WojtTheDoomer2K wrote:Weapon reload doing nothing - have you downloaded and installed the patch? The patch contains manual reloading, several people tested it and it worked for them. Maybe you don't have it binded?
I didn't know that the patch is not included in the main build. I'd suggest releasing a v1.1 including such a patch, because I can imagine that others miss the patch as well.
WojtTheDoomer2K wrote:Shooting the water produces sparks - truth be told I wanted to change that since day one of development but was unable to find any good splashing effect and I didn't want to steal the one from Brutal Doom.
Feel free to use the one from Blade of Agony
WojtTheDoomer2K wrote:Doors being visually marked as unusable I didn't do because for realism's sake as I like this sort of thing, it gives the world a more "realistic" feel; I always thought that a "door locked" sound indicator upon pressing was good enough. It was always like that in games when I was a kid, and this game being a homage to them, I decided to make it that way.
I understand this from the realism-point of view, but realism is not what is always the most appealing approach when it comes to playing games
Imagine: You know your maps, you placed every sectors, rooms, doors. You know where to go. A player does not know where to go next. And having to "use" every single door to find out that 80% of them can't be opened is simply frustrating and time-consuming. Nobody will say "Wow, this place feels so real, I had to check 20 doors to find out that 19 of them are locked and 1 door can be opened". There have been moments when I considered quitting the game because of this. Take this in consideration. You won't lose gameplay value if you mark locked or decorational doors as "locked".
WojtTheDoomer2K wrote:The reload number thing I was unable to program, but I wish I could, it'd help the players a lot.
You could take a look at the code of Blade of Agony how it is done. On the other hand I am sure someone in the forums here can help you with it, it's a common thing. Just ask
I would help but I am not a programmer myself.
WojtTheDoomer2K wrote:As for objective indicators, I didn't want to add any, fearing people would complain about objectives being too easy to find or too obvious. For a while, I thought about making radioes, walls you must destroy etc. emit an orange glow (like the "place bomb here" markers). Perhaps I will utilize a "!" mark on them?
We usede the "!" approach in Blade of Agony as well and it worked wonders. You can still add a hotkey to deactivate or activate the markers as a player's choice, if some of them don't want to lose immersion by adding markers. But in my eyes, many of the usable items are not obvious. And it was kinda frustrating to search after them. In one case I had to open the map in an editor to find it. And then you know something is wrong with leading the player through the map.
WojtTheDoomer2K wrote:Hah, the "bugged" US flag isn't bugged at all! There is nothing wrong with colors there! It's one of the flags of African-Americans, hung in the barracks by some proud-to-be-Afroamerican soldiers.
Thanks for clearing up, I wasn't aware of that
WojtTheDoomer2K wrote:About skippable briefings and ending sequences, Im not sure if that is a good idea. They only happen once, and the player isn't forced to watch them everytime he dies or something.
I'd suggest being able to skip messages by messages in this regard. I am a fast reader and I'd really liked to have the option to proceed faster here. For the whole skipping, imagine players playing the mod a second or third time. They know the briefing already and they want to skip it. This would come in favor for a replay value.
WojtTheDoomer2K wrote:Yeah, I really should add some info about the E1M4 elevator and other stuff such as the vent thing. I thought of that, but I thought that if I'd do that, people would complain about the game being "too easy" and "guiding the player the whole game by holding his hand", some critiques of games I hear a lot nowadays. I thought of that always in terms of Half Life 1 puzzles where not much was said to the player. But looking at it now, yeah, some indication is needed.
Exploration is always a good thing but you need to know that you have to explore, and where to look for it. You don't need to hold the players hand, but guide him into the right direction at least with a little hint
WojtTheDoomer2K wrote:The E1M5 "walls" are actually meant to be walkable, as they're meant to be those weird line-shutter things found in club walkways; I should've gone with horizontal stripes to make it more obvious tbh. And yeah, I really should change that pipe-climbing puzzle to something better, as I wasn't too fond of it myself.
Understood, but this brings another problem: The line-shutters are not obviously "walk-through" so players might end up softlocked because they do not know that the texture can be walked through.
WojtTheDoomer2K wrote:As for portals, a bit of an embarassing thing buuut... they don't work on my GZDoom. I guess I'll avoid making these sorts of "dropping down/up" types of transitions in my future mods.
These room over room areas are very cool. But may I ask why they do not work on your GZDoom? It's a official feature, using these connections and they are well documented. We used them in Blade of Agony a lot.
WojtTheDoomer2K wrote:Terminator isn't actually meant to be a boss - just a very, VERY tough enemy. He's actually a leftover from a very early and very different draft of the mod with much more wacky stuff like zombies and evil Hadron Colliders, and I didn't want to remove him, so I made him a very rare enemy.
Add a health bar to him, he is though and feels bossy
I am going to continue playing the next days, also with the patch incorporated. Looking forward to improvements though, it makes me want to continue if I know that these things get adressed. The mod is worth it, believe me. It's a very good piece of project and I could help you with some graphics and assist as well, because I see a lot of potential.