Prisoner 849 (v1.1 uploaded)

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Re: Prisoner 849 (v1.1 uploaded)

Postby Rachael » Sat Mar 18, 2017 11:23 am

Gabbuz85 wrote:Perhaps you may also add the 3 extra weapons from RTNP expansion.

The only weapon that's even worth anything is the combat assault rifle. The other two are completely underwhelming, the sounds are crappy on them, and they don't even look like they belong there. Their artistic style clashes with the rest of the game, and they contribute to RTNP feeling like a hugely rushed product. I think any mod that tries to emulate Unreal weapons and mechanics will survive just fine without the RTNP additions.
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Re: Prisoner 849 (v1.1 uploaded)

Postby Matt » Sat Mar 18, 2017 1:29 pm

Seconding Rachael here, with one qualification that the CAR is a perfect combination of boring and OP to be worth rejecting on principle:

(skip to about 2:10 onwards, basically hold m1 while aiming until it dies)

The way those weapons were this ugly, banal, soulless imposition onto the existing setting worked well to symbolize the bad guys in that plotline, but that kinda breaks the gameplay mod aspect of this project. (though admittedly I do recall rather cathartic wiping out entire squads of marines with few well-placed rockets and overall I find it much more pleasant to use than the eightball - but that probably illustrates the point)
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Re: Prisoner 849 (v1.1 uploaded)

Postby Rachael » Sat Mar 18, 2017 2:02 pm

The only thing of value in RTNP were the deathmatch maps. And only when they didn't center around those guns. The UMS Promethius maps were interesting, too, and I think the tyridium foundy map was also good too - but probably because it had an original Unreal developer who made it. :P But the rest of the expansion was very obviously rushed.
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Re: Prisoner 849 (v1.1 uploaded)

Postby SoundOfDarkness » Thu Mar 23, 2017 9:27 am

So everybody is now happy with the mod? :)
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Re: Prisoner 849 (v1.1 uploaded)

Postby Princess Viscra Maelstrom » Thu Mar 23, 2017 1:26 pm

Rachael wrote:
Gabbuz85 wrote:Perhaps you may also add the 3 extra weapons from RTNP expansion.

The only weapon that's even worth anything is the combat assault rifle. The other two are completely underwhelming, the sounds are crappy on them, and they don't even look like they belong there. Their artistic style clashes with the rest of the game, and they contribute to RTNP feeling like a hugely rushed product. I think any mod that tries to emulate Unreal weapons and mechanics will survive just fine without the RTNP additions.

there's also that completely bullshit section where you get swarmed by a bunch of human enemies armed with the exact same weapon that can kill you easily within seconds. i just cheated eventually because i couldn't find a way to deal with them otherwise.
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Re: Prisoner 849

Postby Turret49 » Fri Apr 07, 2017 8:48 am

SoundOfDarkness wrote:
Valherran wrote:1. Minigun - This weapon is way too effective to be a Chaingun slot spawn, it should be placed in the Plasma Rifle spawn. Also, Chaingun Zombies need to not be dropping this weapon, they should drop the Stinger instead.

The damage of the Minigun and of the Stinger per crystal is exactly the same. So since the Stinger fires more accurate in full auto as the Minigun it would be even more effective than the Minigun is now. I felt the Minigun was to weak and raised the damage just a bit based on other weapon mods. And don't forget that the Chaingun as well as the Minigun is supposed to be used for large groups of enemies. :wink:


You haven't set the FBF_NORANDOM flag on the minigun firing states, so the minigun bullet actually does double the damage of a Stinger shard on average (10 * random(1,3) instead of a flat 10). As I've played so far the Minigun is ridiculously ammo efficient and powerful, and it makes the Automag immediately useless. Even if the Minigun was in the plasma gun spot, bullet ammo is very common compared to plasma, so the damage should still be lowered to be less per bullet than the Automag for balance.
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Re: Prisoner 849 (v1.1 uploaded)

Postby SMaster2341 » Fri Jul 03, 2020 4:41 am

I just had really much of fun with this mod. I every time liked UnrealGold and I just wanted to play Doom with some Unreal's stuff.

Anyway, I have two things to say.

The first: I don't think so, RazorJack's alt attack is useless. This is ables you to control the blade of this weapon by crosshair, how it been in UnrealGold. Do you really think this is too useless?

The second: What about to adept this mod to the other idTeck1 games, like a Heretic/heXen, Chex (much easier), Strife, and may be other, like it works in Samsara? (Actually, I don't know, what do you think about Samsara)

Ok, just one last thing.. What about RTNP and 227-gen weapons?
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