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Re: [Release] The Trailblazer (1.2a)
Posted: Fri Jan 16, 2015 12:58 pm
by Captain J
amv2k9 wrote:Alteisen wrote:Would it be possible to somehow beef up the Cradle and Grave revolvers? I love using them but somehow I feel like they're a bit underpowered.
They're an infinite-ammo replacement for a melee weapon; there wouldn't be much point in using the Sidekick if the C&G were stronger.
also, good accuracy, fast reloading and speed.
Re: [Release] The Trailblazer (1.2a)
Posted: Fri Jan 16, 2015 1:28 pm
by Xaser
Crowning Trailblazer Moment of Awesome of the Moment: falling off MAP29's end platform while fighting the cyberdemon then using the Nutcracker to leap back on top of it. Yee-motherfucking-haw.

Re: [Release] The Trailblazer (1.2a)
Posted: Fri Jan 16, 2015 2:21 pm
by Crudux Cruo
Edit: See balance mod thread!
Re: [Release] The Trailblazer (1.2a)
Posted: Fri Jan 16, 2015 3:07 pm
by Zhs2
Not to harp on your preferences or hard work, but I, for one, feel it suitable for another thread. Balance can be a very iffy issue with a lot of suggestions and tweaks, after all. Thanks to this post, though, I was a little surprised to find that Pillow got around my suggestions of old damage nerfing by adding a few pellets here and there - originally the Fleshies and Chrome were balanced against Doom's normal shotgun, with seven pellets a shell. Fleshrend's gain was double that, and Chrome had triple plus bonus in the altfire to round it off as the shotgun of choice for pure damage; I think, originally, the Chrome did fire 24, 25 pellets or so, not that 30 is bad now but I think I personally would have settled at 27 - average just under the Vanilla supershotgun's max potential. It's the Trailblazer, baby!
Crudux Cruo wrote:Uzis give more ammo (15 > 0)
Well, I mean, Leadspitters themselves are never given directly... The CustomInventory pickups handle that.
Re: [Release] The Trailblazer (1.2a)
Posted: Fri Jan 16, 2015 3:36 pm
by Crudux Cruo
Zhs2 wrote:Not to harp on your preferences or hard work, but I, for one, feel it suitable for another thread. Balance can be a very iffy issue with a lot of suggestions and tweaks, after all.
Well, I mean, Leadspitters themselves are never given directly... The CustomInventory pickups handle that.
No offense taken; if there are others that feel the same way im sure one of the admins wont mind moving it, and thats cool too. This is in a way a nod to doomnukem and pillowblaster for making the awesome mod before us, and i hope by making this that it'll allow pillow to have a breather and to focus on the actual bugs and playability instead of the little gameplay tweaks - which hes more than welcome to add should he choose, but from the sounds of it probably not.
as for the damage, its tricky balancing things, but i found the 8 pellet scale to be pretty decent. 16x6x3 is a maximum of 288 damage with a average of somewhere around 200-230, usually that means one dual blast of fleshrend to a caco means its toast. its pretty badass. the chrome justice... i can see why he decided on 30 pellets (450 max), but its a tad overpowered still to me. 24x5x3 is 360 at the best. 27 would make it 405... i think ill try out your suggestion as it actually would balance it out a bit better. the other aspect is mean averages are better with more projectiles, so 27 will still be a bit more random than 30 but less so than 24... ill let ya'll know.
also for people wondering why its not out, i was gonna release it this morning before work and saw the new patch! now i have to re-add it all to the new lol!
Re: [Release] The Trailblazer (1.2a)
Posted: Sat Jan 17, 2015 6:21 pm
by PillowBlaster
TheRailgunner wrote:Regarding monster aggressiveness...:
Oh, didn't know about that. Good to know, I'll dick around with it!
amv2k9 wrote:Alteisen wrote:Would it be possible to somehow beef up the Cradle and Grave revolvers? I love using them but somehow I feel like they're a bit underpowered.
They're an infinite-ammo replacement for a melee weapon; there wouldn't be much point in using the Sidekick if the C&G were stronger.
There's your answer! And no wonder why, as the inspiration for this guy comes from the likes of Mad Max or Snake Plissken (Dooms side), and Daniel Garner (I like Painkiller and I cannot lie)... yeah, we've all seen this before. I like to reinvent the wheels, after all.
Xaser wrote:Crowning Trailblazer Moment of Awesome of the Moment: falling off MAP29's end platform while fighting the cyberdemon then using the Nutcracker to leap back on top of it. Yee-motherfucking-haw.

That's what it was made for!

