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Re: [Beta] Contra Doom b02
Posted: Fri Apr 24, 2015 12:32 am
by YukesVonFaust
Hey, beed, Check your inbox. the contra III sounds are available to download.
Re: [Beta] Contra Doom b02
Posted: Fri Apr 24, 2015 12:42 am
by RikohZX
Beed28 wrote:I'm not sure if I need permission to do these first...
I imagine that so long as you're not literally repacking map packs with the patches applied, and more like the Final patches you included already, it's no problem at all. But I don't know too much about this stuff.
Re: [Beta] Contra Doom b02
Posted: Fri Apr 24, 2015 4:40 am
by Athel
Aw man! I thought of this just yesterday! Heh. I'll give it a whirl
Re: [Beta] Contra Doom b02
Posted: Sat Apr 25, 2015 2:26 pm
by RikohZX
Experimenting past my usual set-up of Spread and Crusher helped me realize the Laser is really damn powerful too. Even the standard machinegun shot is effective if you're willing to chip away rather than blow away. I really love how this makes pretty much any means of combat viable, except maybe the Homing at certain times.
Re: [Beta] Contra Doom b02
Posted: Mon Apr 27, 2015 6:16 pm
by Captain J
oh boy, i still haven't played this mod yet. so i played, and it was really great retrospective!
btw, are you going to replace some of monster's death frames from
terminus' another brilliant retrospecting mod about zapper and contra? i really dreaming for it.
Re: [Beta] Contra Doom b03
Posted: Mon Apr 27, 2015 7:21 pm
by Beed28
Re: [Beta] Contra Doom b03
Posted: Mon Apr 27, 2015 8:06 pm
by Captain J
now it become even more retrospective, nicely done! anyway, are you about to bring more of sprites and sounds from contra 3 to this mod? since it has some sounds and sprites for it as well.
Re: [Beta] Contra Doom b03
Posted: Tue Apr 28, 2015 2:01 am
by YukesVonFaust
Danke Schon, Beed!
Edit: also, can you make weapon sprites?
like this weapon that Bill Rizer's holding?
Re: [Beta] Contra Doom b03
Posted: Fri May 01, 2015 12:13 am
by Hetdegon
Gave b03 a test run. Pretty good stuff. The penalty for dying is more notorious now, and the barrier is just right. It goes interestingly well with slaughtermaps or oblige-generated maps in "hordes" settings. It's funny how the Contra formula can work so well in a completely different medium.
I think it's pretty complete as a gameplay mod. Feels just right as it is now.
Re: [Beta] Contra Doom b03
Posted: Mon May 04, 2015 7:58 pm
by Beed28
Here's a small sneak peak at what the future may hold...
Re: [Beta] Contra Doom b03
Posted: Mon May 04, 2015 8:59 pm
by YukesVonFaust
Beed28 wrote:Here's a small sneak peak at what the future may hold...
some Contra: Hard Corps?
Re: [Beta] Contra Doom b03
Posted: Mon May 04, 2015 9:12 pm
by Captain J
Hope it has mike12's bits! But not a must, though.
Re: [Beta] Contra Doom b03
Posted: Tue May 05, 2015 6:20 am
by Beed28
Both are incorrect, but nice guesses.
Re: [Beta] Contra Doom b03
Posted: Tue May 05, 2015 6:29 am
by Mav3rick
I will guess is "H" homing missile??
Re: [Beta] Contra Doom b03
Posted: Tue May 05, 2015 7:05 am
by Captain J
Beed28 wrote:Both are incorrect, but nice guesses.
but it was not a guess, though. but i can see the homing missile icon is colored into blue. is this some kind of enhancement for each weapons?