DEAD MEN TELL NO TALES (REDUX RERELEASE)

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Re: DEAD MEN TELL NO TALES

Postby m1lk » Mon Apr 26, 2021 5:04 am

very cool. 2nd map is kind of the pain though, the woods keeps on kicking my ass
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m1lk
 
Joined: 04 Apr 2021
Operating System: Mac OS X 10.8 or later
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: DEAD MEN TELL NO TALES (REDUX RERELEASE)

Postby Joblez_I » Sun Dec 26, 2021 10:19 am

I decided to come back and do some cleanup on this mod as I am now working on a sequel and felt the need to fix some inconsistencies in the plot. Dead Men Tell no Tales was my first remotely successful attempt at storytelling and worldbuilding, and as such, the original was littered with this weird, vague dialogue and lore. It felt detached and cartoonish, separate from the game as opposed to uplifting it. Now that I've come back to it, I decided to clean up a lot of the presentation and make a more compelling story. Here's the changelog!

12/26/21 REDUX Update:
-Updated music tracks, particularly in the latter half of the mod
-New Player Sprites
-Better visual clarity (switches are lit up, the forest is brighter, etc.)
-Bug fixes (fixed broken geometry, missing textures, incorrect sound implementation)
-Completely rewritten dialogue and notes (the original was filled with typos and weird, vague language)
-Updated code, featuring updated visual effects and weapon bug fixes
-Balancing fixes (enemies are slightly faster, the boss fight is more difficult, the assault rifle holds less ammo to make more weapons viable)
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Joblez_I
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Joined: 23 Jan 2017
Location: Xen
Discord: Joblez#3282
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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