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doomfiend wrote:Do tell, I'm curious as to what your gonna play-test this with O:
I plan on playing through these ones: Alien Vendetta, Back to Saturn X E1, DEUS VULT II: The First Edition, Hellcore 2.0, Hell Ground, New Doom Community Project 1, Newgothic - movement 1, Requiem, Sunder, UAC Ultra.
As you can probably tell, I'm pretty excited for the second MSX beta.
Quite the list you got there, But I noticed you are gonna be playing some good ol' old school wads, would you play those maps with or without jump enabled. Even in a mod like this I felt like jumping was cheating since you can cut through major segments of the maps
I always play with jumping and crouching enabled, though I don't use it for skipping parts of a level, just dodging and backtracking easier. I might play through Icarus: Alien Vanguard as well, now that I think about it. Regardless, I eagerly look forward to when MagSigmaX releases the second beta, and plan to bask in the amazing amount of effort and detail that he's put into the mod.
doomfiend wrote:Im excited for the widescreen support... not many mods support widescreen for some reason
I don't play with widescreen and my monitor is 1200p. I think it looks better in a fixed 4:3 ratio. That might just be me, though..
I don't mind 4:3 when I'm playing old school, with my controller laying on my bed, but when it comes to mouse and keyboard everything looks a tad fat. since I'm a few inches away from my 42" TV until I change my fov to 110. heh
First, I want to apologize for the delay, I know I'm 7 days late from the release date I announced in the beta 2 video, but unfortunately real life got in the way and I couldn't release the mod until now..
Loving the changes made so far, but the only thing that bothers me is the range that the Demon replacements have with their leap attack, I was playing around in Map01 of Genesis and they can hit me with their leap attack THROUGH the fence on the left of the starting room (They can't charge THROUGH the gate, but their attack still hits me from what seems to be a few (in-game) feet away.)
Spoiler: Showing off said 'problem'.
Last edited by iSpook on Sun Jul 07, 2013 11:10 pm, edited 2 times in total.
Glad to see this came out! I like it so far, but it almost feels *too* fast, especially player movement. I may have been the only one who liked the player speed in the first version. Balance as far as ammo and the hitscanners go feels much better, though.
So, I've got a strange bug with sound. Sometimes, when i shoot my weapons, sound appears to be played, but then cutoff by something, that doesn't even let the sound play normally. And, sometimes, all sounds dissapear, except monster sounds. What's going on?
Alright, so after 5 minutes of testing this with The Darkening 2, I'd like to say I consider this entire dimensions of improvement from the first beta.
Grenades are much more useful, enemies are much more balanced and reasonable (and the imps have lost their distracting smoke trails from their fireballs), weapons seem to have more heft and utility (the assault rifle is now much more pleasant to use while still having its advantages and disadvantages), and suit powers are not only more economical in terms of how fast abilities charge fully but more useful in their actual utility---grenades are terrific, as I've previously mentioned, but there's just something right about being able to deal with a pesky sniper imp harassing me from a ledge by, instead of trading shots and wasting ammo at a distance, simply letting me leap 30 feet up onto said ledge and punch said imp in the face like the video game badass I'm supposed to be.
The running speed feels...Well, the SPEED is fine, but it's a bit odd how fast MSXguy can come to a perfect halt. Also I think it needs more viewbob for both the camera and the on-screen weapon---as it is I feel more like I'm skating than hustling on foot.
This is amazing and I look forward to future developments as they can only improve on what is now a terrific package. Amazing work, Sigma!