Slayer's Rampage — v1.9c

Projects that alter game functions but do not include new maps belong here.
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Endie
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Endie »

Beezle wrote:Love the weapons and the enemies enhanced ai.
thanks man
Beezle wrote:or was it intended that you tap "jump" while grabbing the ledge?
Hmm? what you mean?
maybe the double jump feature let you jump while climbing, but the idea is to tap and hold the jump button
Beezle
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Beezle »

Endie wrote:
Beezle wrote:Love the weapons and the enemies enhanced ai.
thanks man
Beezle wrote: the idea is to tap and hold the jump button
Ah ok that's what I meant, then it works perfectly, thanks man!
thewolfman00001
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by thewolfman00001 »

Amazing mod with huge potential. Great Work!
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Endie
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Endie »

Thanks man!
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Dr_Cosmobyte
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Dr_Cosmobyte »

Which GZDOOM version you recommend to play this mod, Endie? Or, at least, which version you use at home?
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Endie
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Endie »

it requires GZDoom 3.7.2, i use Delta Touch (Android app which have GZDoom) due lack of a PC
yeah i should put this info in the main page
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Wivicer
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Wivicer »

Interesting choice, using metroid for the title screen.

Fun mod, btw
OmniT00
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by OmniT00 »

I quite like the mod, got a mix of classical and modern elements that actually blend well.
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Endie
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Re: [WIP/Beta] Slayer's Rampage (18 may 2019)

Post by Endie »

Updated! the download in the first page is working!
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Dr_Cosmobyte
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Re: [WIP/Beta] Slayer's Rampage (18 may 2019)

Post by Dr_Cosmobyte »

Alright, so, as i told you in Discord, the game is fucking rad. It plays fast, flows fast, i die fast. You really took a jump in evolution and i wish you can keep going.

For a better tracking, since discord chats tend to fade and we forget what to fix, i decided to post my feedback here and divided it into personal nitpicks and technical nitpicks. Some of those might be familiar to you. I also know it's a pain in the arse to rework tons of sprites, but take this just as a friendly advice and not a demanding request. The game is fine playable where it is now:
Spoiler: Technical Nitpicks
Spoiler: Personal Nitpicks
So this is basically it! Hope this mod keeps growing. ;)
TaporGaming
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Re: [WIP/Beta] Slayer's Rampage (18 may 2019)

Post by TaporGaming »

So... Super Shotgun's Sprite Names: SG2R E-L are has a brutal hands.
Can you convert to Vanilla hands?

and also. The one barrel reloading of akimbo ssg was missing sprites
Last edited by TaporGaming on Thu May 30, 2019 6:22 am, edited 1 time in total.
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Sgt Nate V
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Re: [WIP/Beta] Slayer's Rampage (18 may 2019)

Post by Sgt Nate V »

Can there be an option to disable the annoying music that plays whenever a Cyberdemon wakes up? Also, I don't like how the mod overrides a map's MAPINFO on jumping.
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affandede
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Re: [WIP/Beta] Slayer's Rampage (18 may 2019)

Post by affandede »

I wasn't expecting much at the beginning but after playing for a few minutes... damn, these are the most hard-hitting, most satisying and gratifyingly amazing weapons I've had the chance to use in recent memory.
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Hellstorm Archon
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Re: [WIP/Beta] Slayer's Rampage (18 may 2019)

Post by Hellstorm Archon »

Just a fair bit of a disclaimer:

Version 3.7.2 is highly recommended to play this, as from what I've seen, GZDoom version 4.0 and further seems to have broken this mod. Just a quick heads-up.

EDIT: It turns out I was loading SpriteShadow with this, which caused redundancy errors (the mod already has its own SpriteShadow definitions). I am clearly very smart, aren't I? (kind of a force of habit, by the way) :oops:
Last edited by Hellstorm Archon on Thu May 30, 2019 7:37 pm, edited 1 time in total.
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wildweasel
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Re: [WIP/Beta] Slayer's Rampage (18 may 2019)

Post by wildweasel »

Hellstorm Archon wrote:Just a fair bit of a disclaimer:

Version 3.7.2 is highly recommended to play this, as from what I've seen, GZDoom version 4.0 and further seems to have broken this mod. Just a quick heads-up.
It'd be more effective to alert the author as to what is broken, so that it can be fixed.
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