what Tib has done to it.
oh no i do too! its just the base design with extras rather than somethin new

i couldnt find a good idea for the bulb thing like in the actual doom 3 so i just made my own for it scratch. if you wanna use it by all means go for it

Image
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-Ghost-
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by -Ghost- »

That's pretty nice! I wish someone would go through and clean up the rest of the 2.5 weapons like that.
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TiberiumSoul
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by TiberiumSoul »

ill add that onto the gun for the next release cause i've been looking through the monsters and i've noticed somethings i need to fix.

the death incarnate/soulkeeper punch does no damage and its main attack has incredibly high damage and needs a nerf

some enemies use different colored blood but for whatever reason the blood spots show up as red instead of green, blue, etc. or they dont show up at all >_>

Feature Bloat? I'll give you that one but still, I wanted to make this version better than the original and differentiate it from the original as well and to do that, I thought some extra features could help... guess I was wrong
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comet1337
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by comet1337 »

for the most part, i agree chronoteeth

sprint, double jump, directional dash
i found out about all those by accident
some streamlining would go a very long way
it feels very 'me too' in many ways to many other mods. borrowing resources might be a pretty big factor in that
i will say though, the gun sounds are pretty good and unique, shooting is bangy and punchy, reloading is clicky and snappy
also the pistol ammo pickups are identical to discarded pistol mags. i shouldn't have to say why this gets confusing
and as stated: the reload for the energy machinegun has no other description but hilarious
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TiberiumSoul
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by TiberiumSoul »

okay, to note something, each of the weapons each have their upsides and downsides and itsd up to you, the player to discover what works best in a given scenario.

Take for instance the shotguns, the pump action has more pellets and a tighter spread for more damage at longer range.

The automatic shotgun however, has fewer pellets, much larger spread pattern, but boasts a larger clip size and a faster rate of fire to make up for it.

the revolver is I think another good example. It does more damage as a starter weapon, but has smaller mag size, and you cant carry as much ammo as the pistol which has a faster fire rate and three round burst capability

In a nutshell, "Me Too" feeling aside, its all about how you use the weapons as each weapon has its own unique ammo type.
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chronoteeth
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by chronoteeth »

its less me-too with the weapons, but more me-too with how the mod feels/appears as. For exampl, this is ultra different from that "the trooper" mod, but how they present themselves and how they both feel make them end up appearing very similar
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TiberiumSoul
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by TiberiumSoul »

I can sort of see where your coming from now... pick two things that you would think that the mod doesn't need as general features and ill kill them for the 1.1 release

i absolutely will not get rid of the dark souls script though
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zimxpentagram
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by zimxpentagram »

Best mod I have ever played (aside from Black Warrior)
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TheRailgunner
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by TheRailgunner »

chronoteeth wrote:speaking of which those weird flashlight style crosshairs for the shotguns just have got to go

The big killer tho is how... "feature bloat" and "edge-y" this feels. Random swears, overzealous effects, intentionally dark/mystical wording/imagery, it feels less like its cool and mysterious/aggressive and more like a deviantart 16 year old having a blast with his "dark, inner self that you wouldnt understand. fuck you mom" vibe to it. Even the name is like, just so... bad. Iunno. I could take up a nut up and shut up you lil baby approach but idk bout you but i dont like particularly getting sworn at/insulted at either
Probably the first thing I'd have to say about it - not that "You've found a secret!" doesn't get old a million times over, but the SO EDGE approach does get wear on me pretty quickly.

Oh, and the shotgun crosshairs are quite obnoxious - they obscure the enemies you're shooting.
comet1338 wrote:for the most part, i agree chronoteeth

sprint, double jump, directional dash
i found out about all those by accident
some streamlining would go a very long way
i will say though, the gun sounds are pretty good and unique, shooting is bangy and punchy, reloading is clicky and snappy
The dash movements are easy to use on accident - when making a minor movement adjustment to avoid attacks while aiming a counterattack, I find myself catapulted well out of sight/firing position. The lack of auto-reload bothered me at first, but I actually kind of like it now that I've played with it a bit.
chronoteeth wrote:its less me-too with the weapons, but more me-too with how the mod feels/appears as. For exampl, this is ultra different from that "the trooper" mod, but how they present themselves and how they both feel make them end up appearing very similar
This was honestly what prompted me to actually play IR Mk.2 - I wanted to see how it differed from my own work. Chrono's right - they don't feel the same - but they do have a similar aesthetic.

In conclusion, this mod is Russian Overkill-level overpower, and it's a lot of fun, but there's little challenge apart from slaughter maps. The flames look nice, but the casings could look better.
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-Ghost-
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Re: [It's Here!] Insanity's Requiem Mk.2

Post by -Ghost- »

Yeah, running through regular Doom 2 or anything paced similarly is pretty easy. This is an old complaint, but I always felt like the HP/armor system was kind of lacking, because you're either playing something hard and losing everything instantly, or running through taking almost no damage the whole time. I like the idea of the shields, but the health spirit things just provide too much health the way they work right now. It's nice being able to hit a high HP cap, but it's too easy to get there right now. Maybe have them spawn as either HP or batteries for your shield?
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