Nimlouth wrote:Finished playing the d2rebuildt maps with this a couple of times and also tried it with other wads and tUD. It's gud, very very gud. It feels like the evil twin of what Hellrider is trying to do haha. I really liked the more methodical/tactical yet action oriented gunplay.
You got it right! It was never about being badass, but you
should have the resources to be one, if i can overcome the clunky gameplay.
Nimlouth wrote:a) I managed to frustratingly kill myself a lot of times by pressing right click out of instinct to rise the crosshairs, ending my marine's life through the sad act of lobbing a hot grenade in front of me. Yes IKR, I might be stupid haha, but I think that just using a separate keybind is a tried and tested method of implementing grenades, and the end user can always re-bind to Rmouse if they so choose to anyways. In fact, I ended up doing just the opposite (binding the grenade key to F and unbinding secondary fire from Rclick) which was kinda awkward xD.
Okay, so, i gotta spoiler this: Next build won't have the grenades in altfire; it seems it creates more problems rather than solve them,
so i
think it'll be a bit more helpful in the end.
Nimlouth wrote:b) The laser point crosshair of the battle rifle could use a toggle off/on option.
Had you asked me this some time earlier, i would probably be negative about it. But since overlays are playing some helpful parts within the code now, i've moved the laser sight to the overlays, and i'm still pondering: "Should the player be able to disable the laser sight within a quick click, which won't be intuitive and will bloat the code a bit? Or should i make a simple CVAR that will be avaiable at the options?" Kinda hard to make these decisions, really.
Nimlouth wrote:c) All weapons in general *feel good* to use BUT:
- The shotgun could use some... something... ye I'm not super helpful but maybe the reload is a little tad too slow or maybe the lack of a *schkc chck* pump animation feedback after each shot makes it feel kinda stiff, idk.
Next update might get you happy with the shotgun. =)
Nimlouth wrote: - The Magnum was my least favourite weapon to use. In contrast with the handgun and even the shotgun, the magnum feels almost painfully stiff to shoot around. Maybe improving its rate of fire at the cost of having an horrendous recoil? ¯\_(ツ)_/¯
I... i gotta be honest, that's why both the guns in the extra pack are not official. I am not satisfied with at least 50% of the way it looks or behaves. But, i started to throw some concepts around and people wanted it to get in, i thought at least someone would find fun in them. =p
Nimlouth wrote: - All other weapons are great fun, specially the tactical crossbow and OMG THE PLASMA GUN IS GREAT. Still, they could all use some form of "secondary attack" or just the option to rise iron sights or zoom in, which would work wonders while leaning/peeking in corners or smthng. Maybe that's because I just instantly associate TACTICAL with IRON SIGHTS CORNER CHECKING haha.
Iron sights are too overkill IMO, but the thoughts of altfires cross my head every now and then. As much as i know what some guns could have, some others would be lacking to their potential. Don't give up on that idea.
Nimlouth wrote:d) The slow movement adds A LOT to the experience. But sometimes I found myself backtracking around an empty map (because of doom map design shenanigans and my own ADHD) and wishing there was some kind of limited sprint or something to move faster once in a while. I know it could potentially go against the gameplay idea of the mod (players mindlessly sprinting around like it's CoD or some crap lol) but that's that ha. IDK how hard it would be to implement (so take it with a big freaking rock of salt), but sprinting without being able to shoot is an idea that could work.
ADHD gang step right up! I know how it feels.
I'm not taking that with salt, actually i've wanted to implement some ZScript sprinting since the beginning, and i have only FOUR conditions to follow:
1 - Don't bloat the code;
2 - Don't make thousands of checks;
3 - Be easy to understand, should i ever modify/edit it;
4 - Don't ruin my other scripts that include bobbing at all states, thanks to Agent_Ash;
So yeah, if i can fill those lines, i'll probably implement it =s
Nimlouth wrote:Keep going with this, It's awesome!
Thank you! I'm still very involved with this, and i learned lots of fun stuff while doing it. Be sure v2.0 will be a lot better!