Really cool mod! There's a lot of effort put into remaking this game! I dont really understand why you had to change the default centered revolver sprite, the new one feels kinda weird, but it's well drawn.
Re: Re-PowerSlave v1
Posted: Fri Jul 23, 2021 7:05 am
by furyweb
how does the whole turning into a mummy work. I mean it seems random to me when it happens.
Re: Re-PowerSlave v1
Posted: Sat Jul 24, 2021 3:44 am
by gennoveus
I'm quite a few levels in and wow this is really excellent. Powerslave is one of the few build engine games I never played back in the day and when I picked it up recently I could see that while it was close to being a good game, it wasn't quite there and I ended up bouncing of it after a while. Your rework of it really improves the core gameplay while keeping it feeling like the original should have been had it been given a little more care and time. I am really enjoying myself! The combat feels so much better and the shotgun is a great addition. Thank you!
Re: Re-PowerSlave v1
Posted: Sat Jul 24, 2021 7:29 am
by furyweb
Is there anyway to get the movement more like the original, similar to quake movement?
Re: Re-PowerSlave v1
Posted: Sat Jul 24, 2021 9:06 am
by SAmik37
furyweb wrote:how does the whole turning into a mummy work. I mean it seems random to me when it happens.
There is chance that mummy cast a red skull instead of regular white \ gray skull, if you get hit by this red skull, you turn into a mummy
furyweb wrote:Is there anyway to get the movement more like the original, similar to quake movement?
Nope, I do believe player movement are completely done. So don't expect any changes
Re: Re-PowerSlave v1
Posted: Sat Jul 24, 2021 5:14 pm
by Dr_Cosmobyte
I loved it. So faithful to the original, yet with its own quirks. I just wanted to point something out, dunno if anybody else did: Since you're aiming for angled weapon consistency, the Cobra Staff has one angled fram that might serve as a good basis (SNAKE6). It kinda makes the difference even more obvious. =p
Other than that, great job!!!
Re: Re-PowerSlave v1
Posted: Sun Jul 25, 2021 2:59 am
by Cyann3
oh yeah, just wanted to ask, where is the music from? is it from the original game? cuz it fucking rocks
Re: Re-PowerSlave v1
Posted: Sun Jul 25, 2021 8:09 am
by SAmik37
Cyann3 wrote:oh yeah, just wanted to ask, where is the music from? is it from the original game? cuz it fucking rocks
Amazing remake, just like Re-Blood. I really wish to see this completed. Good job!
Re: Re-PowerSlave v1
Posted: Mon Jul 26, 2021 9:57 am
by SAmik37
If somebody is interested, there is few screenshots from recent Co-op / Deathmatch tests.. :)
Re: Re-PowerSlave v1
Posted: Mon Jul 26, 2021 10:13 am
by YukesVonFaust
Played the mod, it was awesome. loved powerslave so goddamn much.
there's one gripe: The flamethrower doesn't damage enemies.
Re: Re-PowerSlave v1
Posted: Mon Jul 26, 2021 10:13 pm
by SAmik37
YukesVonFaust wrote:Played the mod, it was awesome. loved powerslave so goddamn much.
there's one gripe: The flamethrower doesn't damage enemies.
You sure about this? Should work just fine
Re: Re-PowerSlave v1
Posted: Sat Jul 31, 2021 4:09 pm
by Captain J
This is some largest, juiciest and meanest TC i have ever played. There are some improvements that made Powerslave/Exhumed mechanic a lot better, mostly with the weapons and headshot damage! The new soundtrack is absolutely kick ass and i could hear all day.
So i have beat the whole level and was great, but got some feedback to share if that's okay.
Spoiler: IDMYPOS is on so you can find the dedicated problemos
- Look, i haven't beat the original game but Mummies' red skull projectile gives me full health and Mummy Staff and i can rather abuse it. They rarely drop the Staff upon death, though. Also the projectile's rotation sprites are in wrong order. It rotates in opposite direction.
- At the very first map, you have to fall into the pit and get a serious amount of damage to advance. There's a possibility of softlocking the game IF player's not experienced enough not to spend all the healing items around the map. Granted, it's not gonna happen often and you easily can restart the game. But i honestly Duke 3D did it so much fair and better: They simply put a healing item where the player's going to land.
