[Finished] The Russian Overkill - 3.0e

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

Post by printz »

Based on practically everyone's excited reaction to this mod, it really needs to get a Cacoward :)
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PillowBlaster
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by PillowBlaster »

Uh oh, okaaay, I already noticed it's received more warmly than I expected, but *cough*, a cacoward? Nah, I don't personally think it deserves a one. Come on, it doesn't contain even any custom maps, it got overrated. Just take a look at Brutal Doom, this one surely stands up for it. :P
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Tapwave
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

Magban724 wrote:Uh oh, okaaay, I already noticed it's received more warmly than I expected, but *cough*, a cacoward? Nah, I don't personally think it deserves a one. Come on, it doesn't contain even any custom maps, it got overrated. Just take a look at Brutal Doom, this one surely stands up for it. :P
We need a "Most Mindblowing Wad Of the Year" award just for this.
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TheDarkArchon
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by TheDarkArchon »

Xaser wrote:The best method of transport, of course, is to grab a shieldsphere and fire a Yamato blast into the ground. Next stop: The Moon.
A Stalin is also a good alternative. 32767+ vertical units of travel per tic if you're not doing it wrong.
Last edited by TheDarkArchon on Sat Nov 12, 2011 4:10 pm, edited 1 time in total.
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Tapwave
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

TheDarkArchon wrote:
Xaser wrote:The best method of transport, of course, is to grab a shieldsphere and fire a Yamato blast into the ground. Next stop: The Moon.
A Stalin is also a good alternative. ~8000 vertical units of travel per tic
There is absolutely no excuse for this whatsoever.

Code: Select all

23:00	Terranova	"A Stalin is also a good alternative. 32768+ units of vertical travel per tic. "
23:00	Terranova	Hmm.
23:00	Terranova	I wonder how units = one meter?
23:01	Terranova	The player is 32 mapunits tall, right?
23:01	nub_hat	56 I believe
23:02	Terranova	So, 50 would be roughly 2 meters.
23:04	Terranova	32750/50=655, so 1310 meters/tic, which is...
23:04	Terranova	45850 m/s
23:04	Terranova	141 times the speed of sound.
23:04	Terranova	Badass.
23:06	Terranova	It would take 3262767 seconds or 906 hours to reach the sun at that speed.
23:06	Terranova geeks out.
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TheDarkArchon
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by TheDarkArchon »

The only reason the plus is there is because the game glitches out if I make the sector taller. It's probably even faster than that :P
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DoomRater
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by DoomRater »

I've coded some charging weapons in my day and I make em tic responsive- just ask LizardCommando. It involves a lot of internal counters to keep track of frame delay and which frame to display but it is tic sensitive.
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Viscra Maelstrom
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Viscra Maelstrom »

Xaser wrote:Image

Image
^
Best weapon mod I have ever played.

I have to ask, though, what does charging up the laser do? It doesn't seem to do anything for me. Just tapping the button will do the same thing as charging it up.
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Snarboo
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Snarboo »

Any chance we could see a Heretic compatible version of this? :p The weapons actually work beautifully in Heretic, the pickups just aren't replaced.
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ETTiNGRiNDER
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by ETTiNGRiNDER »

So, after trying it out for a little bit (I've by no means seen everything) here are my initial thoughts...

- It'd be nice if there were new gibbing FX; I understand if it's not within the scope of the mod but hitting something with a NUKE and having it more or less stay in one piece as it dies feels kind of disappointing, even if it does one-shot a cyberdemon.
- The Mopanku is now among my favorite weapons. :wub: Makes me wish for a good mech warfare mod...
- I like how you implemented the flail. A lot better than what I tried to DECORATE for that graphic.

(Edit: cut a couple things that were mentioned in the first post but not the text file)
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SamVision
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by SamVision »

Some of the weapons need to faster to fire. The melee weapons mostly.
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Snarboo
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Snarboo »

I just noticed that a lot of the weapons from the trailer didn't make it in. Is that because this is a beta release or were they cut for some reason?
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BouncyTEM
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by BouncyTEM »

I've managed to make some of the most bizarre visuals ever seen in doom thanks to using the Yamato Cannon and another mod.

http://dl.dropbox.com/u/3238714/MadnessShots.7z
Spoiler:
See for yourself. :p
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SamVision
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by SamVision »

Bouncy wrote:
Spoiler:
:rock:
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Ethril
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Ethril »

Bouncy wrote:*image*
Is that... Is that nuts3?
Awesome.

edit: GOOD GOD, IS THAT NUTS3 WITH 10XMONSTERS? ARE YOU INSANE!?
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