[Finished] The Russian Overkill - 3.0e

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TheDarkArchon
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by TheDarkArchon »

Imp Hunter wrote:I lol'd so freaking hard when I saw the ATATATATATATATA.
Just wait until you see the other super-punch mode.
Spoiler:
terranova wrote:
Imp Hunter wrote:I lol'd so freaking hard when I saw the ATATATATATATATA.
WHERE IS IT
I WAS TOO FASCINATED BY THE INVISIBLE GUNS AND THE FLYING CHAINSAWS
Pick Marty, switch to melee and fire off punches for a while, you'll either make your opponents already dead or get the spoilered punch.
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Hellstorm Archon
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Hellstorm Archon »

Turns out in Soviet Russia…
*puts on sunglasses*
…weapons fire you.
YEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAHHHHH!!!!!!
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Tapwave
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

TheDarkArchon wrote: Pick Marty, switch to melee and fire off punches for a while, you'll either make your opponents already dead or get the spoilered punch.
Found it, needs a WATTA fingerjab/finalpunch that makes cybies asplode.
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DoomRater
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by DoomRater »

WHAT IS THIS MADNESS

A GUN THAT FINISHES THE LEVEL AUTOMATICALLY?!
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Tapwave
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

DoomRater wrote:WHAT IS THIS MADNESS

A GUN THAT FINISHES THE LEVEL AUTOMATICALLY?!
Xaser made that in HellDooM first.
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RV-007
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by RV-007 »

This is a awesome Doom weapons wad, but I think I can muster some suggestions/questions.

For the Ullapool Caber, is it me or that there is some kind of voice when I wield this weapon?
For the Erasus Shotgun, the mass eject of empty shotgun shells was extremely resourceful. This is quite useful for lobbing projectiles over a wall or on height above enemies.
For the Wolgir assault rifle, I did not know what the alt-fire does that first, but experimental led me to assume that this is the switch of firing modes (e.g. single-shot, burst-fire, and full auto). I don't know if this is a good idea, but I think a message telling which mode is activate could be useful. Even to this day, I still don't know the difference between a single and double (more power?) pull of pistol hammer.

I have an idea for the vodka idea (read it somewhere in this thread), I guess the vodka can turn into a Molotov cocktail (no offense intended to Mr. Molotov) as a riot weapon (Spread the joy!).
The Nazi sprites from Brutal Doom can be a graphical improvement.
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Tapwave
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

RV-007 wrote: For the Ullapool Caber, is it me or that there is some kind of voice when I wield this weapon?
Yes. It's the Demonoman from TF2 shouting "KABOOM" with a black scottish accent.
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Viscra Maelstrom
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Viscra Maelstrom »

I will respond to this thread with an appropriate reaction image once I've tested this properly.

My body is ready.
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RV-007
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by RV-007 »

terranova wrote:
RV-007 wrote: For the Ullapool Caber, is it me or that there is some kind of voice when I wield this weapon?
Yes. It's the Demonoman from TF2 shouting "KABOOM" with a black scottish accent.
I meant when you kept holding the Ullapool Caber. It's like Satan whispering to my ear or black metal, lol. Does something happen to the player if I kept holding the Ullapool Caber? See project file for audio file.
Last edited by RV-007 on Fri Oct 25, 2013 9:44 pm, edited 2 times in total.
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Xaser
 
 
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Xaser »

Image

Image
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Doomer_1996
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Doomer_1996 »

Xaser wrote:Image

Image
I got that reaction with the firing fists.And katyusha.And vodka.And all the stuff in there.
I also made my GZDooM crash upon firing endless volleys of empty cartridges on a small sector LOL
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SamVision
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by SamVision »

Too many weapons are explosive, none have the RIPPER flag.
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ChronoSeth
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by ChronoSeth »

SamVision wrote:Too many weapons are explosive
I have to agree with this. It's way too easy to kill yourself, especially for a newbie.

Does the mod affect the monsters through DECORATE? I'm wondering if I could get 10x working with it. :twisted:
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by wildweasel »

ChronoSeth wrote:Does the mod affect the monsters through DECORATE? I'm wondering if I could get 10x working with it. :twisted:
If it does, it doesn't do it very obviously - I'd imagine 10x would work fine.
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Tapwave
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

Is it normal that picking up a few satchels (from the second char) usually gives you all of a sudden 999 of all inventory items?
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