[Finished] The Russian Overkill - 2.5, Vodka Strikes Again

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Re: [WIP] Russian Overkill - Public beta 1 released

Postby TheDarkArchon » Thu Nov 10, 2011 2:00 pm

Imp Hunter wrote:I lol'd so freaking hard when I saw the ATATATATATATATA.


Just wait until you see the other super-punch mode.

Spoiler:


terranova wrote:
Imp Hunter wrote:I lol'd so freaking hard when I saw the ATATATATATATATA.


WHERE IS IT
I WAS TOO FASCINATED BY THE INVISIBLE GUNS AND THE FLYING CHAINSAWS


Pick Marty, switch to melee and fire off punches for a while, you'll either make your opponents already dead or get the spoilered punch.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Hellstorm Archon » Thu Nov 10, 2011 2:10 pm

Turns out in Soviet Russia…
*puts on sunglasses*
…weapons fire you.
YEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAHHHHH!!!!!!
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Tapwave » Thu Nov 10, 2011 2:20 pm

TheDarkArchon wrote:Pick Marty, switch to melee and fire off punches for a while, you'll either make your opponents already dead or get the spoilered punch.


Found it, needs a WATTA fingerjab/finalpunch that makes cybies asplode.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby DoomRater » Thu Nov 10, 2011 2:35 pm

WHAT IS THIS MADNESS

A GUN THAT FINISHES THE LEVEL AUTOMATICALLY?!
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Tapwave » Thu Nov 10, 2011 2:41 pm

DoomRater wrote:WHAT IS THIS MADNESS

A GUN THAT FINISHES THE LEVEL AUTOMATICALLY?!


Xaser made that in HellDooM first.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby RV-007 » Thu Nov 10, 2011 3:20 pm

This is a awesome Doom weapons wad, but I think I can muster some suggestions/questions.

For the Ullapool Caber, is it me or that there is some kind of voice when I wield this weapon?
For the Erasus Shotgun, the mass eject of empty shotgun shells was extremely resourceful. This is quite useful for lobbing projectiles over a wall or on height above enemies.
For the Wolgir assault rifle, I did not know what the alt-fire does that first, but experimental led me to assume that this is the switch of firing modes (e.g. single-shot, burst-fire, and full auto). I don't know if this is a good idea, but I think a message telling which mode is activate could be useful. Even to this day, I still don't know the difference between a single and double (more power?) pull of pistol hammer.

I have an idea for the vodka idea (read it somewhere in this thread), I guess the vodka can turn into a Molotov cocktail (no offense intended to Mr. Molotov) as a riot weapon (Spread the joy!).
The Nazi sprites from Brutal Doom can be a graphical improvement.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Tapwave » Thu Nov 10, 2011 3:31 pm

RV-007 wrote:For the Ullapool Caber, is it me or that there is some kind of voice when I wield this weapon?


Yes. It's the Demonoman from TF2 shouting "KABOOM" with a black scottish accent.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Princess Viscra Maelstrom » Thu Nov 10, 2011 3:32 pm

I will respond to this thread with an appropriate reaction image once I've tested this properly.

My body is ready.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby RV-007 » Thu Nov 10, 2011 4:09 pm

terranova wrote:
RV-007 wrote:For the Ullapool Caber, is it me or that there is some kind of voice when I wield this weapon?


Yes. It's the Demonoman from TF2 shouting "KABOOM" with a black scottish accent.


I meant when you kept holding the Ullapool Caber. It's like Satan whispering to my ear or black metal, lol. Does something happen to the player if I kept holding the Ullapool Caber? See project file for audio file.
Last edited by RV-007 on Fri Oct 25, 2013 9:44 pm, edited 2 times in total.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Xaser » Thu Nov 10, 2011 4:14 pm

Image

Image
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Doomer_1996 » Thu Nov 10, 2011 4:22 pm

Xaser wrote:Image

Image

I got that reaction with the firing fists.And katyusha.And vodka.And all the stuff in there.
I also made my GZDooM crash upon firing endless volleys of empty cartridges on a small sector LOL
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby SamVision » Thu Nov 10, 2011 7:01 pm

Too many weapons are explosive, none have the RIPPER flag.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby ChronoSeth » Thu Nov 10, 2011 10:33 pm

SamVision wrote:Too many weapons are explosive

I have to agree with this. It's way too easy to kill yourself, especially for a newbie.

Does the mod affect the monsters through DECORATE? I'm wondering if I could get 10x working with it. :twisted:
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby wildweasel » Thu Nov 10, 2011 10:37 pm

ChronoSeth wrote:Does the mod affect the monsters through DECORATE? I'm wondering if I could get 10x working with it. :twisted:

If it does, it doesn't do it very obviously - I'd imagine 10x would work fine.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Tapwave » Fri Nov 11, 2011 3:19 am

Is it normal that picking up a few satchels (from the second char) usually gives you all of a sudden 999 of all inventory items?
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