[Finished] The Russian Overkill - 3.0b

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

Postby printz » Sat Nov 12, 2011 3:31 pm

Based on practically everyone's excited reaction to this mod, it really needs to get a Cacoward :)
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby PillowBlaster » Sat Nov 12, 2011 3:41 pm

Uh oh, okaaay, I already noticed it's received more warmly than I expected, but *cough*, a cacoward? Nah, I don't personally think it deserves a one. Come on, it doesn't contain even any custom maps, it got overrated. Just take a look at Brutal Doom, this one surely stands up for it. :P
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Tapwave » Sat Nov 12, 2011 3:43 pm

Magban724 wrote:Uh oh, okaaay, I already noticed it's received more warmly than I expected, but *cough*, a cacoward? Nah, I don't personally think it deserves a one. Come on, it doesn't contain even any custom maps, it got overrated. Just take a look at Brutal Doom, this one surely stands up for it. :P


We need a "Most Mindblowing Wad Of the Year" award just for this.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby TheDarkArchon » Sat Nov 12, 2011 3:58 pm

Xaser wrote:The best method of transport, of course, is to grab a shieldsphere and fire a Yamato blast into the ground. Next stop: The Moon.


A Stalin is also a good alternative. 32767+ vertical units of travel per tic if you're not doing it wrong.
Last edited by TheDarkArchon on Sat Nov 12, 2011 4:10 pm, edited 1 time in total.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Tapwave » Sat Nov 12, 2011 4:08 pm

TheDarkArchon wrote:
Xaser wrote:The best method of transport, of course, is to grab a shieldsphere and fire a Yamato blast into the ground. Next stop: The Moon.


A Stalin is also a good alternative. ~8000 vertical units of travel per tic


There is absolutely no excuse for this whatsoever.

Code: Select allExpand view
23:00   Terranova   "A Stalin is also a good alternative. 32768+ units of vertical travel per tic. "
23:00   Terranova   Hmm.
23:00   Terranova   I wonder how units = one meter?
23:01   Terranova   The player is 32 mapunits tall, right?
23:01   nub_hat   56 I believe
23:02   Terranova   So, 50 would be roughly 2 meters.
23:04   Terranova   32750/50=655, so 1310 meters/tic, which is...
23:04   Terranova   45850 m/s
23:04   Terranova   141 times the speed of sound.
23:04   Terranova   Badass.
23:06   Terranova   It would take 3262767 seconds or 906 hours to reach the sun at that speed.
23:06   Terranova geeks out.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby TheDarkArchon » Sat Nov 12, 2011 4:11 pm

The only reason the plus is there is because the game glitches out if I make the sector taller. It's probably even faster than that :P
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby DoomRater » Sat Nov 12, 2011 5:54 pm

I've coded some charging weapons in my day and I make em tic responsive- just ask LizardCommando. It involves a lot of internal counters to keep track of frame delay and which frame to display but it is tic sensitive.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Princess Viscra Maelstrom » Sat Nov 12, 2011 7:14 pm

Xaser wrote:Image

Image

^
Best weapon mod I have ever played.

I have to ask, though, what does charging up the laser do? It doesn't seem to do anything for me. Just tapping the button will do the same thing as charging it up.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Snarboo » Sat Nov 12, 2011 7:46 pm

Any chance we could see a Heretic compatible version of this? :p The weapons actually work beautifully in Heretic, the pickups just aren't replaced.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby ETTiNGRiNDER » Sat Nov 12, 2011 7:59 pm

So, after trying it out for a little bit (I've by no means seen everything) here are my initial thoughts...

- It'd be nice if there were new gibbing FX; I understand if it's not within the scope of the mod but hitting something with a NUKE and having it more or less stay in one piece as it dies feels kind of disappointing, even if it does one-shot a cyberdemon.
- The Mopanku is now among my favorite weapons. :wub: Makes me wish for a good mech warfare mod...
- I like how you implemented the flail. A lot better than what I tried to DECORATE for that graphic.

(Edit: cut a couple things that were mentioned in the first post but not the text file)
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby SamVision » Sat Nov 12, 2011 9:29 pm

Some of the weapons need to faster to fire. The melee weapons mostly.
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby Snarboo » Sat Nov 12, 2011 10:02 pm

I just noticed that a lot of the weapons from the trailer didn't make it in. Is that because this is a beta release or were they cut for some reason?
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby BouncyTEM » Sat Nov 12, 2011 10:44 pm

I've managed to make some of the most bizarre visuals ever seen in doom thanks to using the Yamato Cannon and another mod.

http://dl.dropbox.com/u/3238714/MadnessShots.7z

Spoiler:


See for yourself. :p
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Re: [WIP] Russian Overkill - Public beta 1 released

Postby SamVision » Sat Nov 12, 2011 11:17 pm

Bouncy wrote:
Spoiler:

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

Postby Ethril » Sun Nov 13, 2011 12:48 am

Bouncy wrote:*image*


Is that... Is that nuts3?
Awesome.

edit: GOOD GOD, IS THAT NUTS3 WITH 10XMONSTERS? ARE YOU INSANE!?
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