Project Re-Blood

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Re: Project Re-Blood

Postby mick87 » Mon May 10, 2021 10:28 am

Thanks MaxiClouds. Mod released. I hope you like it.
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Re: Project Re-Blood

Postby Carrotear » Mon May 10, 2021 11:25 am

I tried this and it was fun to splatter rooms with a sawed off. However, Viewheight is higher than caleb with certain actions like where you're aiming and casings. Other than that, this is awesome. Works well with other monster mods too.

Edit: My bad, turns out that "Player.AttackZOffset" was set to 30. Viewheight had little to do with it.

Edit 2: Now I see why Player.AttackZOffset was 30 after using the Napalm Launchers lol.
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Re: Project Re-Blood

Postby ChiliPimp » Mon May 10, 2021 1:52 pm

Cool to see this finally out, however some of the features added are abit of an inconvenience. The dashing could have been implemented better, I want to crouch walk normally but I end up flinging myself in places I dont want to be. Maybe something like Quick Kick + Crouch or a separate bind. Another thing is the the whole laser sight thing, Im guessing its purpose is for people who dont use mouselook to get headshots but there's no disable button for people who do use it. So it just ends up being very awkward to aim like this.
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Re: Project Re-Blood

Postby mick87 » Tue May 11, 2021 9:43 am

This is exactly my to-do list. It’s useless to hide that there are still some bugs or something to improve. Anyway, thanks for the advice.
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Re: Project Re-Blood

Postby PresBarackbar » Tue May 11, 2021 9:59 am

I just have to say that as someone who always wanted the high intensity carnage of the original Blood in a Doom mod, this delivers and then some!
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Re: Project Re-Blood

Postby Yebudoom » Tue May 11, 2021 10:05 am

It's finally out? Great to hear! I'll be sure to post some impressions after testing.
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Re: Project Re-Blood

Postby Valherran » Tue May 11, 2021 10:16 pm

Tried this out, pretty neat so far, but there's a few problems.

1. While crouched you move forward at 4x speed, and sometimes pressing backpedal makes you go forward at the same speed.

2. The hitboxes on enemies need some adjusting, mainly the vines, mini-calebs, choking hands, and prone cultists.

3. Dual-wield needs to be a dedicated function, scrolling through some of the weapon slots is too cumbersome.

4. Choking hands can't be shrugged off on lower difficulties, and them frequently spawning from axe zombies is very imbalanced.

5. Aim is a little off from the crosshair, it's a centimeter above the center.
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Re: Project Re-Blood

Postby PresBarackbar » Wed May 12, 2021 6:47 pm

Valherran wrote:Tried this out, pretty neat so far, but there's a few problems.

1. While crouched you move forward at 4x speed, and sometimes pressing backpedal makes you go forward at the same speed.

2. The hitboxes on enemies need some adjusting, mainly the vines, mini-calebs, choking hands, and prone cultists.

3. Dual-wield needs to be a dedicated function, scrolling through some of the weapon slots is too cumbersome.

4. Choking hands can't be shrugged off on lower difficulties, and them frequently spawning from axe zombies is very imbalanced.

5. Aim is a little off from the crosshair, it's a centimeter above the center.


I concur with all these points. They aren't gamebreaking, but it would be nice if the hand thing got fixed as well as the hitboxes of the enemies.
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Re: Project Re-Blood

Postby Ginji23 » Thu May 13, 2021 10:03 pm

Valherran wrote:Tried this out, pretty neat so far, but there's a few problems.

1. While crouched you move forward at 4x speed, and sometimes pressing backpedal makes you go forward at the same speed.

2. The hitboxes on enemies need some adjusting, mainly the vines, mini-calebs, choking hands, and prone cultists.

3. Dual-wield needs to be a dedicated function, scrolling through some of the weapon slots is too cumbersome.

4. Choking hands can't be shrugged off on lower difficulties, and them frequently spawning from axe zombies is very imbalanced.

5. Aim is a little off from the crosshair, it's a centimeter above the center.


If PresBarackbar seconds all these points, then I third them. I'm also not a fan of the regenerating health. I've always preferred the heart drops from Blood over health regen, as it encourages keeping inside the combat. Health regen sort of encourages disengaging for long periods of time. But other than that, it's a very entertaining mod. Lots of sexy pyromania action. Good job.

Edited: I didn't want to double-post, so I'm adding to this one: It's kinda of jarring seeing lost souls alongside all these custom enemies. There are bats that spawn alongside them, but they don't appear to do anything. Just some nitpicking. As I said before, good job.
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Re: Project Re-Blood

Postby mick87 » Sat May 15, 2021 11:50 am

I will consider these suggestions. 1, 4 and 5 should be easy to fix. Thanks
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Re: Project Re-Blood

Postby EnriksD8 » Sat May 15, 2021 10:15 pm

I barely noticed the health regen when playing the mod.

Gunplay feels great, but I do understand if there are some minor tweaks needed to be done to improve them.

I'd like to suggest an option where you can tone down the intensity of certain effects like blood splatters, gun smoke, muzzle flashes, and explosions, mostly for those with lower end PCs.
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Re: Project Re-Blood

Postby mick87 » Sun May 16, 2021 1:56 am

Hi EnriksD8, it would be really nice to have something like this but it's not expected at the moment due to its complexity.
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Re: Project Re-Blood

Postby mick87 » Sun May 16, 2021 12:50 pm

Updated to 1.40. Fixed some bugs. I think :D
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Re: Project Re-Blood

Postby Ginji23 » Sun May 16, 2021 4:38 pm

mick87 wrote:Updated to 1.40. Fixed some bugs. I think :D

Glad to see you're listening to the suggestions, these changes have definitely improved my experience. I do have one final, minor critique though: The Cerberus is too easy to pain-stun in my opinion. Setting it on fire with the napalm or unloading on it with the tommy gun pretty much disables it. Even the sawed-off shotgun does a really good job at keeping them disabled. Again, just a minor complaint, as realistically one would be unable to keep it stunned amongst a horde of other monsters. The main issue is that one could just set it on fire and forget about it to fight other monsters. Once again, great work, and thanks for listening to the suggestions!
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Re: Project Re-Blood

Postby Valherran » Sun May 16, 2021 11:07 pm

Much better. I found one more game-breaking issue; due to the enemy triggering on sight only, you cannot get 100% kills in maps that have rooms made to teleport enemies into the level when the player makes noise.
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