[Release] The Trailblazer - 1.5e

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Doominer441
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Doominer441 »

While playing, I noticed the backpack doesn't increase the amount of Dem Shells you can carry. Is this intentional as a "balancing" feature, or it it just a bug?
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Zhs2
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Zhs2 »

That was ninja-fixed too. Grab it again, sorry :)
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Martinoz
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Martinoz »

I must admit that the Browning upgrade for the Minigun is by far my favourite in Trailblazer - it's so powerful, satisfacting and reliable weapon that mowing down over 100 pinkies is beautiful.
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DoomKrakken
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by DoomKrakken »

FINALLY, the Chrome Justice gets its own ammotype. :D

I wish the Skullthrottle could continue to be spun up until deselected or the user presses a button to turn it off (probably "Reload").

Admittedly, I do like the Browning, though I still don't think it should be attached to the Skullthottle. I think I'll make it into a separate weapon...

Loving this upgrade system, and the spikebombs are quite nifty. :D But, I thought they stuck to walls/monsters/ceilings/floors/other actors... was that not the intention of the spikebombs?
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Zhs2
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Zhs2 »

To me, the separation of shells for the two shotguns feels like a mixed blessing. It may be nice to have two indicators for ammo in this regard, and that normal red shells can never reach an odd number, but the separation transforms Chrome Justice from an alternative tactical choice into a "you have to use this gun, even though it may not be to your best advantage because you have ammo for this". This classification might be a little silly, however, because more often than not the Chrome Justice will be the shotgun you'll be firing a precise number of shells with then scrambling back to the last valid (set of) pickups for to satisfy any "omg this has such a limited number of shots better preserve them" jimmies. Probably a personal problem because I know this weapon has exactly the same number of reserve shots all by itself that it had when it shared red shells, but Dem Shells are slightly less common - you see their pickups two times out of six compared to the three out of six of regular shells, which tends to favor the player blasting away with the Fleshrends under reckless abandon due to the huge amount of ammo in their pickups.
DoomKrakken wrote:But, I thought they stuck to walls/monsters/ceilings/floors/other actors... was that not the intention of the spikebombs?
If it doesn't work that way, it probably wasn't the intention, ya dork.
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Trusty McLegit
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Trusty McLegit »

Doominer441 wrote:What are some maps that anyone recommends to play this with?
I know you asked for maps, but really any maps that don't replace weapons will work. What I really recommend though is playing this with colorful hell. Trailblazer weapons are really overpowered and colorful hell balances that out a bit and makes it more fun in my opinion. http://forum.zdoom.org/viewtopic.php?t=47980
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DoomKrakken
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by DoomKrakken »

Zhs2 wrote:To me, the separation of shells for the two shotguns feels like a mixed blessing. It may be nice to have two indicators for ammo in this regard, and that normal red shells can never reach an odd number, but the separation transforms Chrome Justice from an alternative tactical choice into a "you have to use this gun, even though it may not be to your best advantage because you have ammo for this". This classification might be a little silly, however, because more often than not the Chrome Justice will be the shotgun you'll be firing a precise number of shells with then scrambling back to the last valid (set of) pickups for to satisfy any "omg this has such a limited number of shots better preserve them" jimmies. Probably a personal problem because I know this weapon has exactly the same number of reserve shots all by itself that it had when it shared red shells, but Dem Shells are slightly less common - you see their pickups two times out of six compared to the three out of six of regular shells, which tends to favor the player blasting away with the Fleshrends under reckless abandon due to the huge amount of ammo in their pickups.
This was just like what I did in my version, before v1.3 came out... except the shells were black, and I had the common shell pickup yield two black shells, while the shellbox pickup would yield 10 black shells. I'm glad it's now official. :)

I totally had the same reaction when I was playing, with the "limited rare ammo", though I knew it would happen, and I got used to it. The point of Trailblazer is to unload lead into your enemies as fast as possible, so that helped. :)
Zhs2 wrote:
DoomKrakken wrote:But, I thought they stuck to walls/monsters/ceilings/floors/other actors... was that not the intention of the spikebombs?
If it doesn't work that way, it probably wasn't the intention, ya dork.
Geez, no need to call names... :|
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Naniyue
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Naniyue »

Great work! Love the junk idea! It gives the mod a touch of RPG while still remaining action at the core.

EDIT: Have played for hours now. The upgrades are quite welcome! Your character is powerful but not invincible. Definitely in my top ten mods!
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DoomKrakken
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by DoomKrakken »

Alright, I give in. The Browning is too awesome to pass up the way it is. :D It'd still be cool if it fired explosives, but it's still cool.

I have an idea for the Nutcracker upgrade... what if it became a hugeass autocannon, which fires much faster than the standard Nutcracker, and also had the option of toggling recoil suppression using the Reload key?
Trusty McLegit wrote:
Doominer441 wrote:What are some maps that anyone recommends to play this with?
I know you asked for maps, but really any maps that don't replace weapons will work. What I really recommend though is playing this with colorful hell. Trailblazer weapons are really overpowered and colorful hell balances that out a bit and makes it more fun in my opinion. http://forum.zdoom.org/viewtopic.php?t=47980
I also recommend Smooth Doom (Monsters Only). Gore and animations are most satisfying, and definitely compliment the smooth animations of Malcolm Striker's weapons.

And then there's my monster randomizer for extra difficulty/variety... (shameless self-advertising for the win)
erni945
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by erni945 »

Right now I play this version of this fashion and I have to say that it is brilliant , I really like the system of collecting and processing parts for better weapons or ammunition for additional , very interesting idea :wink: ,
but I found a strange error and it looks like the screenshot,I mean traces of bullets flying from minigun that crooked when I shoot up or down , does anyone know what this could be the reason ?
http://files.tinypic.pl/i/00786/xn1gr051yjk2.png
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DoomKrakken
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by DoomKrakken »

Skullthrottle tracers have some pretty wide spread...
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Redead-ITA
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Redead-ITA »

Also had a weird bug with the upgraded uzi (cant show screenshot tho)
Basicly i shooted with the left uzi and theres smoke on the barel of the right uz
nonlogyn
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by nonlogyn »

Not sure if a bug but when pick up Cradle & Grave and drope it you cannot upgrade other weapon, also Macheterang supose spawn sometimes on Cradle & Grave place but i never encouter it unlike older version.
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by BoneofMalkav »

I noticed that the Upgrade Bar graphics for the Spike Bombs doesn't show. (Sorry, don't have a screenshot yet.)
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