[WIP] Ballistics (Update 6/5/11 - Alpha 2)

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[WIP] Ballistics (Update 6/5/11 - Alpha 2)

Postby Woolie Wool » Mon May 30, 2011 9:47 pm

UPDATE 6/5/11
Download Alpha 2
Changelog since Alpha 1:
-New assault rifle with never-before-seen sprites
-New SMALLFONT
-Sound, animation, and behavior tweaks


Image

Ballistics is a mod many of you have probably heard about, and seen on YouTube, a pseudo-tactical mod using gameplay mechanics not unlike those of WildWeasel's Diaz mod, but in a "man-made" setting with no demons or hellish influence. True to the mod's name, all of the weapons are ballistic firearms with a firing pin striking a cartridge--no rockets or energy weapons. Though none of your enemies have supernatural powers, they are far deadlier than Doom enemies. They are fast, accurate, and highly aggressive. Ballistics is a tricky, unforgiving, but very fun mod to play.

General synopsis: The year is 2084 and you are Malcolm Greely, a CIA secret agent sent to investigate the Union Aerospace Corporation. The richest business entity in the world, the UAC uses its power and prestige to effectively operate outside of any legal or ethical boundaries. Your orders are to look into the reports of illegal genetic engineering and weaponized biotech experiments being conducted by the UAC with the aim of creating an invincible army of mutant super-soldiers.

Features:
-Challenging tactical gameplay with reloading, melee attacks, recoil, grenades, and player classes
-12 all-new ballistic weapons, including pistols, shotguns, assault rifles, and a minigun
-Three player classes, including a bonus character whom you might find familiar
-Legions of merciless human, robotic, and mutant enemies
-Custom crosshairs matched to each weapon

Note that this is an alpha. Expect to find inconsistencies, unfinished elements, and bugs. Ballistics is not yet complete and likely will not be for some time. An incomplete strategy guide and credits list is available as ballisticslore.txt. Make sure to bind the reload and grenade keys.
Last edited by Woolie Wool on Sun Jun 05, 2011 8:45 pm, edited 1 time in total.
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Re: [WIP] Ballistics Alpha 1

Postby bgraybr » Mon May 30, 2011 10:13 pm

Honestly, using hitscan attacks for everything can be annoying on regular maps and unbearable on wide, open ones without enough cover. Would you consider replacing them projectiles of some sort? Or, would you try reducing the view distance of some monsters so that I don't get sniped as often (can be done via A_LookEx in Decorate I believe)?

Besides that, the only thing that bugged me was that some of the gun graphics aren't widescreen compatible.
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Re: [WIP] Ballistics Alpha 1

Postby Woolie Wool » Mon May 30, 2011 10:16 pm

Which ones aren't? I can't think of any that get cut off. The Turcotte may look like it is cut off, but the stock is actually shaped like that.
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Re: [WIP] Ballistics Alpha 1

Postby bgraybr » Mon May 30, 2011 10:19 pm

Woolie Wool wrote:Which ones aren't? I can't think of any that get cut off. The Turcotte may look like it is cut off, but the stock is actually shaped like that.

That's the one I was talking about, my mistake. It does look a bit odd that way though.
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Re: [WIP] Ballistics Alpha 1

Postby Ral22 » Mon May 30, 2011 10:38 pm

Very nice work. I has great potential and will be very nice when it is finished. While I did find some errors, I won't point them out since this is an early beta. In the next one, I'll examine it more closely. Keep up the good work.
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Re: [WIP] Ballistics Alpha 1

Postby Estopolis » Mon May 30, 2011 11:26 pm

Well this mod doesn't seem so bad so far.

One thing I am going to nitpick about though is the shotgun.
To me it feels like it's angled a tad too much and a bit too higher considering the crosshair.

