(released) Alkylation - Episode 1

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BouncyTEM
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Re: (released) Alkylation - Episode 1

Post by BouncyTEM »

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. :p
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UltimateLorenzo
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Re: (released) Alkylation - Episode 1

Post by UltimateLorenzo »

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. :p
Nice... the new plasma shotgun works very well. I'll check the other adjustments you did to the difficulties.

L.
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UltimateLorenzo
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Re: (released) Alkylation - Episode 1

Post by UltimateLorenzo »

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?
Steve1664
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Re: (released) Alkylation - Episode 1

Post by Steve1664 »

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.
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UltimateLorenzo
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Re: (released) Alkylation - Episode 1

Post by UltimateLorenzo »

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...
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kmxexii
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Re: (released) Alkylation - Episode 1

Post by kmxexii »

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.
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