[Release] Parkour -- v1.1

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Sephiron
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Re: [WIP] Parkour Mod [Beta.C]

Post by Sephiron »

So wait, you can jump off of walls? That's awesome.
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DoomRater
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Re: [WIP] Parkour Mod [Beta.C]

Post by DoomRater »

I am soooo late to this party.....
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Jimmy
 
 
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Re: [WIP] Parkour Mod [Beta.C]

Post by Jimmy »

Just thought I'd post to say that this mod, when played using the Chex Quest 3 IWAD, is insanity defined. :P Had an awesome time blasting through the first three levels of episode 3. :lol:

Pros:
- The new weapons seem to work extraordinarily well with the CQ3 graphics (messy offsets notwithstanding)
- A lovely *SQUELCH* noise when using a walljump
- Jumping straight over swaths of screaming Flemoids is extremely fun
- DUAL-WIELDING BOOTSPOONS

Cons:
- Having to "give" yourself the replacement weapons every time a new one is picked up
- Some slightly broken menu text ("Parkour" is "PAL U RE" and "Death" is "UG NISK").
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Captain Awesome
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Re: [WIP] Parkour Mod [Beta.C]

Post by Captain Awesome »

I'm late to this party too, but at least I showed up to a party this time, heh.

I just played it a little bit, and this mod is pretty damn cool. I like it.
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Ethril
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Re: [WIP] Parkour Mod [Beta.C]

Post by Ethril »

jimmy91 wrote:- DUAL-WIELDING BOOTSPOONS
Oh.
My.
Pants. I HAVE TO try this out now.

edit: THIS IS PROBABLY THE THIRD OR FOURTH BEST THING EVER :wub:
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Xaser
 
 
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Re: [WIP] Parkour Mod [Beta.C]

Post by Xaser »

Haha, interesting find, Jimmy! It's a bit glitchy as-is but it gives me an idea.
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Xaser
 
 
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Re: [WIP] Parkour Mod [Beta.C]

Post by Xaser »

Image
SAZZA
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Re: [WIP] Parkour Mod [Beta.C]

Post by SAZZA »

Whoa! Epic mod, I love it already! Oh and hahaha beat this!
Spoiler:
:mrgreen:
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Viscra Maelstrom
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Re: [WIP] Parkour Mod [Beta.C]

Post by Viscra Maelstrom »

Heh, managed to get that time, too.
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sotenga
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Re: [WIP] Parkour Mod [Beta.C]

Post by sotenga »

I've noticed that if you type in ID(K)FA, you get two weapons in slots 8 and 9, which appear to be the Cyberdemon's rocket arm and the Spider Mastermind's super chaingun respectively! I find it a neat touch how the latter uses shells instead of bullets. However, neither enemy drops these items in the game, or at least not that I've seen. Can either of these weapons be actually obtained in the current build, or has that yet to be implemented?
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wildweasel
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Re: [WIP] Parkour Mod [Beta.C]

Post by wildweasel »

I think you have to "enable" them first with the console command "pk_superweapons" before they'll drop them.
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ZDG
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Re: [WIP] Parkour Mod [Beta.C]

Post by ZDG »

sotenga wrote:I've noticed that if you type in ID(K)FA, you get two weapons in slots 8 and 9, which appear to be the Cyberdemon's rocket arm and the Spider Mastermind's super chaingun respectively! I find it a neat touch how the latter uses shells instead of bullets. However, neither enemy drops these items in the game, or at least not that I've seen. Can either of these weapons be actually obtained in the current build, or has that yet to be implemented?
Yep, WW is right.
Also, the cyb's launcher is glitched in GZDoom, a part of the RL appears out of nowhere when firing.
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wildweasel
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Re: [WIP] Parkour Mod [Beta.C]

Post by wildweasel »

ZDG wrote:Also, the cyb's launcher is glitched in GZDoom, a part of the RL appears out of nowhere when firing.
The whole mod's pretty glitched in GZDoom.
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ZDG
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Re: [WIP] Parkour Mod [Beta.C]

Post by ZDG »

wildweasel wrote:
ZDG wrote:Also, the cyb's launcher is glitched in GZDoom, a part of the RL appears out of nowhere when firing.
The whole mod's pretty glitched in GZDoom.
True, i don't know why, maybe it just murders the TEXTURES lump for some reason, maybe a new SVN of GZD wil fix that.....
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NeuralStunner
 
 
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Re: [WIP] Parkour Mod [Beta.C]

Post by NeuralStunner »

Everyone keeps talking about Textures not working right in GZDoom, and I haven't had any trouble at all with Style Mod. :?

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