Dead Marine REDUX (V1.8) - Rebalancing & New Features!

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Re: Dead Marine REDUX (V1.5b) - he made melee viable

Postby mrtaterz » Wed Aug 28, 2019 6:06 pm

.
Hotfix for V1.5b
  • New Rifle sprite. Credit goes to Sonik.o.fan for the Rifle resource, I just added a Muzzle Flash and some hands to it.
  • Fixed up some frame issues with the Former Commando.
  • #include updated again.
  • More code clean up.

Mobile version is outdated and will receive a full update once v1.6 comes out.
Last edited by mrtaterz on Thu Aug 29, 2019 2:02 pm, edited 1 time in total.
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Dead Marine REDUX (V1.6) - new Pistol stuff

Postby mrtaterz » Thu Aug 29, 2019 11:17 am

Dead Marine REDUX v1.6
  • New Pistol draw animations.
  • New Pistol firing sound.
  • New Pistol sprite.
  • Made the Melee Revenant shorter.
  • Former Human made less accurate.
  • Former Human behavior improved. Movement smoother.
  • Supply Pack upgraded to give you more ammo, and a Blue Armor instead of a Green one.
  • Fixed Pyro Launcher causing your framerate to die and your computer to cry and your mom to yell at you to stop killing the power in the house.
  • A bit more code clean up. #include stuff and some deleting of useless files.
    This is a Mobile update too, so if you're playing on Delta Touch you should download the new update.

Demonstration of the new Pistol aesthetics.
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Re: Dead Marine REDUX (V1.6) - new Pistol stuff

Postby mrtaterz » Sat Aug 31, 2019 8:13 am

Blog
https://streamable.com/g42sa

Working on getting Tracers in and different Enemy States set up to make enemies more interesting
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Re: Dead Marine REDUX (V1.6) - new Pistol stuff

Postby mrtaterz » Tue Sep 03, 2019 2:02 am

Unstable release
  • Tracers added.
  • Former Human Rifle spread decreased.
  • Time between shots with the Rifle decreased.
  • Grenade nail damage decreased from 25 to 16.
  • Grenade range increased from 100 to 250; maximum damage range increased from 100 to 125.
  • Former Humans now wander around.
  • Former Sargents will occasionally close their distance with the player in between shots.
  • Adrenaline Boosters removed.
  • Shotgun vertical spread decreased.
  • Former Humans and Imps have been given a limited Field of View and hearing range.
  • Ammo now has to be manually placed into your Ammo Dump through interaction in your Inventory.

update @ September 3
  • Removed DarkDoomZ
  • Former Human line of sight should be a bit thinner, making it easier to sneak around behind them. If you want to.
  • LootSpawner should spawn Rocket Fuel less, and First Aid Kits more.
  • Plasma Zombies are now Green instead of Blue. Thanks YukiHerz!



update @ September 5
  • The SMG has been implemented. It is a Vector that is powered by Energy Cells, and is dropped by the Jetpack enemy.
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Re: Dead Marine REDUX (V1.6) - new Pistol stuff

Postby mutator » Fri Sep 06, 2019 1:00 am

Will there be addon that makes monster attacks make you receive more less damage? it is nice mod but monster attack response is very very fast that it would make it even more harder to play at later on maps of doom, especially if you play middle maps of doom wads that has nearly 100 monsters if not more
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Re: Dead Marine REDUX (V1.6) - new Pistol stuff

Postby mrtaterz » Fri Sep 06, 2019 5:32 am

mutator wrote:Will there be addon that makes monster attacks make you receive more less damage? it is nice mod but monster attack response is very very fast that it would make it even more harder to play at later on maps of doom, especially if you play middle maps of doom wads that has nearly 100 monsters if not more

This mod is hard on purpose, and even forces you to play with Hurt Me Plenty monsters on. My suggestion would be to play the game more cautiously; the enemies do a lot of damage but they aren't the most accurate, and keeping your distance is usually the best way to go.

High health enemies have been replaced with standard Former Humans, so any traps that contained a high health enemy (such as a trap door with a lowering platform full of Mancubus) will be easily disposed of.

Take your time, pace yourself, and remember that you're one human against the horde of the undead. Use grenades, mines, sentry turrets and all available resources at your disposal to survive. If you are playing this with a Mapset that throws a ton of monsters at you like Sunder, you're playing the wrong Mapset. (I also plan on reducing reaction times because they are inhuman.)
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Dead Marine REDUX (V1.7) - Kriss Vector... in SPACE!

