[p33] Reelism 2 - This Mod Has Moved. See OP for details.

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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

I did say it was real!

Here's the current state of the end-game stats screen. It still needs the right-hand side to be filled out, likely with flagrant lies.
Image
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

Finally, some changes for the Stat Report! Just put some randomly generated references/jokes and boss obituary to the right then we are all set.

Also one question: Are you going to add more Death plus Game Over music? That would be neat.

EDIT: Here are some extra feedback for Reelism and its upcoming sequel-ish update:

- The Enemies simply, and always fall into the insta-death pits, making the task much easier yet boring. Not sure if The Internet Machine is for the causal players or beginners, but it just suffers a big issue of suicidal enemies.

- You get hurt, or presumably die if the enemy lands on you. Because of that, the harshness of gravity even implies in underwater as well. Kinda weird if you think about it- A single helpless Brony single-handedly can kill you in anti-climatic way possible.
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

Captain J wrote:EDIT: Here are some extra feedback for Reelism and its upcoming sequel-ish update:

- The Enemies simply, and always fall into the insta-death pits, making the task much easier yet boring. Not sure if The Internet Machine is for the causal players or beginners, but it just suffers a big issue of suicidal enemies.

- You get hurt, or presumably die if the enemy lands on you. Because of that, the harshness of gravity even implies in underwater as well. Kinda weird if you think about it- A single helpless Brony single-handedly can kill you in anti-climatic way possible.
The Internet Machine was, uh, not one of my best maps. Monsters will continue to walk off of edges to their doom, ignoring Block Monster lines as they go, but I'll likely add some new tools to corral them around.

Monsters crushing things below them has also changed. Now it's a Mario-style Goomba stomp where they bounce off the unfortunate victim's skull.
Solaela
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Re: [WIP] Reelism 2

Post by Solaela »

Considering how fun the last version was? I can't wait to see how this one turns out. XD
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

I'm still having fun with REELism 1 and always will until the sequel comes out. I've got anther feedback and this will be the last:

- Unlike some small maps like Flesh Palace, Grid-Base Combat is genuinely the easiest level to chill because the enemy spawn rate is unusually slow. If you get the reel like Crudux Cruo, might as well just take a break.

- Dog Mode on HYPERPOWER is quite frankly underwhelming. Your melee damage is high and able to spawn some canine minions, sure. But where's the mighty-fine, big-radius, wonderfully-sweeping bark? My minions easily die off because they're the exact same dogs i fight against.

- Birthday Party's explosion seems doesn't affect on crushed enemies- they simply do not explode when you crush them with your Tank.

- Some NPCs using larger sprite suddenly get small when they're gibbed. Probably because A_SetScale ain't there in xdeath state.

- The World's Boringest Ghost is able to infight the others. This makes the Boss Rush rather difficult because he literally pierce the heavens when he's fighting off one flying skull.
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Techokami
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Re: [WIP] Reelism 2

Post by Techokami »

Captain J wrote:- Dog Mode on HYPERPOWER is quite frankly underwhelming. Your melee damage is high and able to spawn some canine minions, sure. But where's the mighty-fine, big-radius, wonderfully-sweeping bark? My minions easily die off because they're the exact same dogs i fight against.
Due to the changes in how you acquire hyperpower weapons, I don't think we're going to have hyper morphs this time around?
Captain J wrote:- Birthday Party's explosion seems doesn't affect on crushed enemies- they simply do not explode when you crush them with your Tank.
This is no longer a problem in Reelism 2, the explosion state is triggered before the squish death state.
Captain J wrote:- Some NPCs using larger sprite suddenly get small when they're gibbed. Probably because A_SetScale ain't there in xdeath state.
No longer an issue, as the xdeath handler is more like MetaDoom's (chunky gore, no corpse left behind).
Captain J wrote:- The World's Boringest Ghost is able to infight the others. This makes the Boss Rush rather difficult because he literally pierce the heavens when he's fighting off one flying skull.
WMBG has all new AI and attack patterns, so this won't be an issue.
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

Hmm, glad you guys keep investigating the TC and keep fixing such issues. I like that. Anyway i somehow forgot to mention extra feedback. Again, this will be the last. Trust me!


- In Creature of Chaos, Some boxes fall from the arena and just sits there. The purpose of them boxes are no more.

- Throwing Laser Coin takes a while to toss again. The projectile itself has preparing as well, so i think one delaying thing has to go?

