[1.9a] Insanity's Requiem Mk.2 | Updated Credits.

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skdursh
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Re: [1.9a] Insanity's Requiem Mk.2 | New Discord Link

Post by skdursh »

Is this GZDoom 4.x.x compatible yet?
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TiberiumSoul
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Re: [1.9a] Insanity's Requiem Mk.2 | New Discord Link

Post by TiberiumSoul »

It has been for a while
EternalOne
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Re: [1.9a] Insanity's Requiem Mk.2 | New Discord Link

Post by EternalOne »

I don't know if this will be considered a bump but I'll say it anyway: The discord link isn't working, can you provide a valid discord invite? Thanks in advance.
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TiberiumSoul
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Re: [1.9a] Insanity's Requiem Mk.2 | New Discord Link

Post by TiberiumSoul »

sorry for that! the damn things are supposed to not expire...

https://discord.gg/7X8Ss4f
EternalOne
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by EternalOne »

Thanks!
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TiberiumSoul
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by TiberiumSoul »

10 long years...

Final Release Trailer

Steve1664
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by Steve1664 »

Quick question, how do you get this to work? I see it's a .rar file, so how do I load it up?
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Wivicer
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by Wivicer »

Extract the rar. The file to load with GZDoom is inside the archive.

Yo Tib, just wondering: what's the advantage of regular reloading over loading special ammo?
Steve1664
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by Steve1664 »

Whoops, I forgot I didn't have 7zip installed on my new PC.

Well, after a rather bad first impression - one of the first enemies in the WAD I was playing (Project Slipgate) was a Revenant stand-in that could instagib me from full health in a narrow hallway - I've been warming up to this mod. Guns are beefy, the enemies are a nice change of pace (mostly), and it's put together well. I'll have to look at what some of the secondary fire modes do (like the Hellstorm), but this is pretty good.
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TiberiumSoul
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by TiberiumSoul »

Special ammo costs 2 magazines to load, but you get increased damage

also, Steve, I'm working on a tutorial map to help acclimate new players to the mod, a few years ago I would have just said "Figure it out as you go because I'm not holding any hands." but so many players come to me on ModDB and my Discord DMs asking about Ryan's mobility and how it works, so, yeah. I'm making a short level to help players learn the mechanics.
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Wivicer
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by Wivicer »

TiberiumSoul wrote:Special ammo costs 2 magazines to load, but you get increased damage
I have no idea how I missed that. Cool, thanks!
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will183
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by will183 »

Who voiced the Taunt lines?
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TiberiumSoul
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by TiberiumSoul »

Ryan's voice work was provided by George Exley, if you look at the ModDB page for the project i listed a few items from his body of work
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TiberiumSoul
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by TiberiumSoul »

due to the pridefall stuff that was going down i had closed all the open links to my discord server across the various platforms i shared to.

A Link To : Join my Discord Server
Steve1664
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Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Post by Steve1664 »

In my experience with this mod so far I've learned that the deadliest enemies are easily the human ones. With their rate of fire they need a nerf in either damage or accuracy or possibly both. If you spawn in an area with a firing line of them, and you don't have a weapon that will kill them fast you will die quickly. Then you have something like the Tyrant, with his large health pool and attack which will either gib you instantly, or burn you in short order. The rest of the bestiary I can deal with; they're fairly manageable, but fighting multiple human enemies results in the screen becoming so red I can't see what's going on, followed by swift death.
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