Nightmare Logic V2.2 [28.03.22] New weapons!

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Dr_Cosmobyte
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Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Dr_Cosmobyte »

Image

Another survival-type mod, my 11th mod over all. Face the fate of a soldier who just wants to escape hell. Sometimes it is best to run away.

This time i challenged myself to do a mod with the smallest size possible, while keeping a somewhat decent arsenal. As usual, weapons are strong, don't share ammo and have optional recoil. You are slower to walk and reload. Medikits and armors have different values, ammo is somewhat frequent, but you can't carry too much. You have a dedicated key to throw grenades.

This is also my first mod where i play around with ZScript! Proved very useful to save space and do things.

Compatible with Doom, Hexen and Heretic.

Gameplays:




DOWNLOAD ME! (918kb)
Spoiler: Equipment
Spoiler: Recomended Add-ons
Have fun!
Last edited by Dr_Cosmobyte on Sat Aug 13, 2022 9:24 pm, edited 71 times in total.
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Rex705
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Re: Nightmare Logic (20/12/20)

Post by Rex705 »

Sounds cool I'll have to check it out :D
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Dr_Cosmobyte
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Re: Nightmare Logic (20/12/20)

Post by Dr_Cosmobyte »

Okay, so after a quick friend feedback, i reuploaded it. Next versions will have their number marked down.

- Added tags to used medikits
- Fixed inside credits
- Map powerup is fixed
- Keybar was repositioned
- Toned down Rifle's zoom

Redownload if you will, and have fun.
Last edited by Dr_Cosmobyte on Thu Dec 24, 2020 1:40 pm, edited 2 times in total.
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Captain J
 
 
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Re: Nightmare Logic (20/12/20)

Post by Captain J »

Impressive and High quality mod there! Weapons' animation are satisfyingly smooth and are fairly powerful as well. Also the lighter memory size of this fancy mod is simply astounding. A Fine job!

And i think i have some feedback to share:
Spoiler:
Anyways, really cool and great mod. Had fun time playing it for a while!
Last edited by Captain J on Sun Dec 20, 2020 12:08 pm, edited 1 time in total.
LedIris
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Re: Nightmare Logic (20/12/20)

Post by LedIris »

Pretty impressive how this is all less than 1MB! Feels like a little bite-sized survival package. The weapons all feel great and I also love the sound effects, particularly the shotgun and the pistol. Now for some feedback:
- As mentioned above by J, title screen displays UNNAMED
- Barrels don't seem to have an explosion sound.
- The shotgun and crossbow's Y axis recoil seems to pitch up twice
- Crowbar's sudden cut to original camera position after swinging is a little jarring, at least to me. Perhaps split the SetAngle over several tics? (something like this?)

That's all for now. All in all I really enjoy these weapons and I'm most definitely going to continue playing with them, I found they fit great with TVR!.wad if you need any level sets!
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Ac!d
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Re: Nightmare Logic (20/12/20)

Post by Ac!d »

I've played a little and... Except all the bugs/inconveniences of this release, it's a pretty good mini-mod for small mapsets.
Also, nice edit of my health pickups.
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Dr_Cosmobyte
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Dr_Cosmobyte »

After a rather quick feedback, i updated this bad boy again!
Spoiler: Changelog
Download it and have fun!!!
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Linz
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Linz »

Why was the backpack called briefcase anyway
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Dr_Cosmobyte
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Dr_Cosmobyte »

It had a briefcase sprite i recycled from Kriegsland 2. When i changed to the BUILD game sprites, i forgot to rename it =p
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Captain J »

Excellent update. Now it plays gooder and better!!
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Dr_Cosmobyte
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Dr_Cosmobyte »

Thanks to you and everyone who helped, J!

Expect a few more surprises!
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Frozsoul »

Really liking this mod so far, thank you! A few suggestions I'd like to offer:
  • With the explosive crossbow arrow - can you change it so it remains stuck on a monster that is struck by it? That way they will be the target of the subsequent explosion (currently when I strike a monster chasing me with the arrow, it ends up exploding behind them)
  • I'm not sure if I'm doing something wrong, but the laser pointer on the rifle always appears lower than the crosshair, which tends to throw me off
  • I like having alt-fire throw the grenade, but I think it might be more useful if alt-fire did a melee attack instead, maybe a quick swipe of the crowbar? Grenades can be hard to come by, and without any grenades, alt-fire could have a better use.
  • Suggest disabling crosshair when melee weapon (crowbar) is selected
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Dr_Cosmobyte
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Dr_Cosmobyte »

Thanks for the feedback man!

Will look over these things soon. In the mean time, here's another update!
Spoiler: changelog
Link is in the main post. Have fun!
KingFrog564
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Re: Nightmare Logic V1.1 (22/12/20)

Post by KingFrog564 »

This is a really dope mod but tbh even though it doesn't really fit the theme of the mod adding a bigger arsenal would still make it MUCH better
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Re: Nightmare Logic V1.1 (22/12/20)

Post by Captain J »

Pretty sure the minimal weaponry is the point of this mod hence the surprisingly compact filesize. Various powerups for Berserk and Megasphere could've been nice, but it's still cool as it is!

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