[/silentfangasm]
Crudux Cruo wrote:No offense taken; if there are others that feel the same way im sure one of the admins wont mind moving it, and thats cool too. This is in a way a nod to doomnukem and pillowblaster for making the awesome mod before us, and i hope by making this that it'll allow pillow to have a breather and to focus on the actual bugs and playability instead of the little gameplay tweaks - which hes more than welcome to add should he choose, but from the sounds of it probably not.
I don't mind myself, I just wish I was notified first via priv that's being done, as it was quite a surprise. I didn't think you'd take me seriously, as editing mods of the others is quite an undertaking for me - each person handles his personal space differently, sometimes had a royal headache while trying to wrap my head around one's thought process... and I can't say I could do things all clean and straight everywhere, especially in terms of weapon's decorate.
I think your thing might deserve it's own thread, as while I may not be bothered with this issue anymore, all the eventual suggestions for it might also land here. I am not objected to balancing things, I just have different approach - I started to think before randomly slapping some numbers in, but I can't say I'll get rid of it completely, if you folks catch my drift.
As of the mod, I can't promise it will develop any further from this point. Probably gonna do some minor tweaks where it will be needed, or perhaps somehow fill in the item gaps in the other iwads, if I will have time and ideas, that is. As you could already hear from DoomNukem himself - he doesn't intend to add anything on top of it, and I don't think there's much I could add here on my own, anyway. However, as the guy in question once again said - GC is still on the ball, so we might deliver it in the intended time and way!
Re: [Release] The Trailblazer (1.2a)
Posted: Sat Jan 17, 2015 11:57 pm
by Crudux Cruo
Released, enjoy! load after the mod to play. Also, admins, please move my mod post into another thread so as to be respectful to the wishes of others, please. Thanks in advance
on another note, i'm sorry to hear that. i have alot of respect for doomnukem as an artist and its a shame that he's been burnt out. I do hope you to wont be burnt out either and continue to work on this sporadically when you can. Thanks again for the awesome mod.
Re: [Release] The Trailblazer (1.2a)
Posted: Sun Jan 18, 2015 4:40 am
by TheBadHustlex
I've found out that the dashing-around feature (not the increased speed at low health-thin) can easily be incredibly annoying. While playing the last map of Hellground, I died like 5 times because I unintentionally slided into instakill-lava. Also, it goes on my nerves even when it doesn't kill me, because I keep sliding of small platforms when I really don't want to.
Could you please remove that? Or make an entry in the option-menu where you can disable it?
Re: [Release] The Trailblazer (1.2a)
Posted: Sun Jan 18, 2015 5:21 am
by Captain J
Just a thought, make it press triple times to activate it would be a good idea, too.
Re: [Release] The Trailblazer (1.2a)
Posted: Sun Jan 18, 2015 8:28 am
by xenoxols
I think it should just be the run key and a direction, like Project MSX.
EDIT: Also could you put the strife keys back in the menu?
Re: [Release] The Trailblazer (1.2a)
Posted: Sun Jan 18, 2015 9:14 pm
by Cryomundus
xenoxols wrote:I think it should just be the run key and a direction, like Project MSX.
EDIT: Also could you put the strife keys back in the menu?
Honestly, this would be the best option really. Both MSX and Demonsteele do the whole "button + direction to dash" thing and works much, much better than double tapping a key. Plus, the whole double tapping thing really works against players that are trying to walk across really thin ledges, as you'll just fly off them by accident.
Re: [Release] The Trailblazer (1.2a)
Posted: Mon Jan 19, 2015 12:37 am
by DoomKrakken
Cryomundus wrote: Plus, the whole double tapping thing really works against players that are trying to walk across really thin ledges, as you'll just fly off them by accident.
Agreed... I had to delete that script from my version, in order to fully enjoy the game.
I think it'd be nice if he had a double jump...
Re: [Release] The Trailblazer (1.2a)
Posted: Mon Jan 19, 2015 12:41 am
by DoomKrakken
How much damage does the Radsuit prevent?
Re: [Release] The Trailblazer (1.2a)
Posted: Mon Jan 19, 2015 1:14 am
by Zhs2
Doesn't anyone just toggle autorun or use their run key as a walk key?
Radsuit: from Decorate/Items/Hazmat.txt:
Code: Select all
ACTOR PowerSuitProtect : PowerProtection
{
Powerup.Duration 0x7FFFFFFF
Powerup.Color Green, 0.05
Inventory.Icon "ENVMASK0"
DamageFactor "Normal", 0.85
DamageFactor "Fire", 0.6
DamageFactor "Ice", 0.6
DamageFactor "Slime", 0.0
DamageFactor "Poison", 0.1
DamageFactor "Drowning", 0.0
DamageFactor "PoisonCloud", 0.0
}
Re: [Release] The Trailblazer (1.2a)
Posted: Mon Jan 19, 2015 2:10 am
by DoomKrakken
Cool, thanks...
