Slayer's Rampage — v1.9c

Projects that alter game functions but do not include new maps belong here.
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Doomguy5th
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Re: [WIP/Beta] S.R.G.E.M - UPDATE? YOS (06/08/18)

Post by Doomguy5th »

Endie wrote:And the Titlemap, i used the Doomguy5th one as base, if i'm not wrong, he said users can use it as a resource, so if you want to use it too, go ahead
I don't think I've mentioned this anywhere in IB, but do also make sure to credit wildweasel for the titlemap. I used his NAZIs mod for the base of my titlemap.
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Endie
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Re: [WIP/Beta] S.R.G.E.M - UPDATE? YOS (06/08/18)

Post by Endie »

Doomguy5th wrote:
Endie wrote:And the Titlemap, i used the Doomguy5th one as base, if i'm not wrong, he said users can use it as a resource, so if you want to use it too, go ahead
I don't think I've mentioned this anywhere in IB, but do also make sure to credit wildweasel for the titlemap. I used his NAZIs mod for the base of my titlemap.
oh wow, so i'm sorry, maybe i was confused because i've seen much mods with the "use whatever you want but make sure to give credit", anyway i'm updating the readme.txt right now
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Doomguy5th
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Re: [WIP/Beta] S.R.G.E.M - UPDATE? YOS (06/08/18)

Post by Doomguy5th »

Endie wrote:
Doomguy5th wrote:
Endie wrote:And the Titlemap, i used the Doomguy5th one as base, if i'm not wrong, he said users can use it as a resource, so if you want to use it too, go ahead
I don't think I've mentioned this anywhere in IB, but do also make sure to credit wildweasel for the titlemap. I used his NAZIs mod for the base of my titlemap.
oh wow, so i'm sorry, maybe i was confused because i've seen much mods with the "use whatever you want but make sure to give credit", anyway i'm updating the readme.txt right now
Nah it's fine. I don't think I have even mentioned anything about that at all. Nice mod though.
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Endie
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Re: [WIP/Beta] S.R.G.E.M - UPDATE? YOS (06/08/18)

Post by Endie »

Updated.

22 — Aug

Melee now have swing and impact sounds (still need to add those sounds to kick attack)

Fixed the size of the Assault Rifle Muzzle flash

Removed M249 non-explosive shot, so if you don't want to blow up yourself in close quarters, better use something else. You know, balance...

Changed the Dual shotty thing to a entire new weapon

Changed pistol sprites, also Plasma Gun too.

Added a new sound effect to the Plasma Gun
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Endie
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Re: [WIP/Beta] S.R.G.E.M — (22 Aug) Small update!

Post by Endie »



Gameplay trailer
(Footage recorded by DevilMyEyes. there's a link to his youtube channel, greetings to him.)
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Endie
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Re: [WIP/Beta] S.R.G.E.M — (23 JAN 2019) Discord!

Post by Endie »

Quick Update, check main page for the link to the S.R.G.E.M Discord Server!
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Endie
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Re: [WIP/Beta] S.R.G.E.M — (23 mar 2019) Slayer Rampage

Post by Endie »

Updated again, now with a ton of bug fixes and weapon overhauls
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Endie
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Re: [WIP/Beta] S.R.G.E.M — (23 mar 2019) Slayer Rampage

Post by Endie »

Updated again, polished code, new titlemap logo, Assault Rifle firing animation revamped (thanks to Ali Jr.), added some sound effects and all

The "Download" button in the 1st page should be working
Baronos
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Baronos »

I like how the mod is coming out,the fast paced action reminds me of Faspsons.
Heres the issues I've found and things you might consider:
-Riot-control shotgun is too blurry and the sprite would work better as the regular shotgun,the latter sprite would work better as the riot-shotgun.
-The BFG9000 sprite would be better with the one from Doom 64 or Doom 4,personally.
-The BFG Division playing at low health it's a cool idea but an option to turn it off would be good for those who might find it annoying.
-Same with the tilting during the grenade and shotgun animations,removing them would be much better for the aiming.
-A chaingun,with the alt-fire being stronger but more imprecise.
-A plasma rifle with the alt-fire where it charges a single but more powerful projectile
-You might add Rip & Tear while the Berserk mode screen is still red.

That's it so far,keep up the good work.
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Endie
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Endie »

Thanks for your feedback!
Yeah, i'm planning to change Riot gun sprite, but i'm not sure about the BFG
The BFG Division is a experimental thing, i really liked your suggestion to turn it off, i just need to learn how to affect menudef ingame

the tilting for grenades thing i will keep, maybe i will remove from the shotgun tho.

about chaingun and plasma rifle, yeah... i guess i should implement them, but not in the base mod, i want to do it via a add-on

The Rip & Tear thing is a nice idea actually! i'll try sometime

As i said, thanks for your feedback, it means a lot to me
slyrboi
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by slyrboi »

There are too any features that can be implemented into this holy mod.
maybe you can do an alternate brutal doom from this :thumb: :thumb: :thumb:
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Endie
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Endie »

umm... i guess i like it more, without being a "brutal" submod.
Also Brutal Doom monsters only is always there, and you can try run with it
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JMP-Jack
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by JMP-Jack »

Woah! Badass mod!
...and changing weapon interrupts reloading animation! It's perfect for fast paced gameplay.
Here's an example:
https://www.youtube.com/watch?v=i0rXnaB ... e=youtu.be

Anyway, I think you need to correct the sprite position of the sniper rifle because block the view
and it will better and comfortable for the player if after a shot, the rifle return at the original position (no scope) automatically.


ps. In the video I use "steve flashlight mod".
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Endie
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Endie »

Oh man, awesome gameplay!
you really get right the shotgun combo there, with the sniper aswell!

And yeah, i also think the sniper rifle position on screen is pretty obstructing, i'm figuring a way to fix it soon, thanks for the feedback man!
Beezle
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Re: [WIP/Beta] Slayer Rampage (29 mar 2019)

Post by Beezle »

Love the weapons and the enemies enhanced ai. The ledge grabbing seems like it needs a little more work, or was it intended that you tap "jump" while grabbing the ledge?
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