Dead Marine REDUX (V1.9.2)

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

Postby mrtaterz » Sun Sep 22, 2019 8:42 am

new update to 1.9pre
  • Zombies come in two variants: Brutes & Fiends. Fiends will throw their guts at you and are weak. Brutes are giant, have a slightly larger health pool and will relentlessly chase you down. This means the zombies that throw their guts at you have had their health lowered from 100 to 75.
  • Cultists replace Pain Elementals. Think of them as something like a Cacodemon.
  • Increased the damage of the Chaingun from 4 to 8..
Last edited by mrtaterz on Sun Sep 22, 2019 10:12 pm, edited 2 times in total.
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby Facínora » Sun Sep 22, 2019 4:27 pm

mrtaterz wrote:new update to 1.9pre
  • Zombies come in two variants: Brutes & Fiends. Fiends will throw their guts at you and are weak. Brutes are giant, have a slightly larger health pool and will relentlessly chase you down. This means the zombies that throw their guts at you have had their health lowered from 100 to 75.
  • Cultists replace Pain Elementals. Think of them as something like a Cacodemon.


damn. I just published a Doom Marine Redux video and there is an incoming update. well, what can we do?
Last edited by Facínora on Sun Sep 22, 2019 7:32 pm, edited 1 time in total.
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby mrtaterz » Sun Sep 22, 2019 4:53 pm

Facínora wrote:
mrtaterz wrote:new update to 1.9pre
  • Zombies come in two variants: Brutes & Fiends. Fiends will throw their guts at you and are weak. Brutes are giant, have a slightly larger health pool and will relentlessly chase you down. This means the zombies that throw their guts at you have had their health lowered from 100 to 75.
  • Cultists replace Pain Elementals. Think of them as something like a Cacodemon.


damn. I just published a Doom Marine Redux video and there is a incoming update. well, what can we do?


If it makes you feel any better, I've already watched it and appreciate the exposure, and also plan on archiving the previous versions I have held onto and putting them in a Spoiler section for people who want to play them.
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby mrtaterz » Mon Sep 23, 2019 9:36 am

v1.9pre Update
  • Cultists will now revive enemies like the Archvile.
  • Chaingun spread tightened.
  • Stealth Zombie has been added to act as a replacement of the Spectre.
  • Frames on Shotgunner and Chaingunner increased before they begin to fire at the player.
  • Menu has been colorized green.
  • Ammo is no longer put into the LootSpawner. Chances of finding Grenades or Mines lowered.
  • Grenades have been improved; new coding, new sprites, new everything.
Last edited by mrtaterz on Tue Sep 24, 2019 3:39 pm, edited 6 times in total.
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Re: Dead Marine REDUX (V1.8) - Rebalancing & New Features!

Postby mrtaterz » Mon Sep 23, 2019 9:48 am

I have added a version archive in the main thread, and have also decided to dump all of the previous versions I have here:

v0.1
v1.0
v1.2
v1.3
v1.4
v1.8
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Dead Marine REDUX (V1.9)

Postby mrtaterz » Tue Sep 24, 2019 4:18 pm

Dead Marine REDUX v1.9
  • Chaingun spread tightened.
  • Frames on Shotgunner and Chaingunner increased before they begin to fire at the player.
  • Menu has been colorized green.
  • Ammo is no longer put into the LootSpawner. Chances of finding Grenades or Mines lowered.
  • Grenades have been improved; new coding, new sprites, new everything.
  • Zombies come in three variants: Brutes, Stealth & Fiends. Fiends will throw their guts at you and are weak. Brutes are giant, have a slightly larger health pool and will relentlessly chase you down. Stealth are basically just Spectre Brutes.
  • Increased the damage of the Chaingun from 4 to 8.
  • 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.
  • Swarms of flies will come out of bodies to attack you.
  • Mines have had their explosion range increased.
  • Lost Souls are now 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.
  • Forced Crosshair use on the Rifle and Pistol.
  • Pain Elementals have been replaced with the Cultists responsible for this whole mess. They shoot magick at the player and revive monsters.
  • RealAim integrated.
  • Rifle projectile speed increased.
  • Rifle cooldown decreased.
  • Knife swing time reduced.
  • Ammo no longer appears in LootSpawners. Grenade pickups and Mine pickups have had their chances of appearing in LootSpawners reduced.



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Re: Dead Marine REDUX (V1.9)

Postby AndreV3O » Tue Sep 24, 2019 5:27 pm

What's the difference between the main version and the mobile version? Can I still use the main version in Delta Touch?
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Re: Dead Marine REDUX (V1.9)

Postby mrtaterz » Wed Sep 25, 2019 6:43 am

AndreV3O wrote:What's the difference between the main version and the mobile version? Can I still use the main version in Delta Touch?

The Mobile version contains a suite of features from other content creators that help make the game easier to play on Mobile:

DAMNUMS
DAMAGE OVERLAY
AIM ASSIST


I've also recoded a couple of things, such as making enemies slightly weaker, and making the movement the default Doom movement because DeltaTouch has trouble with my movement system for some reason. It is recommended that you use the Mobile Version to play Delta Touch, even if you don't like all of the features added, they can all be disabled in their respective menus.
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Re: Dead Marine REDUX (V1.9)

Postby mrtaterz » Wed Sep 25, 2019 6:47 am

Quick hotfix
.
Thanks 3saster for doing the ZScript HUD fix for me!


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Re: Dead Marine REDUX (V1.9)

Postby Bodhisattva » Wed Sep 25, 2019 10:08 am

1.9 makes the second level of any wad a slightly modified version of original MAP02 from Doom II with some metal pipes and new barrels. What's up with that?
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Re: Dead Marine REDUX (V1.9)

Postby mrtaterz » Wed Sep 25, 2019 10:24 am

Bodhisattva wrote:1.9 makes the second level of any wad a slightly modified version of original MAP02 from Doom II with some metal pipes and new barrels. What's up with that?


uhoh. i should fix that lemme reupload, i was testing a way to fix the zombies positioning in map02 since for some reason they are stuck in walls


EDIT: K thanks for pointing that out, that's really not good, i fixed it, you should be fine now
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Re: Dead Marine REDUX (V1.9)

Postby Whoah » Wed Sep 25, 2019 10:55 am

Firing the primary fire with the rifle while zoomed seems to forcefully pull you out of zoom, which can be a little annoying when trying to land those headshots. The recoild for the rifle could also be toned down just a smidge. Regardless, I really like where this mod is going! Keep it up, man
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Re: Dead Marine REDUX (V1.9)

Postby mrtaterz » Wed Sep 25, 2019 11:24 am

Whoah wrote:Firing the primary fire with the rifle while zoomed seems to forcefully pull you out of zoom, which can be a little annoying when trying to land those headshots. The recoild for the rifle could also be toned down just a smidge. Regardless, I really like where this mod is going! Keep it up, man


That seems to be a new bug that's appeared in between v1.9pre and the release. I'll fix that up.

Thanks for the kind words, my dude.
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Re: Dead Marine REDUX (V1.9)

Postby stagefatality » Wed Sep 25, 2019 3:58 pm

Is there an option to disable the red orb/circle on the monsters' heads? Using the unstable beta version.

So far, I'm really enjoying this mod, it's got a strong challenge reminding me of a middle ground between SUAB and HD.
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Re: Dead Marine REDUX (V1.9)

Postby Artman2004 » Wed Sep 25, 2019 5:43 pm

Does this work with LZDOOM?
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