I know it's an alpha but I was wondering if that's going to stay as is.
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Re: [WIP] Ballistics Alpha 1

Postby Cyanosis » Tue May 31, 2011 1:58 am

Loved Mutiny and Diaz, so I will be checking this out for sure when I get back into ZDoom.
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Re: [WIP] Ballistics Alpha 1

Postby Ethril » Tue May 31, 2011 2:15 am

Bugs/Issues:
Spoiler: Spoiler'd for TEXT BRICK


All that aside, it was still a blast to play. Felt a lot like Mutiny with reloads, right down to the shotgunners always losing their heads. :P
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Re: [WIP] Ballistics Alpha 1

Postby CommanderZ » Tue May 31, 2011 5:15 am

- The tanks that replace Mancubi are just stuck and ignore me (seen on MAP07)
- The sniper rifle scope says "2X", does that mean I can change the zoom level somehow?
- What is the difference between the two pistols (except the laser)?
- The Spectre and Demon replacements hate each other (see the Demon room on MAP08).
- Laser triggers shootable walls
- No Pain Elemental and Archvile replacement
- The grenades throw energy is way too little, it is completely impossible to throw them into elevated locations (even as little as the Mancubi platforms on MAP07)
- The Flamethrower guy which replaces Baron of Hell is way too fragile

Good luck with this project!
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Re: [WIP] Ballistics Alpha 1

Postby Ethril » Tue May 31, 2011 5:21 am

CommanderZ wrote:- The tanks that replace Mancubi are just stuck and ignore me (seen on MAP07)

Yeah, I saw that too, but I think the tanks are just taller than the fatties, so the ones on the platforms are stuck in the "ceiling".
- The sniper rifle scope says "2X", does that mean I can change the zoom level somehow?

I don't think so, but it'd be nice to be able to toggle between 1x (no scope), 2x, and 4x, for those REALLY big maps.
- What is the difference between the two pistols (except the laser)?

P50 has higher accuracy but more recoil. Shur-Fine Marauder is weaker and less accurate and sometimes "jams" into full-auto mode which also inflicts double damage. Stick to the Bragg or P50.
- The grenades throw energy is way too little, it is completely impossible to throw them into elevated locations (even as little as the Mancubi platforms on MAP07)

I haven't had much of a problem with it... Are you not using mouselook?
- The Flamethrower guy which replaces Baron of Hell is way too fragile

He only has 200 less hp (800 instead of 1000). I think that's fair considering he's more damaging.
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Re: [WIP] Ballistics Alpha 1

Postby GuildNavigator » Tue May 31, 2011 5:44 am

The Pistol in the screen is so sexy.. ;)
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Re: [WIP] Ballistics Alpha 1

Postby Shane » Tue May 31, 2011 9:10 am

From what I played, the gameplay was good. I think the kick's a little overpowered, I was able to get away with kicking most of my problems to death. Maybe reduce it to 45?

When you die, the death animation plays and then halts at the first animation of gibbing.
Image

Also, the slide animation plays after kicking.
Last edited by Shane on Wed Jun 01, 2011 8:45 pm, edited 4 times in total.
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Re: [WIP] Ballistics Alpha 1

Postby marble » Tue May 31, 2011 9:49 am

One thing i'd like to point out is the lack of new sprites, i know they are hard to do, i can't make sprites myself, but it's nice to see some actually new guns once in a while.
anyways, i liked the menu.

now, for some crit:

some guns have gloves without fingers, like the enforcer, while some, like the pump shotty, have full gloves, also, the enforcer doesn't pull the slide when you equip it, yet the slide moves on it's own.
the blood shotgun has a brown glove. same with the assaul rifle.
the minigun has no raise animation.

that's all i have so far. i understand this is an alpha, but i'm mentioning these just in case.
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Re: [WIP] Ballistics Alpha 1

Postby JimmyJ » Tue May 31, 2011 7:04 pm

The Staplerfahrer Klaus reference made my day.
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Re: [WIP] Ballistics Alpha 1

Postby Ethril » Tue May 31, 2011 7:08 pm

Heh, I just noticed a typo. The nametag for the combat knife is spelled "cobmat knife".
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