[Release] Parkour -- v1.1

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Post Reply
User avatar
Sephiron
Posts: 300
Joined: Mon Jun 28, 2010 1:56 pm
Location: Michigun, pew pew!

Re: [WIP] Parkour Mod [Beta.C]

Post by Sephiron »

So wait, you can jump off of walls? That's awesome.
User avatar
DoomRater
Posts: 8265
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by DoomRater »

I am soooo late to this party.....
User avatar
Jimmy
 
 
Posts: 4720
Joined: Mon Apr 10, 2006 1:49 pm
Preferred Pronouns: He/Him
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by Jimmy »

Just thought I'd post to say that this mod, when played using the Chex Quest 3 IWAD, is insanity defined. :P Had an awesome time blasting through the first three levels of episode 3. :lol:

Pros:
- The new weapons seem to work extraordinarily well with the CQ3 graphics (messy offsets notwithstanding)
- A lovely *SQUELCH* noise when using a walljump
- Jumping straight over swaths of screaming Flemoids is extremely fun
- DUAL-WIELDING BOOTSPOONS

Cons:
- Having to "give" yourself the replacement weapons every time a new one is picked up
- Some slightly broken menu text ("Parkour" is "PAL U RE" and "Death" is "UG NISK").
User avatar
Captain Awesome
Posts: 580
Joined: Sun Aug 09, 2009 2:17 pm
Location: U.S.A.
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by Captain Awesome »

I'm late to this party too, but at least I showed up to a party this time, heh.

I just played it a little bit, and this mod is pretty damn cool. I like it.
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: [WIP] Parkour Mod [Beta.C]

Post by Ethril »

jimmy91 wrote:- DUAL-WIELDING BOOTSPOONS
Oh.
My.
Pants. I HAVE TO try this out now.

edit: THIS IS PROBABLY THE THIRD OR FOURTH BEST THING EVER :wub:
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by Xaser »

Haha, interesting find, Jimmy! It's a bit glitchy as-is but it gives me an idea.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by Xaser »

Image
SAZZA
Posts: 26
Joined: Thu Apr 29, 2010 4:52 am
Location: Everywhere and Nowhere...

Re: [WIP] Parkour Mod [Beta.C]

Post by SAZZA »

Whoa! Epic mod, I love it already! Oh and hahaha beat this!
Spoiler:
:mrgreen:
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [WIP] Parkour Mod [Beta.C]

Post by Viscra Maelstrom »

Heh, managed to get that time, too.
User avatar
sotenga
Posts: 28
Joined: Sun Jul 25, 2010 11:12 pm

Re: [WIP] Parkour Mod [Beta.C]

Post by sotenga »

I've noticed that if you type in ID(K)FA, you get two weapons in slots 8 and 9, which appear to be the Cyberdemon's rocket arm and the Spider Mastermind's super chaingun respectively! I find it a neat touch how the latter uses shells instead of bullets. However, neither enemy drops these items in the game, or at least not that I've seen. Can either of these weapons be actually obtained in the current build, or has that yet to be implemented?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by wildweasel »

I think you have to "enable" them first with the console command "pk_superweapons" before they'll drop them.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: [WIP] Parkour Mod [Beta.C]

Post by ZDG »

sotenga wrote:I've noticed that if you type in ID(K)FA, you get two weapons in slots 8 and 9, which appear to be the Cyberdemon's rocket arm and the Spider Mastermind's super chaingun respectively! I find it a neat touch how the latter uses shells instead of bullets. However, neither enemy drops these items in the game, or at least not that I've seen. Can either of these weapons be actually obtained in the current build, or has that yet to be implemented?
Yep, WW is right.
Also, the cyb's launcher is glitched in GZDoom, a part of the RL appears out of nowhere when firing.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by wildweasel »

ZDG wrote:Also, the cyb's launcher is glitched in GZDoom, a part of the RL appears out of nowhere when firing.
The whole mod's pretty glitched in GZDoom.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: [WIP] Parkour Mod [Beta.C]

Post by ZDG »

wildweasel wrote:
ZDG wrote:Also, the cyb's launcher is glitched in GZDoom, a part of the RL appears out of nowhere when firing.
The whole mod's pretty glitched in GZDoom.
True, i don't know why, maybe it just murders the TEXTURES lump for some reason, maybe a new SVN of GZD wil fix that.....
User avatar
NeuralStunner
 
 
Posts: 12325
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: [WIP] Parkour Mod [Beta.C]

Post by NeuralStunner »

Everyone keeps talking about Textures not working right in GZDoom, and I haven't had any trouble at all with Style Mod. :?
Post Reply

Return to “Gameplay Mods”