- I think i mentioned this before, but is RPG rocket suppose to be launched close to the floor? Because of that, it's very hard to use when i have to kill the enemy below and most likely would explode in my face.

- Crapshoot's HYPERWEAPON spawns otherworldly vanilla doom enemies. But they won't drop any ammo and Revenants spawned from it seem to act differently than Oh Fuck! Skeletons! Variant. Why not just make it spawn one variant?
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

Captain J wrote:- In Creature of Chaos, Some boxes fall from the arena and just sits there. The purpose of them boxes are no more.
Crate Showers are a bit pickier about where they happen now (ie. they need to not have any walls or ceilings within 128 units of a weapon spawner), so them hurling things out of the world is probably less likely. Probably.
Captain J wrote:- Throwing Laser Coin takes a while to toss again. The projectile itself has preparing as well, so i think one delaying thing has to go?

- I think i mentioned this before, but is RPG rocket suppose to be launched close to the floor? Because of that, it's very hard to use when i have to kill the enemy below and most likely would explode in my face.

- Crapshoot's HYPERWEAPON spawns otherworldly vanilla doom enemies. But they won't drop any ammo and Revenants spawned from it seem to act differently than Oh Fuck! Skeletons! Variant. Why not just make it spawn one variant?
None of these things have been reimplemented in Reelism 2... yet. And if they are, they'll probably be in a reasonably different form.

A lot of the stuff added in X3 was a bit... iffy, since we were starting to hit the limits of what GZDoom offered at the time and were getting a bit burned out at figuring out how to offer unique gameplay from so many weapons (even after like two years break in the middle of development!) Nowadays, the engine capabilities are far greater, and there are way more toys to play with, and we fully intend on using... not all of them, but probably a decent chunk!
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eltiolavara9
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Re: [WIP] Reelism 2

Post by eltiolavara9 »

will cheesing be toned down? in original reelism most maps had a spot you could just stay in and cheese the entire map out
(for example, the very top of the red bridge steel things [idk what they're called] in Abridged, or the grass area/ceiling in the dead simple map, also the blood fountain in the flesh castle thing etc)
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undeadmonk354
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Re: [WIP] Reelism 2

Post by undeadmonk354 »

Well, I have some feedback to ask

- In newer versions of GZDoom, the original Reelism dog sprites look different.
- Why is El Cybredemon now called El Tyrante?
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Re: [WIP] Reelism 2

Post by will183 »

undeadmonk354 wrote:Well, I have some feedback to ask

- In newer versions of GZDoom, the original Reelism dog sprites look different.
- Why is El Cybredemon now called El Tyrante?
I'm not a dev or a modder, but I can answer the second question, El Tyrante is named after Doom: Eternal's version of the cyberdemon, The Tyrant.
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

will183 wrote:- In newer versions of GZDoom, the original Reelism dog sprites look different.
GZDoom dev added new sprite replacement for the wolf3d dog before, originally made by Nash. So both sprites of REELism and GZDoom are conflicting. I'm sure Kins will fix this in the sequel.
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

eltiolavara9 wrote:will cheesing be toned down? in original reelism most maps had a spot you could just stay in and cheese the entire map out
(for example, the very top of the red bridge steel things [idk what they're called] in Abridged, or the grass area/ceiling in the dead simple map, also the blood fountain in the flesh castle thing etc)
I'm trying to reduce "safe zones" where monsters can't reach you, but I doubt I'll be able to completely remove them. Flesh Palace, for example, now has ways for monsters to reach the spawn area. There are still a couple of safe zones elsewhere, but they're much smaller and you're not gonna get a very high score hanging out there...
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eltiolavara9
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Re: [WIP] Reelism 2

Post by eltiolavara9 »

I'm trying to reduce "safe zones" where monsters can't reach you, but I doubt I'll be able to completely remove them. Flesh Palace, for example, now has ways for monsters to reach the spawn area. There are still a couple of safe zones elsewhere, but they're much smaller and you're not gonna get a very high score hanging out there...
hell yea
EDIT: oh god how does quoting work
EDIT: oh god i forgot to add my thing to the quote
Last edited by eltiolavara9 on Tue May 26, 2020 1:48 pm, edited 1 time in total.
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

It's kinda easy, actually. You click on the Quote button on the post closer to the user avatar you would like to quote. Then it will take you to the Editor. And just write what you want!

I see that you already quoted Kins, but just to be clear.

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