[Release] 6Axis

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Re: [Release] 6Axis

Postby Steve1664 » Sat Dec 03, 2011 5:40 pm

Say, any chance there could be a separate mod pack featuring only the weapons (or at least the regular Doom analogs) without the monster and item changes? That'd be really nice since the weapons are actually my favorite part so far.
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Re: [Release] 6Axis

Postby Steve1664 » Mon Dec 05, 2011 7:38 pm

Also, some potential issues: in many of the mods I play zombie grunts don't seem to drop much pistol or shotgun ammo; now and then I get a few clips or shells, but more often than not there's a complete drought of them. Is this something that can be patched up or fixed?
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Re: [Release] 6Axis

Postby Abba Zabba » Mon Mar 26, 2012 7:57 pm

First of all: Perfect wad IMO. Everything is very nice and well made, and I like that the zombies dont drop their guns and instead ammo, making it much easier for the game to decide when to issue you a gun (minus the second pistol). But, Maybe add a chance for shotgun guys and commandos to drop larger packs of ammo as a rare drop, as secondary pistols already give a hefty amount of pistol ammunition.

Love the spectral enemies, and their weakness towards visibility under flash-light, but perhaps add an effect that makes them have a dull, short, continuess glow? Like, only for an extra second or so.

And finally, does the plasma rifle scope have a real purpose? Perhaps it could be more useful for sniping if you change the firemode when scoped; a scoped shot consuming a decent few cells for a slightly faster but more powerful shot that has more benefiet for sniping? I dunno, I think it would be good. Put more emphasis on using the scope; but make sure that continues scope use with the Plasma Rifle would actually put the player back, and to get the most for your cells, you should use the main-fire.


All-in-all, my favorite mod. Good work!

10/10
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Re: [Release] 6Axis

Postby PFL » Tue Apr 03, 2012 11:11 am

Jimmy,

I finally am scared of the Cyberdemon once again; great job on the ennemies makeover. The flashlight's multi-purpose is a perfect add-on (It took 18 years before somebody got this right, but It was worth it). I think the chaingun's fast diminishing ammo has been mentioned. I could go on and on but, I think you got the message; this is GREAT in all aspects, with very tiny little adjustements needed to make it even better.

:rock:

Oh, and I forgot to tell how mad loving I am of the dual pistol's alt-kick; killer move man.
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Re: [Release] 6Axis

Postby Jimmy » Tue Apr 03, 2012 11:29 am

Thanks for the feedback everybody. A small update is coming to just patch up some of the concerns that people had. It should be a good update. :D
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Re: [Release] 6Axis

Postby CorSair » Tue Apr 03, 2012 2:16 pm

I thought I was becoming nuts when cybie kept kicking my ass all time, and usually it was on the contrary.
Now when someone too has "minor" difficulties with cyberdemon, I can finally assure myself I am now least average Doom player. :lol:


So far, I don't got any issues, or problems, but one thing has been bothering me.
The plasma gun, and the secondary - scope - feels bit redundant. If it is meant for stationary enemies on platforms and such, then I think it is ok. But mobile targets give some difficulties.

All in all, waiting for the patch. ;)
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Re: [Release] 6Axis

Postby Clebardman » Tue Apr 03, 2012 6:06 pm

knuckles are strange. If you hold alt-fire, the doomguy will keep is fist in front of him doing nothing, and nuke an enemy if you release alt-fire/pull back your arm. I'm pretty sure that's not how your supposed to use knuckles in real life ^^

didn't tried much, but i can already tell i love the flashlight.

edit : the supershotgun has a pumping animation when you select it, but is not pump-loaded. dual pistols sometime refuses to load if you have low ammo (didn't worked with 7 bullets, and 11 if i remember), wich felt strange. they also have separate clips but i guess it's an engine limitation (i mean you can have dual fully loaded and single pistol empty ^^). it also felt weird that single pistol was semi-auto while dual are auto.
another nitpick : the machinegun makes a very, very lood noise. It's kinda irritating, plus your shotgun feels like it goes "pew" when you use it after the machinegun
the bfg is also a bit wonky. the alt-fire is strange, it seems fully charged blast is bigger but has no splash at all (at least it doesn't hurt the player while half-charged blast does), and still consume 20 ammo.
those ghost enemies are perfect btw. Doom2 lvl 2 dark rooms were terrifying. so far i love the mod.
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Re: [Release] 6Axis

Postby Jimmy » Wed Apr 04, 2012 5:57 am

Clebardman wrote:knuckles are strange. If you hold alt-fire, the doomguy will keep is fist in front of him doing nothing, and nuke an enemy if you release alt-fire/pull back your arm. I'm pretty sure that's not how your supposed to use knuckles in real life ^^
It's more of an initial swinging motion to clock the demon square in the face, then after releasing fire, you bring your fist across his face/throat and carve him a new one. :P The knuckles simply add some extra rip-and-tear to the default punch.

Thanks for pointing out the issue with the BFG's semi-charged shots - I'm pretty sure those weren't meant to damage the player.
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Re: [Release] 6Axis

Postby PFL » Wed Apr 11, 2012 9:30 am

Do you have a release date for this update? It's just that I want to save $ on machine gun clips :-D
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Re: [Release] 6Axis

Postby Jimmy » Wed Apr 11, 2012 1:15 pm

Not yet, but it should be ready very soon. ;)

By the way, I've increased the maximum amount of the rifle ammo - but I don't really want to reduce the weapon's rate of fire or ammo consumption. Hopefully this will provide some sort of solution to the problem.
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Re: [Release] 6Axis

Postby PFL » Wed Apr 11, 2012 7:56 pm

If problem there was ... you made the good adjustment.
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Re: [Release] 6Axis

Postby Zombieguy » Tue Jun 19, 2012 9:19 pm

"Hmmmm.... Cool mod, yay!" *click*

Link wrote:Forbidden

You don't have permission to access /wad-files/6axis_beta1.zip on this server.

Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.
Apache Server at jimmy.phenomer.net Port 80


DARN IT.
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Re: [Release] 6Axis

Postby Jimmy » Wed Jun 20, 2012 12:19 am

Same problem as with the Pendulum MIDIs. My whole site is down at the moment because Wartorn is migrating it from Phenomer to a VPS. Phenomer itself will disappear in about a month's time, but my stuff will remain, supposedly at a different URL.

Anyway, I'll be uploading a new version of 6Axis once I get my stuff back online. :)
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Re: [Release] 6Axis

Postby Zombieguy » Fri Jun 29, 2012 8:59 am

:D Download is up. Cool mod BTW.
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