[3.4!] FINAL DOOMER +

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Slax
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Slax »

Spoiler: JPCP...
Spoiler: Edit
Last edited by Slax on Sat Apr 29, 2017 12:47 pm, edited 1 time in total.
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Dr_Cosmobyte
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Dr_Cosmobyte »

Screw you Slax. I really thought it was going to be JPCP HAHAHAHAHAHA :D

EDIT: Voxels!
Last edited by Dr_Cosmobyte on Sat Apr 29, 2017 6:26 am, edited 1 time in total.
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Brohnesorge
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Brohnesorge »

All I needed was Beam Katana to maximize hype.
Slax wrote: So, any map requests? Been running around blasting zombiemen mostly because I don't know what to play.
Alien Vendetta.
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Ikazu-san
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Ikazu-san »

Slax wrote:So, any map requests?
Go Sunlust w/ Aliensguy.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by DoomKrakken »

EvilTech
Back To Saturn X E1

WTF does that NanoCore do? :D
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Yholl
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Yholl »

Gez wrote:Having looked at the last two videos, I feel like the BTSX and AA arsenals would make more sense swapped. Fancy neon zappers really fit the AA aesthetics a lot more than the kinda subdued and rusty BTSX aesthetics.
They really really wouldn't.

Basing that on how the first bunch of weapons look is not a good way to judge them.
For the most part, the weapons are based around two things; the new color palette, and the "story" told through level progression.

With Ancient Aliens, the weapons are divided into two groups, the Ancient weapons, and the Alien weapons. The Ancient weapons are the guns you fight your way through the desert with, they're poorly held together and rusty, exactly what you'd expect from weapons scattered throughout a desolate landscape. The Alien weapons are based on everything E2 and beyond, where they become much more common to find. They use the full bright cyans, greens, purple/magentas that AA is well known for, as well as incorporating the alien runes, and bizarre inhuman functionality. With four Ancient weapons and four Alien weapons, the SSG, right in the middle, is a hybrid weapon, combining both aspects into one.

BTSX is full of super high-tech complexes, and an enhanced color range. An arsenal of super high-tech weapons is the way to go, so we've got this range of blasters, with bright greens, blues, reds. Distinctly human-styled, with segmented plating covering masses of complex internals.

You could not swap these guns around, they do not match the other mapsets at all.

Thanks to you bringing this up however, the BTSX Arc Blaster does stand out strangely, now that I think about it. That cyan body is certainly more of an AA color, I'll see about getting it changed to something more subdued.
DoomKrakken wrote:WTF does that NanoCore do? :D
The NanoCore is very strange.

It's basically a kind of gambling option, I guess?
When you activate it, it gives itself a buffer of whatever was 1/4 of your current health when you activated it. So if you had 100%, a buffer of 25%, if 200%, then 50% etc.
The NanoCore remains active until you either finish the level, or you take more than the buffer's amount in damage. And no, you cannot get around that by healing, it remembers.

It slightly alters the effects of every single weapon. The pistol does more damage, the pulse rifle shoots faster, the ssg flinches everything around it, etc.
It can only be used once per level though, that's the catch. If you use it, and then take a revenant rocket to the face and lose it, you won't be using it again until the next level.
If you're skilled enough to dodge everything? It's quiiiiite the boost in combat ability overall.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by DoomKrakken »

How interesting... :D

That's probably one of the most unique gameplay mechanics I've ever seen. :D
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Slax
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Slax »

Spoiler: Sunlust & Alien Vendetta
Oh yeah. Thanks for the map suggestions, guys. Been having a blast.
Last edited by Slax on Tue May 02, 2017 1:46 pm, edited 1 time in total.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by DoomKrakken »

Loving the KF2 sounds... :D

Now that I think about it... with all these player classes here, deathmatch is gonna be really interesting...
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by FaggoStorm »

DoomKrakken wrote:Loving the KF2 sounds... :D

Now that I think about it... with all these player classes here, deathmatch is gonna be really interesting...
Is this mod even compatible with Zandronum?
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by DoomKrakken »

Regardless of that, deathmatch is still possible for GZDoom. :D
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Slax
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Slax »

Nope. Won't launch with Zandro.
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Yholl
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Yholl »

FaggoStorm wrote:Is this mod even compatible with Zandronum?
When Zandy gets up to 2.8.1/2.1.1 level of features, I'll totally put in the effort to add Zandy stuff to this.
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Slax
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Slax »

Spoiler: JPCPGuy?!
Last edited by Slax on Thu May 04, 2017 12:42 pm, edited 1 time in total.
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Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

Post by Captain J »

Blasting shots and glittering. Can't wait for more big stuff.
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