Weasel Presents: NAZIS V2

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Lippeth
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Re: Weasel Presents: NAZIS V2

Post by Lippeth »

I'm working on optimizing a few of my maps to work with Weasel's mod, but in the meantime, Alien Vendetta and Nazi's ver 2 are a match made in heaven :)
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armymen12002003
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Re: Weasel Presents: NAZIS V2

Post by armymen12002003 »

Lippeth wrote:I'm working on optimizing a few of my maps to work with Weasel's mod, but in the meantime, Alien Vendetta and Nazi's ver 2 are a match made in heaven :)
yay looking forward to your maps by the way how many are you making?
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Jeimuzu73
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Re: Weasel Presents: NAZIS V2

Post by Jeimuzu73 »

I might change the Thompson to the M1928 model (to accept 50-round drum mags) and replace the revolver with an M1911 to share the .45 ACP ammo pool. I might replace the Shpagin with an MG42 cos I think 3 different SMGs are a bit redundant for this mod. Then I'd make a knife for faster melee combat than the shovel.
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wildweasel
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

It sounds like you want an entirely different mod from what I've made.
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-Ghost-
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Re: Weasel Presents: NAZIS V2

Post by -Ghost- »

Maybe a lot further down the road, but would you consider using the upgrades system from your Terrorists mod in this? You could cut the weapons down to 1 per slot again and do a few basic upgrades ala Wolfenstein 2009.
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Lippeth
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Re: Weasel Presents: NAZIS V2

Post by Lippeth »

armymen12002003 wrote:
Lippeth wrote:I'm working on optimizing a few of my maps to work with Weasel's mod, but in the meantime, Alien Vendetta and Nazi's ver 2 are a match made in heaven :)
yay looking forward to your maps by the way how many are you making?
I'm starting with simply optimizing the two maps from Unheil, and hope to make at least three more by the end of this summer. The whole thing should hopefully be done by this winter.

Thanks Weasel for this awesome mod! How did you like the shotgun changes? Any complaints with the other changes? You'll probably disregard most of the changes and keep it your own, but I had fun animating and am looking forward to more of your work!
Here is the most recent version Stripped and Strangled
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QuickShotGunman
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Re: Weasel Presents: NAZIS V2

Post by QuickShotGunman »

-Ghost- wrote:Maybe a lot further down the road, but would you consider using the upgrades system from your Terrorists mod in this?
Hmm... :wink:
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Eric_
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Re: Weasel Presents: NAZIS V2

Post by Eric_ »

-Ghost- wrote:Maybe a lot further down the road, but would you consider using the upgrades system from your Terrorists mod in this?
Personally, I wouldn't like that. WW-Terror doesn't play so great in shorter mapsets (or mapsets where you're forced to die, like Scythe 2) since your weapons are kind of really terrible without upgrades and you don't have enough maps to get them into shape. I find that Nazis works better for those mapsets.
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wildweasel
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

I would not; if I were to continue work on Nazis V2, I would actually prefer to do something about the enormous amount of me-too weapons that I threw in solely to expand the armory. Or perhaps I'd try to recreate the weapon slots system from Magnum Opus, and allow the player a pistol slot, two primary slots and a heavy slot, which might actually give me an excuse to add yet more weapons... hmm... =P

Of course this would all have to wait until I'm sure I'm a bit more in the clear regarding my class work.
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-Ghost-
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Re: Weasel Presents: NAZIS V2

Post by -Ghost- »

That system sounds good, you'd be able to do some balance work and eliminate those similar weapons.
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Ed the Bat
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

So, I suppose I can throw my hat into the ring here...
Modified Nazis
For the most part, this is identical to Weasel's original. The major change I've made here is that you can no longer select weapons that are completely out of ammo, meaning you won't find yourself shuffling through a bunch of empty guns when you're in a pinch. You can also reload these guns by using ZDoom's dedicated Reload key, though the alt-fire will still work just like before.

If Mr. Weasel, or Lippeth, or anybody else would care to use these adjustments I've made, feel free.
And of course, if anyone finds any bugs or problems with this version (that aren't present in Weasel's original), don't pester him about them; I'm responsible, so bring them to me.
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Lippeth
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Re: Weasel Presents: NAZIS V2

Post by Lippeth »

Ed Battington, I love the fire! There is a small issue with the Browning that continues to fire after running out of alt ammo, and not using any of the main ammo type. Other than that it's perfect!
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Ed the Bat
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

Thanks, Lippeth! Sniffed it out, fixed it, and re-uploaded. Try it now.
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Jeimuzu73
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Re: Weasel Presents: NAZIS V2

Post by Jeimuzu73 »

Edited my Nazis mod a bit by changing the Thompson to use 50-round drum magazines and added a new weapon, the Maschinensturmgewehr (which feeds from STG-44 ammo and is intended to replace the Shpagin).
Attachments
The Machinensturmgewehr
The Machinensturmgewehr
wwnzs1_0002.jpg (29.86 KiB) Viewed 955 times
Drum-fed M1928 Thompson
Drum-fed M1928 Thompson
wwnzs1_0001.jpg (35.38 KiB) Viewed 955 times
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Woolie Wool
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Re: Weasel Presents: NAZIS V2

Post by Woolie Wool »

Honestly I find the MP40 too fast now/ Its original ww-nazis fire rate (the same as the chaingun) felt just right and was very close to the real MP40's fire rate (595 rpm vs. 600)
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