[Dead] Zombi Outbreak

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Finalizer
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Post by Finalizer »

That's what I like about your work Cutman. Short and to the point, so you can get it out quickly and let us have our fun for a few minutes. Plus, your mods are just perfect for wasting a few free minutes. Can't wait to give this a go. :)
Cptschrodinger
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Post by Cptschrodinger »

Hey cutty, I got some sounds I think might fit the weapons better. If you like them I got more I can put up if you want, I neglected to include the pistol though as it has yet to be replaced.
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Sounds.zip
A shotgun blast, a smg shot, a rocket launcher firing, and an explosion.
(98.67 KiB) Downloaded 35 times
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Captain Ventris
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Post by Captain Ventris »

Well, the gameplay was great, and I think would be far enhanced in the long run by the player being faster, and by the copter dropping ammo, health, and maybe, rarely, instead of ammo and health, it could drop an ally, who would proceed into the the house and defend. Maybe there could be a hole in the roof where items drop in.

And, if a couple more rooms, just minor ones, were added, maybe not with entrance points, but just defendable rooms, the level would be awesome.
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Matt
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Post by Matt »

I like the "tainted damage" effect, though as it works right now it kinda feels like the zombies are shuffling over and oozing something vile on you instead of striking you with any force. Is this intentional?
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Enjay
 
 
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Post by Enjay »

I've been playing quite a few other games recently and when you come back to Doom you realise just what squat midgets the Doomguy and his ex buddies really are and how ridiculously low the Doomguy's POV is. I kept trying to uncrouch even when I wasn't crouched because my eye level seemed so close to the floor compared with other games. This mod uses pretty tall and normally proportioned enemies - perhaps raising the player's eye height might be worthwhile for this mod?
chis
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Post by chis »

Bah, don't be helpful then!
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Cutmanmike
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Post by Cutmanmike »

@chris, you should post your issue over at the Gzdoom forums over at drdteam.org

Anyway glad you guys like it. I was thinking all that work wasn't going to pay off! I might make a few changes before I release it. But new/bigger levels? No, I don't think so. The bigger the level the easier it is to run away. Not to mention it would require more zombies, and when it gets to about 500 you'll most likely get lag issues. If you want to do your own level, be my guest. Btw anyone tried nightmare mode yet?

Oh and quit bugging me to change sounds and graphics already. Does it really matter?! (Yes chrono I got your pm and will use some of those when I get round to it)
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Snarboo
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Post by Snarboo »

I like the idea, and some of the effects are pretty cool, such as the box inside of the house you can push around to block stuff. However, I have some big issues with the gameplay and atmosphere. It just doesn't feel scary or hectic enough. I'm sorry. :/
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Cutmanmike
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Post by Cutmanmike »

Scary wasn't the intention here. But I know what you mean by hectic. I tried to make it as crazy as possible by cramping the outside area out (it was originally a huge field) etc. Try it on nightmare, the zombie count is increased there.
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Alterworldruler
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Post by Alterworldruler »

Awesome stuff, though when rope appeared the battle started to be really hectic :lol: man it reminds me of timesplitters mode in which you kill zombies
to survive
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Cutmanmike
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Post by Cutmanmike »

You think it would be better if I made it if you can't go outside? That would make it feel a bit more defence based (but a bit more boring I imagine).
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Snarboo
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Post by Snarboo »

I actually thought going outside was a nice touch. While the house is protected, it's cramped, making it hard to escape if the zombies swarm inside. At least you can try and attack them outside where you can move around more but are less protected.

The only thing I'd fix is the Zombie AI. Even when I was outside, some of the zombies would get distracted and try to break inside the house rather than attack me. Of course, I imagine this is hard if not impossible to fix.

Edit:
I'm going to be honest and say I don't like the player's run speed. I know it was slowed down to make things tense and harder, as you could easily outrun the zombies at a normal clip, but it doesn't feel right. It makes the player character seem lacksadasial or crippled instead of concerned with his survival. If I was in the same situation, I would be running the entire time until I ran out of energy. A stamina bar would be nice, where you could run for a while but couldn't forever. I have no clue if this is possible in ZDoom, however.

I feel the same about how the player reloads the shotgun. It feels too slow and artificial. An easy fix would be to have the player reload it slightly faster, but have a random chance of fumbling when trying to insert the next round and then utter something like "Dammit" or "It's jammed!" I can try coding something up if you're interested.
Last edited by Snarboo on Thu Jul 05, 2007 4:06 am, edited 2 times in total.
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Cutmanmike
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Post by Cutmanmike »

Very hard in the doom engine ;)
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Snarboo
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Post by Snarboo »

As I thought it would be. I'm sorry, but I went back and edited my post. I'm trying to be constructive, but I understand if my criticism bothers you.
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Cutmanmike
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Post by Cutmanmike »

No no it's okay. Just no more dead baby hate okay? :P And yeah, after every test I was going to make the shotgun faster but I always got distracted by something else :?
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