http://dl.dropbox.com/u/3238714/alk-plasma.pk3
A tweak. Changes the plasma shotgun a little <to hopefully make it more useful> and gives slightly adjusted difficulties. Easier ones have simpler monsters for the most part.
(released) Alkylation - Episode 1
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- UltimateLorenzo
- Posts: 80
- Joined: Fri Dec 12, 2008 11:53 am
Re: (released) Alkylation - Episode 1
Nice... the new plasma shotgun works very well. I'll check the other adjustments you did to the difficulties.Bouncy wrote:http://dl.dropbox.com/u/3238714/alk-plasma.pk3
A tweak. Changes the plasma shotgun a little <to hopefully make it more useful> and gives slightly adjusted difficulties. Easier ones have simpler monsters for the most part.
L.
- UltimateLorenzo
- Posts: 80
- Joined: Fri Dec 12, 2008 11:53 am
Re: (released) Alkylation - Episode 1
Hi!
here is an updated version:
http://www.mediafire.com/?lbkf0bc6nihrh24
Changes:
* auto-reload for plasma shotgun: now you can use it like the original dbs (thanks to bouncy)
* enemies fireballs are now slower
* some enemies are weaker
What do you think?
here is an updated version:
http://www.mediafire.com/?lbkf0bc6nihrh24
Changes:
* auto-reload for plasma shotgun: now you can use it like the original dbs (thanks to bouncy)
* enemies fireballs are now slower
* some enemies are weaker
What do you think?
Re: (released) Alkylation - Episode 1
I'm up to Map 4 so far, and while I think the map design is great, some of the enemies are still pains in the behind to deal with considering how much of a punch they pack, especially the chaingunners and Cacos. Might wanna tone down some of their attack power a bit; that part in Map 3 where you get the yellow key took a lot of tries for me because of the heavily damaging fire coming from all sides. Other than that it's a nicely done map set.
- UltimateLorenzo
- Posts: 80
- Joined: Fri Dec 12, 2008 11:53 am
Re: (released) Alkylation - Episode 1
Did you play the first version (the one in the id archives) or the updated one?
I still hope someone can give me a comment on the updated version, which I hope is more playable...
I still hope someone can give me a comment on the updated version, which I hope is more playable...
Re: (released) Alkylation - Episode 1
Played the version on idgames (update here is unavailable). It's got kind of a STRAIN / Dystopia 3 feel with the beefier monsters and very nice texturing theme. Looking forward to future episodes to see where you introduce more enemy replacements. I think the marine feels underpowered, especially vs. the zombiemen, so that it emphasizes cover vs. the typical dodge-style gameplay. Furthermore, most of the monsters feel like bullet sponges. In this atmosphere I'm not sure I even want the SSG back as there aren't a lot of enemies I feel comfortable skirmishing with. I would like the ability to pop around a corner and slay the new chaingunner dead, though. I don't mind the faster / deadlier projectiles, but the Cyber Baron is a total terror that soaks up rockets, probably because he is blast-immune. I like the Nailgun, though I think the ammo cap is too low. I also agree that the plasma shotgun feels underwhelming. I have no idea what I would replace it with, though. And the rocket trooper is a nice cameo.