Mutiny Mod 2.0 released!

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Mutiny Mod 2.0 released!

Postby Woolie Wool » Fri May 01, 2009 8:18 pm

At long last, the second edition of my Mutiny mod for ZDoom has been released. Bigger, more polished, and with tons of new features, this mod improves upon the original Mutiny in every aspect. Issues caused by ZDoom r1555's new resource management system caused me to postpone the released thread, but now that I've reorganized the lumps in the wad I can go ahead.

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Features include:
-Reworked gameplay and balance
-Most weapons overhauled for better look and feel
-New enemy types, such as the PDW Marine and Sentry Bot
-VIsible weapons for each marine. PDW marines actually appear to be carrying PDWs, rocket marines carry shoulder-mounted launchers, etc.
-New "Realistic" difficulty level for the masochists out there
-New HUD
-Three brutal new boss types
-New Randomizer plugin that adds enemies and weapons not normally available via random spawners
-Slick new palette

And, of course...

Mutiny 2.0.2 download on Sendspace (compatible with all recent builds)
/idgames link for Mutiny 2.0.0 (contains a few bugs, ZDoom r1554 and GZDoom equivalents only, currently waiting for the upload of 2.0.2 to be processed)
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Re: Mutiny Mod 2.0 released!

Postby wildweasel » Fri May 01, 2009 9:08 pm

This mod receives the Weasel Stamp of Approval.
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Re: Mutiny Mod 2.0 released!

Postby Cardboard Marty » Fri May 01, 2009 9:23 pm

Incredibly fun, this mod is a vast improvement over the last release. I love the new enemies, and the retooled weapons. Great job!
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Re: Mutiny Mod 2.0 released!

Postby X-CrAzYkInG-X » Fri May 01, 2009 9:38 pm

this is nice! keep up the good work. :)
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Re: Mutiny Mod 2.0 released!

Postby Project Dark Fox » Fri May 01, 2009 9:45 pm

Once my choked net decides to liven up a bit I'll try to provide a proper mirror. My webspace has bandwidth to give away.

Of course once it goes live on /idgames, then it won't matter as much...
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Re: Mutiny Mod 2.0 released!

Postby Phucket » Fri May 01, 2009 9:51 pm

I'm still not sold on this. It really doesn't feel too different from the original mutiny mod. Granted, the weapons look better but they're all so dull and not too different from the stock doom weapons. Oh yeah, there's something in here that I really REALLY hated about the original mutiny mod. A lot of the new enemies don't even have new sprites. They're just recolored marines. Would it really be that hard to at least do some simple edits for them, like give the medic a couple of red crosses on his uniform or something.
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Re: Mutiny Mod 2.0 released!

Postby X-CrAzYkInG-X » Fri May 01, 2009 10:01 pm

by the way, it will be better if the weapons reload. either way, nice job.
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Re: Mutiny Mod 2.0 released!

Postby przndoom » Fri May 01, 2009 10:01 pm

I love it!

wow

its blends so well and its cool! the "imps" are annoying!

its some reused stuff, but it blends well. the pistol sound seems weird to me the auto pistol..no reload etc...but still its nice
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Re: Mutiny Mod 2.0 released!

Postby Woolie Wool » Fri May 01, 2009 10:02 pm

The imps are actually imp/human hybrids.
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Re: Mutiny Mod 2.0 released!

Postby lizardcommando » Fri May 01, 2009 11:35 pm

Interesting mod. The weapons are kinda fun to use and the enemies are pretty neat neat. There are two things I don't like about the mod:

1. I really don't like the Combat Shotgun's animation, especially for when you pump it after each shot. It looks really weird how the gun is just still when you pump the Combat Shotgun. Shouldn't it be lowered a bit when you go pump it? I can't really explain it well, but just look at the Doom shotgun when you pump it after each shot. I guess that's the best explanation for it.

2. Is it really necessary for all of those button commands for the items? I'd rather have an inventory system like in Heretic or Hexen where you'd use the [ or ] keys to select an item instead of having to rely on remembering which button activates which item and whatnot.

Aside from that, this was an alright mod.
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Re: Mutiny Mod 2.0 released!

Postby Woolie Wool » Fri May 01, 2009 11:38 pm

Uh, it does have an inventory system identical to Heretic's. The hotkeys are just shortcuts.

I don't see what's so weird about the way the player holds the shotgun steady while pumping it. People don't jiggle weapons around while working the action.
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Re: Mutiny Mod 2.0 released!

Postby lizardcommando » Fri May 01, 2009 11:52 pm

Oh. My bad. I didn't know you could still access the items like in Heretic.

I'm still not liking the shotgun's pump animation. It just looks weird to me. :?
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Re: Mutiny Mod 2.0 released!

Postby chronoteeth » Fri May 01, 2009 11:55 pm

Kinda dissapointed by seeing the old rocket launcher and bfg in there, and that grenade launcher feels out of place. Other than that though, it's good 83
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Re: Mutiny Mod 2.0 released!

Postby Project Dark Fox » Sat May 02, 2009 1:22 am

Woolie Wool wrote:Uh, it does have an inventory system identical to Heretic's. The hotkeys are just shortcuts.

I don't see what's so weird about the way the player holds the shotgun steady while pumping it. People don't jiggle weapons around while working the action.

The (lack of) force of action is what makes it just a little strange. I on the other hand wasn't nearly as bothered by it.
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Re: Mutiny Mod 2.0 released!

Postby Snarboo » Sat May 02, 2009 1:59 am

The PDW's flash animations are bleeding onto the weapon's base frames, making it look off. The combat shotgun also has a few artifacts on one of the frames.
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