[Release] The Trailblazer - 1.5e

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conspirade
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Re: [Release] The Trailblazer (1.2b)

Post by conspirade »

Greetings, i've tried to enter Doom with this mod but it doesn't run ... I updated the game but it doesn't work. Thanks for your help.
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wildweasel
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Re: [Release] The Trailblazer (1.2b)

Post by wildweasel »

conspirade wrote:Greetings, i've tried to enter Doom with this mod but it doesn't run ... I updated the game but it doesn't work. Thanks for your help.
You're going to have to be more specific. What doesn't work? Do you get any messages?
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DoomKrakken
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Re: [Release] The Trailblazer (1.2b)

Post by DoomKrakken »

You know, in the next version of Trailblazer, could you make it so that the Chrome Justice has its own ammo, rather than relying on the same kinds of shells the Fleshrend shotguns use? It's quite unrealistic that one uses three shells to load one shell into the Chrome Justice. It could very well be like Project MSX, in that it has a supershotgun that uses its own shell ammo. It'd be cool to have the player be able to carry a maximum 40 Chrome Justice shells, and 80 with a backpack, in addition to the standard 120/240 12-gauge shells the Fleshrend shotguns use (besides, if the Chrome Justice eats three 12-gauge shells per shot, then 120/3 = 40, and 240/3 = 80).

Also, it would be super awesome if the Sidekick didn't become so useless after picking up the FMG and the Leadspitters (I still use it to pick off small creatures from time to time, when I want to conserve bullet ammo, since the FMG and Leadspitter uzis, well, spit lead). It would be nice if it had a damage buff, and ran on its own ammo. Namely, .50 Action Express pistol ammo. Since the bullets would be so big, the magazine size should be reduced to 10 if implemented.

What do you guys think?
Last edited by DoomKrakken on Sat Mar 28, 2015 12:44 pm, edited 1 time in total.
osjclatchford
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Re: [Release] The Trailblazer (1.2b)

Post by osjclatchford »

Sounds like a waste of time to me... this mod is damn near perfect as it is...
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DoomKrakken
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Re: [Release] The Trailblazer (1.2b)

Post by DoomKrakken »

The changes I suggested for the Chrome Justice makes the mod more realistic... how do you consume three shells per one shell loaded into the Chrome Justice?

Plus you wouldn't have to use the Chrome Justice's shells at the expense of the Fleshrend's shells.

And, the Sidekick wouldn't become so useless. I really hated the pistol from Vanilla Doom because it became useless after picking up other weapons. I don't like useless weapons.

I dare say that this could bring Trailblazer much closer to perfection.
AdmiralAjax
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Re: [Release] The Trailblazer (1.2b)

Post by AdmiralAjax »

Honestly I feel like that would certainly help with keeping the guns in your hands instead of just going with the usual shotgun-chaingun-RL combo that pretty much anyone who has played vanilla defaults to. Who ever uses the pistol after they get the shotgun unless they run out of ammo? And while I love the Chrome Justice effects when the fleshrenders are so much faster, I hardly use it after a minute or two when I first grab it.
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Re: [Release] The Trailblazer (1.2b)

Post by DoomKrakken »

Amen to that. :D

The Chrome Justice does eat up a lot of ammo. It's great against big game, such as the Mancubus, Knight, Baron, Arachnotron, and Revenant. It's also great for plowing through hordes of Imps/Pinkies/Zombies.
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Cryomundus
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Re: [Release] The Trailblazer (1.2b)

Post by Cryomundus »

Per shell used, the Chrome justice is much, much more powerful than the Fleshrends. Plus, the main fire is piercing, so it's best used on crowds. The alt-fire hits only one, but deals much, more more damage. This is coming from someone who's played with this a whole bunch btw, and the chrome justice does not need any sort of change. The sidekick though, could stand to get a buff. So could the nutcracker, actually, if you gave it a scatter shot that explodes on impact. It'd solve it's whole in-ability to deal with crowds.

Also, kindly stop with trying to bring it closer to realistic. It adds nothing.
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DoomKrakken
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Re: [Release] The Trailblazer (1.2b)

Post by DoomKrakken »

I only bother with realism when I think about it. When I'm playing the game, it's fine, but when I'm not, it bugs me. Unless it's supposed to be something super crazy such as Russian Overkill or Zharkov Goes To The Store, I like for things to be more realistic. I guess it's a personal problem, but I don't think I'm alone on this matter.

This is coming from the guy who played Trailblazer a whole bunch pretty much ever since its release, and from the guy who's seeing these exact same concepts being implemented in Project MSX.

That scattershot idea doesn't sound half-bad... if the Nutcracker uses separate ammo for that (as in, instead of the Z-Bore slugs), then that could truly work! :D

But it works fine without the alt-fire. Great for sniping, killing enemies in a single file, and super-jumping. :D
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Cryomundus
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Re: [Release] The Trailblazer (1.2b)

Post by Cryomundus »

DoomKrakken wrote:I only bother with realism when I think about it. When I'm playing the game, it's fine, but when I'm not, it bugs me. Unless it's supposed to be something super crazy such as Russian Overkill or Zharkov Goes To The Store, I like for things to be more realistic. I guess it's a personal problem, but I don't think I'm alone on this matter.

This is coming from the guy who played Trailblazer a whole bunch pretty much ever since its release, and from the guy who's seeing these exact same concepts being implemented in Project MSX.

