the crossbow was like RE2's crossbow rather than CV's crossbow, but if you wanna beef it up a smidge go ahead. not too much but hey
Re: [Project port] Shut up and Bleed.
Posted: Mon Dec 15, 2014 6:34 pm
by -Ghost-
Maybe you could tighten up the crossbow pattern so it shoots a triangle or something, guaranteeing all 3 will hit at close/medium range.
Satyr's also feel a bit too powerful for what they're replacing. Pinkies tend to show up in pretty big groups, or close quarters at all sides, which makes it really hard to dodge the high damage ramming. I ended up lowering their health a bit in my own version which helped a little, but they can still shred you pretty fast before you can drop them.
Re: [Project port] Shut up and Bleed.
Posted: Mon Dec 15, 2014 9:27 pm
by Medicris
Gotta say, loving what I'm seeing so far. Playing through, the early stages remind of the ammo scavenging and knife focus of Metro, where on higher difficulties it can be knifefighting and stealth as much as shooting, each shot to be savoured because ammo is so valuable. One of the first things I noticed though, was how kicking monsters doesn't make any kind of sound, just a shower of blood and a squeal. I get that it might be just to get across that it doesn't do much damage, but if that's the case, a dull impact/thump/etc-boot-hitting-chest sound + less/no blood can get the same effect.
The sounds and animations play into making them fun to shoot, too. Play with freelook and without crosshairs + ambiance pack for the full experience.
As for the guy and the sometimes-unresponsiveness to a command like reloading and shooting, even if it's not intentional I thought it actually kind of works into the setting: have you ever been so scared that you can't think straight or "lock up"? Like, picture this: You're nervous, tense and mentally wracked. While fighting off a horrible monster or something, your grip on the revolver you're holding tightens in fear to the point your knuckles turn white. You fire the last shot, hear the click and you distantly realize that it's empty and that you need to reload it, reload, reload but why aren't your hands cooperating? You snap back to your senses and realize how tightly your hands are gripped around the gun, forcing yourself to let go and go through the loading process.
It only happens rarely here, though, I can get why it would frustrate players. It kinda just adds to it for me.
Re: [Project port] Shut up and Bleed.
Posted: Mon Dec 15, 2014 9:56 pm
by Carbine Dioxide
I feel like the player should be more panicked when reloading, he is too calm when he reloads.
Re: [Project port] Shut up and Bleed.
Posted: Mon Dec 15, 2014 10:13 pm
by -Ghost-
Yeah the reload thing is just personal preference for me; generally I don't like to click more than I have to when shooting things in Doom, it's easier on my mouse and my hand.
Re: [Project port] Shut up and Bleed.
Posted: Mon Dec 15, 2014 11:02 pm
by iSpook
-Ghost- wrote:Maybe you could tighten up the crossbow pattern so it shoots a triangle or something, guaranteeing all 3 will hit at close/medium range.
Satyr's also feel a bit too powerful for what they're replacing. Pinkies tend to show up in pretty big groups, or close quarters at all sides, which makes it really hard to dodge the high damage ramming. I ended up lowering their health a bit in my own version which helped a little, but they can still shred you pretty fast before you can drop them.
1.) At the current time, you can hit with all three bolts if you're close-up.
2.) I've toned down the ram in the version I have on my desk top.
Carbine Dioxide wrote:I feel like the player should be more panicked when reloading, he is too calm when he reloads.
That would require visual resources I do not have at the moment.
Re: [Project port] Shut up and Bleed.
Posted: Mon Dec 15, 2014 11:29 pm
by TheMightyHeracross
I think for the reload he just means to keep it jittery and shaky rather than just suddenly having a smooth animation (when compared to the ready state).
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 1:35 am
by Viscra Maelstrom
i actually rather like the crossbow. it's good versus groups of weak enemies, because you can hit several of them with it. the weapons i've found lacking so far were the automatic weapon, the revolver, and possibly the weird magnetic weapon. they all deal way too little damage, i've found, though the auto-rifle and magnetic one has their uses at least. other than that it's a very well-balanced arsenal, i feel.
btw, Tricks and Traps is a goddamn nightmare with this mod.
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 3:18 am
by chronoteeth
if it helps heres the old tips n' beastiary and weapon stuff from the old wad!!
Spoiler: Gameplay Tips
-------//////// GAMEPLAY TIPS ////////---------
1: Learn to juke and kite with your weapons.
--------------------------------------------
If you have to fight with your knife or pipe, hit them and back off.
2: Conserve ammo
----------------
Ammo is rare, conserve and only fight when you have to.
3: Fight them one at a time
---------------------------
Whenever the option is given, always fight enemies one by one.
4: Master the kick timing
-------------------------
The kick is very weak, but pushes away enemies. Time it right to escape.
5: Be careful with health and armor
-----------------------------------
If youre full on health, dont pick up anymore health! Same for armor.
6: Dont be afraid of crouching, jumping, or side stepping.
