
Spoiler:
iSpook wrote:Groovy. Any news on that fuck-huge weapon DN was working on? (This thing I believe.)
Edit: Oh, and about the dash thing you have, Pillow: Can you change it from double-tap dash (which does go off rather easily) to something like Demonsteele's "Run+Direction key" dash setup?
Marinelol wrote:Best thing I've played this year. Good work.
jpalomo wrote:I made a patch file to allow Trailblazer to be loaded in Strife. Just load the mod after the main file: http://www.mediafire.com/download/fcapqccs5p81l5e/Trailblazer_strife.pk3
It replaces all of the weapons (except for the sigil) and all ammo types, as well as the spectre bosses (so you can actually damage them). Health pickups placed in the map are the standard doom style pickups, while the purchasable health is pooled into your "Pisskey" in amounts of 10, 25, and 100.
osjclatchford wrote:been waiting for this for a long time and find myself very disappointed it is for gzdoom only... guess I'll never be able to play it. I tried to load it anyway (you know, see how odd it does look without the 'g' ? but alas it wouldn't even load at all
no chance of a knocked down version for zdoom users? we feel rather left out
Zhs2 wrote:On a completely unrelated note, holy fuck playing this mod in software mode is AMAZEBALLS as fire looks TEN TIMES MORE AMAZING and smoke is SCREEN RENDERINGLY RAPETASTIC
Enjay wrote:I just realised that I have been playing this mod quite a bit but haven't actually said anything about it. I think it is a fantastic mod. I'll even go as far as to say I think it is one of the best weapon mods ever. I love the look of the weapons. I love the feel of the weapons. I love the look of the weapons. I love the sound of the weapons. I love the look of the weapons. I love the action of the weapons. I love the look of the weapons.
I really like how the double weapons are handled. The fact that they act independently from each other is really cool. For example, the revolvers can reload independently, even while the other is firing and you can mash the fire/altfire buttons to get each of the double weapons firing really quickly and not dependant on what the other hand is doing. I'm not a huge fan of reloading weapons in Doom mods but the way these weapons work, and the general balance of the weapons makes any reloading problems that I would normally have absolutely minimal. Being able to get a quick punch in while the weapon continues reloading is really helpful too.
I also really like the little touches. The character is his own cigarette-tab-spitting person: he's not Doomguy, he's not Duke. The new take on the powerups is interesting and graphically throughout the mod looks very nice: the menus, the sprites, the HUD, everything.
Oh, yeah, and did I mention that I love the look of the weapons?
Par9000 wrote:When I throw machete in air, i heard like a bullet fall down. I looked at ground and saw a shell. Fired shell...
Is this a bug? Or something like that.
That's not a shell - just a random cigarette butt!
PillowBlaster wrote: I am more familiar with the Unreal-kind setup (yeaah... I know, you can slip into pits or wrong places in general, thanks to that, but practice makes perfect!), and I don't want to include yet another button to bind (that's bane of my existence recently), so I'm afraid it will stay as it is. However - I'll decrease the reaction time a little, so there'll be more space for error there.
ACTOR StrifeCounter : Inventory {Inventory.MaxAmount 1} // I'm not crazy enough to use this, are you?
Super Flip wrote:This mod is a whole lot of fun.
I've been playing through this on Resurgence with Smooth Doom monsters, and they mix perfectly!
My only gripe is that the Chrome Justice feels really obsolete compared to the double Fleshrends, which is odd seeing as I found the latter first.
More likely a reference to the Ebony & Ivory.iSpook wrote:On another note: I can't help but to wonder if the Colts are a reference to the Revolvers Weasel's "Anti-christ Guy" uses, only with 100% less demonic-ness.
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