Head Hunter.v6 - Rebalancing and TNT

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Re: Head Hunter.v3b - meet new hero!

Postby wildweasel » Fri Aug 07, 2015 1:33 pm

Oberron wrote:Erm, where are you from? Don't tell me if you are from the Eastern Europe or I'll slap you hard.

Please don't make posts like this. We have users from lots of places around the world, and yes, some of them have difficulty with English sometimes, but they're trying, and that's what matters. Threatening violence doesn't help them learn.
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Re: Head Hunter.v3b - meet new hero!

Postby Oberron » Fri Aug 07, 2015 2:50 pm

Oops, my mistake. This was my thought that was where the heck did he came from.
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Re: Head Hunter.v3b - meet new hero!

Postby comet1337_old » Sat Aug 08, 2015 3:18 am

that's hardly releveant to the topic

this is though:
the higher tier weapons feel really underwhelming

and an open letter to all bfg replacements:
don't have self damage, do have wide area coverage
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Re: Head Hunter.v3b - meet new hero!

Postby TheUnbeholden » Sat Aug 08, 2015 6:35 am

comet1337 wrote:the higher tier weapons feel really underwhelming

and an open letter to all bfg replacements:
don't have self damage, do have wide area coverage


I agree.

I'm wondering what this mod is supposed to be about, I mean besides being run n' gun which alot of mods are geared towards in order to not change it to a cover shooter. Whats the mods tagline and design philosophy for weapon types or balancing? Having to switch them around regularly is one balancing aspect, but higher tier I'm not seeing the theme or how you balance it.
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Re: Head Hunter.v3b - meet new hero!

Postby TheSkyBug » Sat Aug 08, 2015 7:33 am

Oberron wrote:Erm, where are you from? Don't tell me if you are from the Eastern Europe or I'll slap you hard.

I'm from Ukraine. And i know that my English is very bad. Sorry =(

TheUnbeholden wrote:I'm wondering what this mod is supposed to be about, I mean besides being run n' gun which alot of mods are geared towards in order to not change it to a cover shooter. Whats the mods tagline and design philosophy for weapon types or balancing? Having to switch them around regularly is one balancing aspect, but higher tier I'm not seeing the theme or how you balance it.

The 6 weapon slot usefull against large hords of enemies (You can check that on Sunder first map with horde of imps). 7 slot usefull for killing very strong enemies, like Arch-viles or even bosses. But i also agree that 7 slot useless in situations, where BFG solve all problems, and i have some ideas how to fix it.
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Re: Head Hunter.v3b - meet new hero!

Postby Oberron » Sat Aug 08, 2015 7:36 am

Aha..."You gotta do better than that." Try the sounds I added on the post that I accidently told you that where the heck were you from.
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Re: Head Hunter.v3b - meet new hero!

Postby TheSkyBug » Sat Aug 08, 2015 7:48 am

Oberron wrote:Aha..."You gotta do better than that." Try the sounds I added on the post that I accidently told you that where the heck were you from.

Thank you a lot, but... I want to try to make player sounds with my own voice (Editet, of course). If it doesn't work out, i'll find some sounds somewhere else.
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Re: Head Hunter.v4 - barrels of fun

Postby TheSkyBug » Sat Aug 08, 2015 9:45 am

Updated again:

-Added Quad-shotgun that rarely replaces SSG.
-Now you can load 1 shell in sawed-off, if only 1 barrel was shooted. The same thing with QSG.
-Now you can see how many shells left in sawed-off/QSG.
-Changed leg sprites again. I don't like that black BD boot.
Last edited by TheSkyBug on Sun Aug 09, 2015 5:00 am, edited 1 time in total.
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Re: Head Hunter.v4 - barrels of fun

Postby Oberron » Sat Aug 08, 2015 2:18 pm

(slightly off-topic) Oh, and how old are you? You asked me that you are in Ukraine, so: I had some decent sounds for you, so uhh, I'm going to add some more via Mediafire.

Skill level GFX:
Attachments
hard.png
Hard skill, enemies are easier to react.
hard.png (792 Bytes) Viewed 291 times
easy.png
Easy skill, you just have plenty of ammo.
easy.png (785 Bytes) Viewed 291 times
kids stuff.png
Easiest skill of the lot.
kids stuff.png (1.2 KiB) Viewed 291 times
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Re: Head Hunter.v4 - barrels of fun

Postby Mikk- » Sat Aug 08, 2015 5:53 pm

Those text graphics could seriously do with some Kerning
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Re: Head Hunter.v4 - barrels of fun

Postby Oberron » Sun Aug 09, 2015 2:50 am

What?
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Re: Head Hunter.v4 - barrels of fun

Postby Captain J » Sun Aug 09, 2015 3:16 am

Oberron wrote:What?
Mikk- wrote:Kerning
click it and read it, would you mind.
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Re: Head Hunter.v4 - barrels of fun

Postby Oberron » Sun Aug 09, 2015 3:49 am

I have only four skill levels (as of now).
Here is another:
Attachments
impossible.png
Hardest and enemies are fast!
impossible.png (1.26 KiB) Viewed 205 times
Last edited by Oberron on Sun Aug 09, 2015 7:15 am, edited 1 time in total.
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Re: Head Hunter.v4 - barrels of fun

Postby TheSkyBug » Sun Aug 09, 2015 5:07 am

Oberron wrote:(slightly off-topic) Oh, and how old are you? You asked me that you are in Ukraine, so: I had some decent sounds for you, so uhh, I'm going to add some more via Mediafire.

Skill level GFX:


You'll laugh, but i'm only 15 years old.
And thanks again, but i really want to make myself all i can. If i need help, i will ask.

Anyway, new update:
-Improved sawed-off and QSG "two barrel system". Now it works much better.
-Added secondary fire mode for 6 slot. It shoots like more powerfull plasmagun, but very fast can eat your ammo. The same thing i want to make with 7 slot - add fire mode with large area cover.
-Player now explode on XDeath, dealing strong damage. Mostly a coop feature, but can be used fr fun in singleplayer.
-Now QSG sprites are above on the screen.
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Re: Head Hunter.v4a - barrels of fun

Postby grouchbag » Sun Aug 09, 2015 12:00 pm

I'll try this out later today,SkyBug.It doesn't matter how old you are, you show some talent.Best of luck on this and future projects! :D
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