----------------------------------------------------------
The slower speed means in order to be fast you gotta side step more. To
compensate, you can jump much higher now.
7: Flight over fight, always
------------------------------
Even with the best weapons you're a hell of a lot weaker than before. Run away at any time.
All enemies are replaced with pure demon hell. They will hit you.
They will hit you hard. Get used to quick-saving more and dying a lot
faster as well. Bleeding is far, far too common.
==//ROACH//==
A fast little bugger with claws that will slice you up as soon as they
get the chance.
==//TURMOIL//==
4 armed green nasty that shoots an even nastier ball of green plasma, or
will cut you up with said arms.
==//PITKIS//==
Dont let this guy reach out and get ya, or better yet, dont let this
guy anywhere near you. Or even from afar, those homing energy balls hurt.
==//HELLIATE//==
Burst shooting orange SOB. It shoots accurate fireballs that after a short
charge, come flying in fast and hard, or fast and in a wave pattern.
==//SATYR//==
Slow hulk of a beasts. They slice, and if you piss them off, they ram.
They ram hard.
==//MUSH//==
A dark soul with a massive grin that will lick you when you're close.
Best have a keen eye to see it hiding about.
==//ACCUSER//==
A depressing grey mass of flesh. Screams and spits a barrage of tiny
plasma to surround and hurt you.
==//SONNELION//==
Now we're getting into the huge ones. Two stomping hell demon that
shoots a green meteorite that will blow you up somethin harsh.
==//GLUTTONOUS SOUL//==
Pair of teeth on a ball of flesh. If they aint spittin acid at you,
they're gonna blow you up. With themselves.
==//WRITHE//==
Hell's floating sniper. The moment they lay their eyes on you, they're
gonna snipe you down. Or charge you down. One of the two.
==//FAMINE//==
Big black skeleton that shoots 2 bouncing homing soul balls of pain.
They're unsettling as fuck too.
==//LOLTH//==
The demon equivelent of an arachnotron, with a dash of hitscan energy
AND an attack that jolts your own body.
==//ABADDON//==
The literal definition of flame of 2 hooves. A walking juggernaut with
a variety of attacks that will all hurt very bad.
==//MALBOUGE//==
A stumpy slag of living demonic rock. Pure lava courses through their
veins, and all that slag makes them a pain to take down.
==//PESTILENCE//==
2 Legged living infection who has an affinity for parasitial gas and
bone attacks out the ass. Take caution, big time
==//SIN OF THE FLESH//==
A towering mass of flesh that will use its own blood to damage you,
as well as dance around from your shots, and make you even dance.
==//GRANFALLOON//==
Living teratoma with 2 big mouths, 2 big attacks (explosive giant
spheres and spawning dark souls), and 2 much hassle to handle.
==//KARKASS//==
The spawned souls from the granfalloon. Essentially its a faster
and more evil version of the lost soul
==//REMNANT//==
Your basic zombie, forced to walk through the world of hell for
all eternity. Dont become like em.
Spoiler: weaponry
-------//////// WEAPONRY //////////-------
Weapons are divided into 2 catagories with abbreviations:
A: Assault - These are your general weapons. You'll more than likely
be using these to generally destroy your foes.
S: Situational - These weapons are used more tactically, be it traps,
escaping, stunning, or anything like that. Only certain situations
call for the use of these weapons, so know the right time to use them.
Each weapon has a kick alt fire. This kick is useless for damage, but
it pushes enemies away. Only good for keeping them off your back.
====//Slot 1//====
[1] {S}: Knife
--------
The basic boot knife you had when you died. Last resort.
[1] {S} (upgrade): Shock Knife
---------------
New blade + Charge cube = longer range knife that has a chance to stun.
Great for kiting.
[1] {A}: Pipe
-------------
A slow but thick steel pipe. More powerful and has longer reach than the
knife, but slower than the knife.
====//Slot 2//====
[2] {A}: .38 special
--------------------
The pistol you were killed with, detective special. Ammo is fairly common,
regular accuracy, and as basic as you can get for a revolver.
[2] {A} (upgrade): Carbine Conversion Kit
-----------------------------------------
Turns your pistol into a SBR. Longer barrel means longer range, stock means
better accuracy, match grade trigger for faster speeds, and a short range
scope that lets ya zoom in on your enemies.
[2] {S}: HK VP70M machine pistol
--------------------------------
First ever plastic pistol made, its weaker than the .38 special, but it has
more ammo available, plus it fires in 3 round rapid fire bursts.
====//Slot 3//====
[3] {A} Spas 12 shotgun
-----------------------
Classic pump action shotgun. Ammo common, power strong, you'll grow to love
the shotgun very much.
[3] {S} Eagle 3 Crossbow
------------------------
A silent crossbow that has a tri-bolt wire, shooting in a 3 way spread. Its
weaker than the shotgun and ammo is more rare, but the trade off is that its
silent.