- I'm not judging TC's enemy AI, but there's something funny going on with them. When hide from them after detecting me or run behind them, they stop chasing me. Even in the midst of battle they stop doing something. Not sure why this is happening.
- A small nitpick, but the pushwalls in this TC lack sound effect.
- Most of the Gore Props are destructible. Even you can kick the severed head as well. However, this particular prop cannot be destroyed.
- Set was absolutely a beast to deal with and i loved the whole fight. But you can damage him while the gate's not open by lobbing grenades between the bars AND he gets stuck like this when he jumps close to the wall. It's a good cheese.
- Jon's taunt voice clips sound rather quiet. Can't hear anything what he says!
- Shotgun is really awesome and powerful. However what's up with the firing sound effect? Not complaining but it sounds like big bass boost that heard from some kind of Dubstep music.
- I honestly think Machete has extremely short range and makes me feel it's too much trivialized, especially in underwater: it moves way slow but the fish. Really difficult to attack in right time.
- When i use either Increased Weapon Power or a Torch, the whole screen flickers like hell. I'm afraid it's an eyesore especially if you activate both of them in the dark. Better put Epilepsy Warning at OP, no?
- This one's a suggestion. Can i expect to see the alternative stuff from different ports? Like Scorpion and Amun Bomb, but with different mechanic or something.
- You can pick up the same, several powerups but it doesn't give you the hint how many you've got. Like numbers.
- Fireball Projectile spawns blood splat upon getting shot.
So yeah. Really good and promising stuff! I absolutely will look forward to it.
EDIT: Additional feedback added to the spoiler. Check it out!
Re: Re-PowerSlave v1
Posted: Sat Aug 07, 2021 12:03 pm
by Awesreek
So for starters, I wanted to say on the whole fantastic work so far. Whilst I do enjoy the original Powerslave the changes and additions made here for the most part IMO greatly enhance the experience as a whole and I am incredibly excited to see this mod finished. With that said, there are a few things I do think could use some work.
For starters, whilst the act of throwing grenades has been improved the grenades actually feel like a bit of a downgrade on the whole due to their massively downgraded blast radius. They're incredibly inconvenient to use and there is almost no reason to unless you're dry on ammo. I would recommend at least doubling the blast radius, and maybe even having them detonate on impact with an enemy.
The piranhas are kind of unreasonably fast. I appreciate wanting to make them more of a threat but there were several times in the first level where I got cornered by them because they were relatively easily able to outmaneuver me. If this aspect of them isn't going to be tweaked then I'd say an easy remedy would be just to let the players use their guns underwater. I understand OG Powerslave didn't let you, but the piranhas there also weren't much of a threat.
There are a few sounds that feel *REALLY* off, notably the sound of the revolver and explosions. I'd say most of the other sounds work but the explosions and the revolver don't really feel like they fit into the auditory fabric of Powerslave if that makes any sense, I suppose the gore sounds a tad as well but not to the same extent. With the revolver in particular it sounds way more powerful than it actually is leading to this awkward dissonance where it feels like the gun is trying to obnoxiously compensate for its damage output. The other weapon sounds feel pretty appropriate though, with the *TUNK* sound of the shotgun being a favorite of mine.
And finally, really really minor thing, I find the decision to have the cobra staff be centered an... odd decision? It wasn't on the original game and this mod goes out of its way to resprite the weapons to fit a more modern style of placement so the cobra staff always being centered is a tad strange.
But on the whole, fantastic work so far, over the course of 2 days I've enjoyed it so much I've played through it twice and tbh I'll probably play through it again relatively soon, keep up the good work.
Re: Re-PowerSlave v1
Posted: Wed Oct 20, 2021 5:08 pm
by jatiwi7211
The text size in the game should be larger. The chain icon from Duke Nukem looks out of place. The cobra staff shouldnt be centered when not shooting. The revolver sound is weird and shoots too fast. Why is it always a double barrel shotgun in most games? A slow shooting trenchgun would fit far better and finally make a change.
Most importantly, more customization would be great like switching between old and new weapon sprites, music etc.