[WIP] Project MSX [Gameplay Mod] Beta 1 release!

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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby SamVision » Tue Sep 06, 2011 6:16 pm

Spoiler:
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Project Dark Fox » Tue Sep 06, 2011 6:18 pm

I think 36 is generous; modern assault rifle mags (that is, today's world) only has 30.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Tue Sep 06, 2011 6:39 pm

Project Dark Fox wrote:I think 36 is generous; modern assault rifle mags (that is, today's world) only has 30.



Have*

There's gotta be some way to make it easier, that is, besides playing on easy, I mean, even on easy I get pwned in these situation, may it be a great weapon with not much ammo designed for this kind of situation, some invencibility time that recharges sloooooooooooooooooooooooooooooooooooooooooooooooowly, and that only stays for seconds so you can flush out these kinds of areas, something to help us. I see no problem with places where you can hide, come out, fight, hide again, and do that tactical proccess, but there are just places where you can't hide, you'll just be pwned by tons of overpowered monsters.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby wildweasel » Tue Sep 06, 2011 6:51 pm

About the assault rifle ammo, the pickup message calls it 7.62x39mm, but the boxes say 7.62x32mm...
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Deimus » Tue Sep 06, 2011 9:26 pm

bleant wrote:
Project Dark Fox wrote:I think 36 is generous; modern assault rifle mags (that is, today's world) only has 30.



Have*

There's gotta be some way to make it easier, that is, besides playing on easy, I mean, even on easy I get pwned in these situation, may it be a great weapon with not much ammo designed for this kind of situation, some invencibility time that recharges sloooooooooooooooooooooooooooooooooooooooooooooooowly, and that only stays for seconds so you can flush out these kinds of areas, something to help us. I see no problem with places where you can hide, come out, fight, hide again, and do that tactical proccess, but there are just places where you can't hide, you'll just be pwned by tons of overpowered monsters.


LOL think thats a mob issue than the "selling point" of this mod.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby SamVision » Tue Sep 06, 2011 9:44 pm

Project Dark Fox wrote:I think 36 is generous; modern assault rifle mags (that is, today's world) only has 30.

I don't know about you but realism is not what this mod is about and a few tweaks such as increasing the ammo capacity can really go a long way.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby TheDarkArchon » Tue Sep 06, 2011 9:49 pm

SamVision wrote:I don't know about you but realism is not what this mod is about and a few tweaks such as increasing the ammo capacity can really go a long way.


I would argue that the mod needs a bullet hose that has a generous magazine as well as a high rate of fire but, unlike the AR, can't hit the broad side of a barn at long range.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Deimus » Tue Sep 06, 2011 10:02 pm

TheDarkArchon wrote:
SamVision wrote:I don't know about you but realism is not what this mod is about and a few tweaks such as increasing the ammo capacity can really go a long way.


I would argue that the mod needs a bullet hose that has a generous magazine as well as a high rate of fire but, unlike the AR, can't hit the broad side of a barn at long range.

sounds like a minigun lol

how about an infinite pistol or some sort of plasma/energy projectile spitter? (but it has to recharge like your shield
i bet he thought of that. lol
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Machalite » Tue Sep 06, 2011 10:14 pm

I noticed that you can't change the music while using this. When you use "changemus" it reverts back to the track that's playing by default after a few seconds. Using Jimmy's Jukebox (latest version) has the same problem. Can anyone else confirm this? I assumed it had something to do with the fact that it changes the music when you die.

I'm actually shocked at how balanced you managed to make the gameplay, compared to most gameplay mods. Enemies have that all-too-familiar problem of reacting and attacking almost instantaneously, far too fast to allow for you to avoid it. The extreme speed makes it mildly frustrating, but your super-durable shield balances it out, keeping the mod from getting too difficult. You obviously intended it to be that way, and except for really large enemy counts in spaces with nowhere to hide, it works. Even when things get hairy, you can spam all the grenades and shield boosters you'll have. The fact that your health can't even handle medium-low level attacks, though, is a bother. I think it's worth noting that the roll dodge doesn't do any good: too much delay after you finish rolling before you can move. You also can't interrupt reloading to sprint or dodge, making it doubly ineffective.

Any mod that makes the pistol useful (or whatever starting weapon) gets my approval. Couldn't reload the repeater rifle when it goes into the overheat animation, which feels awful redundant when you could just let it cooldown normally. If you did that, I would suggest you speed up the cooldown. Melee attacks could benefit from being able to push enemies back, instead of just hurt them. Fully charging your punch is a complete crapshoot, because of two aforementioned gameplay tight spots: enemies react too fast, and your health bar can't survive crap. Unless you quicksave all the time, it's never worth the risk, unless you don't mind waiting another ten seconds for your shields to recharge before you use it. I feel like the marine enemies are too accurate, because without cover they will reliably chew you up from pretty far away. Invisible pinkies couldn't be more evil. At least make their fade back to invisible when they get hit slower.

Fast, furious, and skillfully executed. Went through the Vela Pax beta with it so far. I hope a seventh weapon is in the works, because empty secrets are disappointing.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Se7eNytes » Tue Sep 06, 2011 10:25 pm

I think for a chainsaw, plasma rifle, and BFG replacement, that a backpack, Nail Shotgun, or Auto Cannon randomly spawns in its place.
Last edited by Se7eNytes on Tue Sep 06, 2011 11:26 pm, edited 1 time in total.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby SamVision » Tue Sep 06, 2011 10:33 pm

Crysis 2 has this really cool microwave beam weapon that is basically a flamethrower. Something like that would work great for this mod.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Wed Sep 07, 2011 12:00 am

I agree that some kind of crowd controlling weapon using bullets would be of use in this mod. When encountering crowds of powerful enemies, you're basically limited to waiting them out and picking them out one-by-one with your weapons, otherwise they'll start draining your health like there's no tomorrow if you try to crowd control them with what weapons are available now.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby MagSigmaX » Wed Sep 07, 2011 12:30 am

I'm thinking in adding a energy based concussion rifle as the crowd control weapon that does little impact damage but does a lot of damage in a large radius, I will see how that turns out. Also I will increase the effectiveness of the autoshotgun and assault rifle, enemies will be easier to melee and probably increase player health... among other tweaks.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Wed Sep 07, 2011 7:57 am

Of course, we aren't forcing you to do anything here, the project is yours and all of us know how occupied you are, so don't worry and take your time.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Mikk- » Wed Sep 07, 2011 11:15 am

Oh, did anyone else realise they could shoot down some enemy projectiles?
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