Urban Slaughter (released)

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Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
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Operating System Version (Optional): Windows 11
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Location: Germany

Re: Urban Slaughter (released)

Post by Tormentor667 »

wildweasel wrote:
Tormentor667 wrote:Me wants more screenshots ;)
You can always just download the released project and make some more yourself!
Unfortunately not possible with my limited iPhone internet at the moment, but I am fucking curious
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DOOMERO-21
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Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Urban Slaughter (released)

Post by DOOMERO-21 »

Tormentor667 wrote:
wildweasel wrote:
Tormentor667 wrote:Me wants more screenshots ;)
You can always just download the released project and make some more yourself!
Unfortunately not possible with my limited iPhone internet at the moment, but I am fraking curious
well try with your computer....
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Deimos Anomaly
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Joined: Thu May 27, 2010 12:36 pm
Location: Barcelona, Spain

Re: Urban Slaughter (released)

Post by Deimos Anomaly »

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TheDoomGuy
Posts: 260
Joined: Thu Dec 14, 2006 4:08 am

Re: Urban Slaughter (released)

Post by TheDoomGuy »

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? :P
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JimmyJ
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Re: Urban Slaughter (released)

Post by JimmyJ »

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
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Re: Urban Slaughter (released)

Post by Goper Nyth »

:!: For those who are asking for explosive weapons: You are not checking the secondary fire of the weapons.
JimmyJ wrote:When you get to wave 4, are the monsters supposed to stop spawning, or have I encountered a glitch?
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.

Screenshots (6): http://img153.imageshack.us/slideshow/w ... 005221.png
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amv2k9
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Location: Southern California

Re: Urban Slaughter (released)

Post by amv2k9 »

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 :mrgreen:
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Tragos
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Location: [Getting frisky with Xeno's]

Re: Urban Slaughter (released)

Post by Tragos »

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)

Post by MagSigmaX »

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.
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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)

Post by qwerqsar »

Sweet. I never saw the alt-fires! :D
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: Urban Slaughter (released)

Post by Davidos »

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...
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Tragos
Posts: 624
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Location: [Getting frisky with Xeno's]

Re: Urban Slaughter (released)

Post by Tragos »

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.... :)

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