Postby mrtaterz » Sat Sep 07, 2019 8:41 pm

Dead Marine V1.7
  • Tracers added.
  • Former Human Rifle spread decreased.
  • Time between shots with the Rifle decreased.
  • Grenade nail damage increased from 25 to 30, amount of nails increased from 16 to 32.
  • Grenade range increased from 100 to 300; maximum damage range increased from 100 to 150.
  • Former Humans will now wander around.
  • Former Sargents will occasionally close their distance on the player in between shooting at them.
  • Adrenaline Boosters have been given a rework; use only one at a time.
  • First Aid Kit effects stack.
  • Shotgun vertical spread decreased.
  • Former Humans and Imps have a limited Field of View and hearing range.
  • Ammo now has to be manually placed into your Ammo Dump through interaction with the Inventory system.
  • DarkDoomZ has been removed.
  • The LootSpawner affects all basic armor and health items.
  • Plasma Zombies are now Green instead of Blue thanks to YukiHerz.
  • The Kriss Vector has been added in thanks to help from users potetobloke and Vostyok.
  • Grenade now makes sound properly.
  • Mines now make sound properly.
  • Enemies make footstep sounds; you should be able to avoid enemies now. This becomes a tactic of whether to avoid enemies to save health or to kill them to grab ammo.
  • Reaction times of enemies reworked.
  • Super Shotgun frames reduced, rate of fire increased.
  • Rifle damage decreased from 6 to 5.
  • Mobile version enemies do reduced damage.
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Re: Dead Marine REDUX (V1.7) - Kriss Vector... in SPACE!

Postby mrtaterz » Sat Sep 07, 2019 9:31 pm

Before anyone posts, I am aware of the Shotgunguy's difficulty at the moment. A hotfix will be rolled out ASAP as well as a Mobile update for it too. DeltaTouch users don't get left behind this time, this is an important issue.

I am posting this on mobile at the moment. My internet is down and I am trying to prepare the patch for when my internet comes back up so I can update the mod ASAP
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Re: Dead Marine REDUX (V1.7) - Kriss Vector... in SPACE!

Postby mrtaterz » Mon Sep 09, 2019 1:50 am

Fixed.
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Dead Marine REDUX (V1.8)

Postby mrtaterz » Tue Sep 10, 2019 9:26 am

Dead Marine v1.8
  • All enemies do less damage to the player now. Weapon parity was a goal at one point, where the player and the enemy would do the same amount of damage. I have realized that this isn't feasible for the player experience.
  • Chaingun has received an overhaul. It does as much damage as the Pistol now, but spews out ammo like a bullet hose. It has also had it's spread tightened.
  • Chaingunners should suppress you more at closer range, and the suppression fades out over a longer distance.
  • Tracers have been removed because they're lame.
  • Rifle has been brought back to 6 damage.
  • Movement overhaul for all enemies, as well as some frame changes. Let me know what you guys think.
  • Rifle altfire is faster.
  • Zombie replaces Former Engineer. Chainsaw is too common as weapon and I want it to be brought back down to a pick-up weapon.
  • Adrenaline has been brought back to Classic Settings (now a normal healing Inventory item like in Dead Marine v1.0).
  • Guardian Imps now fire a different projectile from Super Flying Imps and Small Flying Imps.
  • The Player will rise from the dead.
  • Former Humans will now fire projectiles at the player. The Rifle now has projectiles.
  • Revenants now jump.
Last edited by mrtaterz on Wed Sep 11, 2019 7:36 pm, edited 1 time in total.
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby mrtaterz » Wed Sep 11, 2019 7:35 pm

Dead Marine v1.8b
  • Enemy reaction times changed.
  • Former Humans will now always use their burst fire at point blank range.
  • Former Humans will aim down the sights before firing in single fire. (Thanks to Jekyll Grim Payne!)
  • Former Humans will cock their gun before using burst fire.
  • NashGore will autoload if detected in the same folder as Dead Marine REDUX.
  • Rifle drops more ammo.
  • First Aid Kits are now common again.
  • First Aid Kits have had their healing rate improved.
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby mrtaterz » Fri Sep 13, 2019 10:55 pm

Dead Marine REDUX v1.9-pre
  • Double Barreled Shotgun replaced with Automatic Combat Shotgun.
  • Bleeding System integrated and created by Jekyll Grim Payne.
  • Plasma Rifle now has Area-of-Effect damage and will fire green projectiles instead of blue projectiles.
  • Rifle can now be zoomed in. Use the 'Weapon Zoom' key to activate it.
  • Health Pickups are now common again.
  • Color Palette of Rocket Launcher changed to Army Green to match the current aesthetic choices.
  • Rocket Launcher thrust increased from 200 to 400.
  • Rocket Launcher damage decreased from 25 to 20.
  • Rocket Launcher range decreased from 250 to 200.
  • Player now properly holds the Chaingun.
  • Plasma Zombie rate of fire increased.




latest update is of 9/14/19 2:40AM
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby mrtaterz » Sun Sep 15, 2019 4:17 pm

I am going to be taking a bit of a break for a bit. Direct Message me on Discord or send me an Inbox Message if you have any future questions, concerns, bug reports or suggestions. Everything will be considered.

EDIT: 1.9pre has been updated once more, because I held onto a few changes last night.

Spoiler:
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby mrtaterz » Tue Sep 17, 2019 12:35 am

1.9pre
  • Swarms of flies will come out of bodies to attack you.
  • Mines have had their explosion range increased.
  • All Imp type enemies have been replaced.
  • Guardian Imps are now Zombies that will throw blood at you.
  • Lost Souls and Pain Elementals are Possessed without weapons. They will act in a manic state and vomit on the player. Taken from Occultic Doom by Kontra Kommando.
  • Grenade physics improved.
  • Rifle now has bullet drop. It doesn't really matter much, and isn't noticeable, but I figured I would let it be known.
  • Automatic Combat Shotgun damage increased from 4 to 8.
  • Forced Crosshair use on the Rifle and Pistol.
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