Unfortunately not possible with my limited iPhone internet at the moment, but I am fucking curiouswildweasel wrote:You can always just download the released project and make some more yourself!Tormentor667 wrote:Me wants more screenshots
Urban Slaughter (released)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: Urban Slaughter (released)
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Urban Slaughter (released)
well try with your computer....Tormentor667 wrote:Unfortunately not possible with my limited iPhone internet at the moment, but I am fraking curiouswildweasel wrote:You can always just download the released project and make some more yourself!Tormentor667 wrote:Me wants more screenshots
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Deimos Anomaly
- Posts: 101
- Joined: Thu May 27, 2010 12:36 pm
- Location: Barcelona, Spain
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TheDoomGuy
- Posts: 260
- Joined: Thu Dec 14, 2006 4:08 am
Re: Urban Slaughter (released)
Good stuff here.
I do agree with ZDG though, what he suggested (melee/pistol/explosive weapons) are pretty essential, especially in a tactical squad-type of game. I mean, explosives aren't dire, but they do add to the fun. Who doesn't love blowing shit up tactically?
I do agree with ZDG though, what he suggested (melee/pistol/explosive weapons) are pretty essential, especially in a tactical squad-type of game. I mean, explosives aren't dire, but they do add to the fun. Who doesn't love blowing shit up tactically?
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JimmyJ
- Posts: 658
- Joined: Mon Nov 09, 2009 6:17 pm
Re: Urban Slaughter (released)
When you get to wave 4, are the monsters supposed to stop spawning, or have I encountered a glitch?
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Goper Nyth
- Posts: 5
- Joined: Mon Oct 13, 2008 6:46 am
Re: Urban Slaughter (released)
Acording to the scripts, you have to kill 500 more monsters before the monsters corresponding to the 4th wave start spawning. That's because you have a maximun of 650 for wave 3 and only 125 for wave 4.JimmyJ wrote:When you get to wave 4, are the monsters supposed to stop spawning, or have I encountered a glitch?
Screenshots (6): http://img153.imageshack.us/slideshow/w ... 005221.png
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amv2k9
- Posts: 2178
- Joined: Sun Jan 10, 2010 4:05 pm
- Location: Southern California
Re: Urban Slaughter (released)
Goper Nyth wrote:For those who are asking for explosive weapons: You are not checking the secondary fire of the weapons.
Spoiler:My only caveat is you're often at a severe disadvantage if the troopers get stuck away from you; I think some second-floor walkways (and more monster spawnpoints up there so you're not completely safe) would be nice.
Otherwise this is a very very fun wad. Props to you, Deimos Anomaly
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Tragos
- Posts: 624
- Joined: Tue Jun 02, 2009 5:59 pm
- Location: [Getting frisky with Xeno's]
Re: Urban Slaughter (released)
Imperial Guard vs. Demons.... SWEET!
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MagSigmaX
- Posts: 163
- Joined: Tue Sep 22, 2009 8:52 pm
- Location: Panamá
Re: Urban Slaughter (released)
Excelente tu mod!
I like the map design! But like anyone else here has said, you have to add a melee weapon, trying to avoid huge waves of enemies with nothing to fight back is not fun. Also the grenade explosion sound is too soft, even if I am really close of the explosion spot the sound is barely audible.
I like the map design! But like anyone else here has said, you have to add a melee weapon, trying to avoid huge waves of enemies with nothing to fight back is not fun. Also the grenade explosion sound is too soft, even if I am really close of the explosion spot the sound is barely audible.
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qwerqsar
- Posts: 236
- Joined: Sat Jun 02, 2007 10:06 am
- Location: The beautiful Anahuac (A mexican kind of Midgard)
Re: Urban Slaughter (released)
Sweet. I never saw the alt-fires! 
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Davidos
- Posts: 329
- Joined: Mon Aug 29, 2005 2:52 am
Re: Urban Slaughter (released)
The alt-fires are the first thing I check in ANY mod with changed weaponry...
... hell most of the time I don't even play a wad/mod if the weapons are still the same old boring vanilla ones.
Gameplay got a little dull over time, it felt like it was impossible to lose, just continuesly spawning backup here and there and taking a few potshots with the shotty + flamethrower...
... hell most of the time I don't even play a wad/mod if the weapons are still the same old boring vanilla ones.
Gameplay got a little dull over time, it felt like it was impossible to lose, just continuesly spawning backup here and there and taking a few potshots with the shotty + flamethrower...
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Tragos
- Posts: 624
- Joined: Tue Jun 02, 2009 5:59 pm
- Location: [Getting frisky with Xeno's]
Re: Urban Slaughter (released)
I love this.... I would only enhance it further by adding different types of Marines, also the effective range of the turrets seems a tad low. The map itself is designed very well, I only wish some of the doors worked. I was hoping to also see a lasgun.... 