That scattershot idea doesn't sound half-bad... if the Nutcracker uses separate ammo for that (as in, instead of the Z-Bore slugs), then that could truly work! :D

But it works fine without the alt-fire. Great for sniping, killing enemies in a single file, and super-jumping. :D
Except it doesn't work as a bfg-replacement. It literally doesn't fulfill the purpose the BFG had, which was dealing with large amounts of enemies, not ones lined up in a line. Sure it's kinda strong, but it's also just a railgun that has a larger radius and has a huge knockback. It also tends to be blocked by torches and walls too, since the radius is so large. I mean, even with the bfg ball hit a wall/decoration, you could still deal damage via the tracers. If the nutcracker hits a freaking torch, well, that's it, you missed, and probably got chucked into a shitty position too or off a cliff. Guess you gotta waste another shot or two getting back up! That's a good idea for a weapon with a measly 20 shots, right?

Heck, you could just have the 2nd shot take 2 ammo per alt-fire rather than the one. Not everything needs to be solved by adding unneccessary clutter. I mean, even if you add yet another ammo type, what ammo pool are you gonna put it in? The rocket and cell pool already have 4 total ammo types. Adding another would just mean limiting the player further if they lack the gun that uses that ammo.
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DoomKrakken
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Re: [Release] The Trailblazer (1.2b)

Post by DoomKrakken »

But that's what makes the mod so cool! You have to come up with different strategies for wrecking stuff! Some things become easier, while others become harder. The exact same thing happened with Project MSX's Sniper Gauss Cannon, the BFG replacement. It received a lot of flak because it was an accurate weapon, not a hugeass explosive weapon (though I've no idea why they would complain when the Chimaera Pulse Rifle has a BFG-like firing mode). But this is where you need to be careful with what you shoot, when you shoot, and where you shoot. If you're going to endanger yourself with the Nutcracker, don't use it! Use that Skullthrottle minigun instead! It's F___ING POWERFUL! Don't forget about those grenades with your rapidfire Patriarch grenade launcher and 30 mm bullets from that Hellraiser revolver.

Some doors are closed, and others are opened.

I would rather have the option of having 20 Nutcracker scattershot rounds and 20 standard Nutcracker rounds than have 20 Nutcracker rounds that can be gone in 10 shots from using its alt fire.
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Cryomundus
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Re: [Release] The Trailblazer (1.2b)

Post by Cryomundus »

DoomKrakken wrote:But that's what makes the mod so cool! You have to come up with different strategies for wrecking stuff! Some things become easier, while others become harder. The exact same thing happened with Project MSX's Sniper Gauss Cannon, the BFG replacement. It received a lot of flak because it was an accurate weapon, not a hugeass explosive weapon (though I've no idea why they would complain when the Chimaera Pulse Rifle has a BFG-like firing mode). But this is where you need to be careful with what you shoot, when you shoot, and where you shoot. If you're going to endanger yourself with the Nutcracker, don't use it! Use that Skullthrottle minigun instead! It's F___ING POWERFUL! Don't forget about those grenades with your rapidfire Patriarch grenade launcher and 30 mm bullets from that Hellraiser revolver.

Some doors are closed, and others are opened.

I would rather have the option of having 20 Nutcracker scattershot rounds and 20 standard Nutcracker rounds than have 20 Nutcracker rounds that can be gone in 10 shots from using its alt fire.
And yet they still just don't quite cover the gap left by the BFG9000. See what I'm getting at? Sure, the Skullthrottle is powerful... if you're not thrown immediately into a horde. Shooting down enemies one at a time sure is fun! Patriarch kinda works in the same way that the rocket launcher did. Except with a 12 shot clip. Same with the Bitchmaker, only with half the clip size. Trailblazer works about 90% of the time, unless you need something that covers an large swath of enemies fairly quickly, something that literally no gun in your arsenal can currently do. And the key word is "quickly", which means the skullthrottle is out, since you need to shoot each enemy individually. Honestly, the skullthrottle is your BFG, really, it not only has more ammo, but it fires quicker and its by far the easiest weapon to stun-lock with. By comparison, the Nutcracker absolutely sucks as an offensive weapon. Sure, you can jump with it, but since no maps ever actually NEED that, it's a moot point. It's a railgun that needs steady aim and a clear shot. Aim a little too far off and WOOPS WASTED SHOT. WOOPS CLIPPED A TORCH SHOT DESTROYED. And so on and so forth.

Project MSX suffered from the same syndrome, really, albiet with another weapon that only sort've worked as a BFG replacement, but with a laughably tiny radius and no tracers.
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DoomKrakken
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Re: [Release] The Trailblazer (1.2b)

Post by DoomKrakken »

Well, different weapons are good for different occasions. The Skullthrottle minigun is ideal for those crowd-control situations. But hey, just because the Skullthrottle is better at crowd control than the Nutcracker doesn't mean they should switch roles.

If you want to take out single targets or single-files of monsters, the Nutcracker is ideal.

No maps may need Nutcracker-jumping, but they sure as hell can be made shorter with one jump (such as Doom II, MAP29).

The thing is, with these accuracy-oriented weapon mods, once you get really familiar with the weapons, they'll work wonders for you.
osjclatchford
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Re: [Release] The Trailblazer (1.2b)

Post by osjclatchford »

seems that not everyone 'gets it'... shame but there it is...
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DoomKrakken
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Re: [Release] The Trailblazer (1.2b)

Post by DoomKrakken »

True that.
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