[1.9a] Insanity's Requiem Mk.2 | Updated Credits.

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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby TheBadHustlex » Thu Oct 23, 2014 8:56 am

It's basically good, but there are a few things:

-Slot4 and SLot3's weapons feel incredibly similar while playing
-Slot5's primary fire is basically the pistol's altfire
-Slot0's weapon is disappointing, I think. Other then the fact that it can overheat, it feels like Slot5's gun's altfire.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby TiberiumSoul » Thu Oct 23, 2014 9:06 am

yes im aware of these facts what do you suggest i do?
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby TheBadHustlex » Thu Oct 23, 2014 9:35 am

Here's what I'd do:
-Make the Slot3 or 4 weapon like an automatic shotgun. Maybe one that uses a shell-belt?
-Remove the pistol's altfire. Or change it to one big, fat, strong bullet.
-Make slot0's weapon shoot a different projectile.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby Pisstepank » Thu Oct 23, 2014 4:55 pm

I agree with TheBadHustlex about the automatic shotgun.
Actually, i think the shotgun becomes totally useless when you get the ssg, because it has the same fire rate, but fires Two shells.

Also could you change the shotguns sprites?
Weapons like the Amsr mk5 looks beautiful, and is really nice to use, but the shotguns, in my opinion, are the most boring to use, and visually less attractive than the rest of the weapons.

Also, when you pick up the second pistol, it doesn't seems to change anything in terms of fire rate for the secondary fire, with one, or two pistol, the fire rate of the 3-round burst will be the same. I think it would be more logic to be able to shoot the burst twice as fast.

Well, overall this is a really nice mod, and i'm really enjoying it. c:
Good luck with your work.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby Carbine Dioxide » Thu Oct 23, 2014 6:11 pm

Why don't you use this for one of the Shot gun's pickup sprite? It has a mag, but that could make an automatic Shot gun if you wanted it to.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby Slax » Fri Oct 24, 2014 6:20 am

As per usual with mods I haven't tried before, I took this for a spin on TNT. And let me tell ya, it's frustrating that you can't hit anything at range while enemies can continually snipe you with minimal effort.
One suggestion I have is that you give the pump-shotgun an alt-pump. Would load up a slug or at least something with tighter spread (with less total damage). Something accurate to battle far away badguys.

Overall, the recoil just seems pointless. You're already a terrible shot to begin with and the recoil just makes it even worse.

And the blood's way over the top. Splashy clouds getting in the way of the action. I prefer being able to see.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby Carbine Dioxide » Fri Oct 24, 2014 8:18 am

Maybe there can be a shotgun that fires slugs, or a shotgun with a full choke.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby TiberiumSoul » Sat Oct 25, 2014 5:48 pm

Weeeeeellll... the shotgun is actually getting a new sprite graphic its the doom 2.5 shotgun but with a realistic action and ill make it fire a concentrated spread IE 75% choke...

Also, since the barrels on the super shotgun are a meager 4.5 inches long due to being sawed down the spread is downright ridiculous and is meant to be used against small to medium crowds...

also ill fix up the enemies to have the same accuracy factor as your weapons do.

this should offer up some difference for the shotguns because I'm sorry but I refuse to make them automatics

and ill see if i cant make the carbine into an actual carbine that fires semi automatically bullets will have small vapor trails behind them like the sniper's ammunition only on a smaller scale.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby Doomguy5th » Sat Oct 25, 2014 7:25 pm

Hmmmm... Well I wish I could find some reload sprites for the shotguns in your mod, because I want to find ways to make both shotguns clip-based like in Quake 4, when you get the Extended Mags for the shotgun (or something).
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby -Ghost- » Sun Oct 26, 2014 12:21 am

Sounds like good changes. To be honest I actually kind of like your assault rifle in TD more than the one in IR, it fits the rest of the weapon set better.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby Carbine Dioxide » Tue Oct 28, 2014 7:42 am

DoomCraft: For the Drum like Shotgun, I would suggest a reload similar to a Striker or AA12. For the Pulse Rifle like Shotgun, I don't really know. Pistols usually have easy to make reload animations. The Plasma Rifle already looks as though it has reload animations. The Minigun might be easy too.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby TiberiumSoul » Fri Nov 07, 2014 3:33 pm

the reloading was a tibdoom exclusive thing guys. chances are i'm not going to do any reloading for these guns.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby Carbine Dioxide » Fri Nov 07, 2014 3:36 pm

I miss the Devil May Cry reference.
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby TiberiumSoul » Sat Nov 08, 2014 2:53 pm

im actually working on my own style of reference its 50/50 DMC and RWBY

also a small change log

the carbine is now a single shot carbine with ripping projectiles that use the same trail effect as the sniper rifle the speed of the projectile would make one thing that its a hitscan but you'll have no such luck im afraid :)

the shotgun has had an 80% choke applied to it and as i said the graphic has been changed

ill probably be bringing back the old stunlocker tracers fire by the plasma gun even though they were lag fests from hell

the zombie enemies are all on one universal spawner so the game ahs been made that much harder but with the enemies bieng zombies ive made it so that they damn near cant shoot for shit
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TiberiumSoul
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Re: [Release] Insanity's Requiem V3.0 same behavior new grap

Postby DoomKrakken » Thu May 28, 2015 2:10 pm

Downloaded this mod yesterday, tearing through motherf___ers like there's no tomorrow in Back To Saturn X E1!

A few questions...

- Many of the monsters in Insanity's Requiem and TiberiumDoom look and act very similarly to each other. Is this intentional?
- Why doesn't the pistol have an automatic fire? I've seen some videos where it did have it (or the guy was mashing the fire/altfire buttons super hard, but when I tried the fire and altfire buttons, it fired too slow). It'd be nice to hold down the button to continue firing.
- Why do both shotguns have to be cocked separately from firing, instead of the firing and cocking of the shotgun being part of the same fire state?
- In the next version (if a new version is planned), can you also implement items/weapons that replace the BFG/Chainsaw?

Thanks. :)

P.S.: Does this post count as a necrobump?
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