====//Slot 4//====
[4] {S} Calico M-110 SMG
------------------------
A weak as balls smg that fires incredibly fast and has a huge 100 round
magazine. .22LR Doesnt make the best combat round though, so its best to
stick as a crowd deterrant more than anything.
[4] {A} Remington 700 Rifle
---------------------------
Everyday bolt action hunting rifle. High power, super accurate, and a scope
with high range and zoom, ammo is scarce though.
====//Slot 5//====
[5] {A} Penn Arms Grenade Launcher
----------------------------------
A modern break open grenade launcher that acts more like an explosive SSG.
If you've ever played the resident evil games, it works in the same vein as
their grenade launchers: strong spread shots. Use for the big boys.
[5] {S} Device DM Noiseless Mine Layer
--------------------------------------
An experimental weapon that shoots a silent timed mine that sticks to surfaces.
Fantastic for laying traps for unsuspecting groups of demons.
====//Slot 6//====
[6] {A} M240 Flamethrower
-------------------------
Burn everything to a crisp with the ol' classic. Fantastic with enemies in a
tight group, but terrible for 1 on 1 situations.
[6] {S} DXR36 Cattleprod
------------------------
A very strange weapon used for controlling herding animals. What it lacks
in power it makes up for the ability to stun groups of enemies with a wave
of electricity. Zap them and then switch to somethin' bigger.
====//Slot 7//====
[7] {A} Desert Eagle Magnum
---------------------------
Here comes the big guy. .50AE rounds put a hole in even the biggest monsters.
Ammo is scarce though, so make sure each shot lands.
[7] {S} Stinger Missile Launcher
--------------------------------
The biggest gun you can gnab, will decimate absolutely anything. Ammo is
overwhelmingly rare though, so it should really only be saved for bosses.
====//Slot 8//====
[8] {A} Gau-19 Minigun
----------------------
This fat hunk of metal spits ammo out like its nobody's business, tearing
through groups like a knife through butter.
[8] {S} Trazban Railgun
-----------------------
A piercing rifle based off the M4, dont let the common looks fool you. It
shoots a tunneling plasma ball that can tear through enemies in a line.
====//Slot 9//====
[9] {A} Beretta 96D
--------------------
The handgun of those lost marines and coppers from around the world. A
straight up upgrade from the .38, it shoots .40 S&W rounds. Powerful
and accurate.
[9] {S} Tippman Tranq Rifle
---------------------------
Feel like putting those little demons to sleep rather than killing them?
I know, I dont feel like it either, but not only is it silent, its got
infinite ammo, and if you hear a ding with your shots, you better hope
they hit. That ding hurts. It hurts a lot.
====//Slot 0//====
[0] {A} ???????
---------------
"Place your bets and put the stakes on high, and when the money flows
you'll see your enemies die."
[0] {S} ???????
---------------
"We hope you value your life, for we enjoy it as well. Use us wisely,
for we cost more than a bullet to keep you alive. Or dead."
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 3:36 am
by Viscra Maelstrom
i don't recognize some of those enemies from this port. Famine, for example. it makes me think of the hellified Revenant the way it's described, but the Revenant spawner is replaced by the Accuser.
btw, i love the fact that the Granfalloon has sound-effects sampled from Earthbound. it really hit home with me and made him a hell of a lot more unsettling to me. the fact that he can fly around in Doom 2's The Crusher is particularly unnerving!
BTW, on the second intermission screen in Doom 2, the last sentence is a bit too long and gets cut off for me. it should probably have a line-break.
ammo doesn't feel "that" rare to me. at least, in Doom 2's stock maps, there was usually enough provisions to go by for me. the only time i avoided going into a room was in Tricks and Traps, which had several Accusers trapped in it as well as PE-replacements and no fucking way i was going through there. things got easier from The Pit and beyond, however.
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 4:14 am
by CorSair
Ohhhh yessss, been waiting for this. I liked it when I first played it, but the source port I played was rather annoying (not showing all the ammo, so I couldn't keep my tabs on that), plus few boom maps became unplayable.
Whispers of Satan was pretty all right, if you played it in medium difficulty, but later maps are tough cookies, or become unplayable. I think I hit map 28, before I had to give up.
Anyway, gonna play this soon...
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 8:01 am
by Slax
The Calico. That's some fun right there.
Also, fuck the .38. That thing is GARBAGE. D:
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 8:35 am
by chronoteeth
its meant to be, until you get the conversion kit
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 9:29 am
by Mav3rick
with what "wad" this is recommended to be played? i find interesting the fact that i end playing more melee than with weapons lol, maybe put some ammo i dunno to help past some parts of the level?
But is very good and very challenging mod
Re: [Project port] Shut up and Bleed.
Posted: Tue Dec 16, 2014 10:03 am
by CorSair
I don't like these new malbouges. They are bullet sponges, in addition of being sluggish in their movement, thank goodness for that. But they are now way too fast for my liking.