Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)

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insightguy
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by insightguy »

MAXIMUM PAIN!
Double damage that goes both ways.

Garden mowing
all bladed melee and ranged weapons only

A visit from a mad god
rains arrows, fireballs and all sorts of crap.........your'e pretty much screwed unless your indoors

Action packed
enemies from action doom 1 and 2 will appear

Wild wild west
western weapons spawn (revolvers, rifles and dynamite)
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Project Shadowcat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Project Shadowcat »

insightguy wrote:MAXIMUM PAIN!
Double damage that goes both ways.
I can only think that with how much damage that gets slung around in Reelism already, this will most certainly lead to a quick death for the player.
I was thinking about a counter to your idea, a "Pacifist shield", that halves damage both ways, but then the shredding of goons will halve as a result and the arena will populate unchallenged. .... Unless you happen to have a Railgun, Bazooko, Tank Mode, Dog Mode, Hammer of Retribution (w/ mana), or the heavy chaingun, which smokes out all the lessers pretty damn easily anyway.

Idea: Add the Hammer of Retribution to Melee Masters. Weapon is still reasonably useful even without any mana. (Besides, if you get stuck with Optic Invasion with this reel, it'll give you some Anti-air!)
Suggestion: Somewhat increase ammo drop rate for wild dogs? On that same token, DECREASE ammo drop rate for Bronies?
Suggestion: All Blue Magic weapons should give more energy cells. 10 won't go far at all, especially with their horrifyingly low DPS Damage Per Shot.
Idea: Blue Magic uses a new ammo type, Blue Energy Cells? It's somewhat disappointing when I had an NRG reel previously that I can bank on energy cell drops to recharge my Plasma gun and Thunderbolt. :P
Suggestion: The Thunderbolt doesn't really bleed through ammo very quickly (about as fast as the Plasma Gun), so maybe reduce its ammo pickup to 40 like all the other NRG reel weapons?
Complaint: I don't think there are enough weapon spawns in the Creature of Chaos guest map. Sorry, FireSeraphim!
Complaint: Continuum of Discord overpopulates WAY too quickly. Tank mode isn't enough to keep the population down and prevent suffocating in the sea of bodies. By Round 3. Sorry, Xaser!
Gez
 
 
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Gez »

Hey Kinsie, have you thought about a Bitman Zeta reel? :)
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Ed the Bat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

Gez wrote:Hey Kinsie, have you thought about a Bitman Zeta reel? :)
D'oh! You beat me to it, Gez. I've been sitting on this idea for a couple weeks now, but I guess I figured 'Ah, Kins has enough on his plate without me piling more suggestions on 'im!'

So... I guess I owe you thanks again, Gez! This time, for putting the idea on the table without me having to burden my own conscience! =P
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Ed the Bat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

Wait wut 8/

Kins, there's two sets of soundbytes for Jetpack Larry in here. And one of them's in .wav format, so that's about 250kb of waste.
Might wanna get that sorted out. By the way, they're under different names (one set is JDIE- and the other is LDIE-) so make sure SNDINFO is happy with however you handle this.
TheShadsy
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by TheShadsy »

Believe me, the idea phase has just begun. I recently sent over a batch of 40 or so rule suggestions. Suffice to say that a lot of them, coincidentally, sync up with some of the suggestions in this thread.
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Kinsie
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Kinsie »

Ed the Bat wrote:Wait wut 8/

Kins, there's two sets of soundbytes for Jetpack Larry in here. And one of them's in .wav format, so that's about 250kb of waste.
Might wanna get that sorted out. By the way, they're under different names (one set is JDIE- and the other is LDIE-) so make sure SNDINFO is happy with however you handle this.
Oh, well that would explain why Larry's sounds were "missing". :V

Wax the WAV ones, please.
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Project Shadowcat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Project Shadowcat »

While everyone seems to want new reels, I feel content enough in suggesting ways to improving/fixing the existing ones. Is there something wrong with me? :P
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Ed the Bat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

Project Dark Fox wrote:While everyone seems to want new reels, I feel content enough in suggesting ways to improving/fixing the existing ones. Is there something wrong with me? :P
Fox, you're a man after my own heart! Improving what already exists is the kind of thing I live for!
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Project Shadowcat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Project Shadowcat »

Please, call me PDF. :) (There's enough foxes on the forums.)
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Ed the Bat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

Just as long as you're not affiliated with Adobe! :P
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Project Shadowcat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Project Shadowcat »

Quite the opposite, in fact. ;)
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Ed the Bat
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

So, in regards to what was brought up a few days ago, I would personally like to see focus put towards improving what's already in, as opposed to ideas for all-new things. Don't get me wrong, new stuff can be excellent, but making what currently exists even better must never be underestimated. If nothing else, it's certainly simpler to implement revisions than it is to squeeze in more things.

So, for instance, do you think there's a reel that needs another kind of monster or weapon in it? Personally, I think Blue Magic could benefit from the addition of the Beggar's shiv -- it could use graphics harvested from Strife's punch-dagger and could work as an upgrade over the unarmed combat.

Another good way to improve the existing is to adjust how things work. Do you think a weapon needs to be more powerful, or a special effect needs better graphics? Is something in here just downright broken? Point 'em out! I, myself, came up with one or two such tweaks that you may just see in place for the next release!

Now remember, not every suggestion may meet approval. Kins gets the final say on his own project, after all. But it can't help to make your opinions known, because making the fans happy is a big part of releasing a project. And even though Kins may not have much free time very often, I usuaully have pretty big chunks of it, so if an idea comes through that I really agree with (and I have the graphics/sounds I'd need to make it work), I might drum it up and show it to him to see how he likes it. If it gets the green light, it should be good to go for an upcoming release!

Here's to making this project the best it can be!
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XutaWoo
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by XutaWoo »

...That reminds me, I was supposed to toss some weapon tweaks at Kinsie wasn't I.

OOPS SPOILERS I'M WORKING WITH WEAPONS
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Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by wildweasel »

I still think the pistol needs quite a bit of work on power. It's either too slow, or too weak, and it's a pain to even fight the hitscan zombies with it.
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