Rebel Rumble V.1.8: Honey i forgot to Update

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Captain J
 
 
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Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance

Post by Captain J »

Ye i really took your suggestion nicely and deeply. The TC itself looks much greater now! Thanks so much.

Anyway i just updated the mod again. Fixed some typo and the issue of resisto's hurt face blocking the automap.
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Captain J
 
 
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Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance

Post by Captain J »

de7ubby-86e5af71-f472-4ea4-9121-f28d57cfdf49.png
I told you not to play with legos outside :P

Anyways i haven't been drawing Rebel Rumble arts often, so this might do the trick! And hey, got any recommended map packs to play with?
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Captain J
 
 
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Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance

Post by Captain J »

Along with Netronian Chaos, i did the footstep fix for this mod as well. They used to still play footstep sound after they stopped walking for a few seconds.

Redownload again if interested!
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Spaceman333
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Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance

Post by Spaceman333 »

Surprisingly fun!

This mod has just enough abilities/safety nets to make the arcade game style work so well. At least with the red character, haven't tried the blue one yet.

I just ran through 6 big oblige levels with 200-400 enemies and kicked ass. Its a lot of fun to grab a gun, use it up, toss at someone then dodge slide to another gun on the ground to continue the assault. Someone said "Metal Slug" and I agree, it very much emulates that fun in its own cool way!

My only gripe is that the HUD isn't 5:4 or 4:3 aspect ratio compatible, making some important information get vanish over the edges of the screen. Thankfully gzdoom's 16:9 resolutions + blackbars still made it possible to enjoy the mod properly and see the full hud on my square monitor.
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Captain J
 
 
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Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance

Post by Captain J »

I'm so glad you enjoyed Rebel Rumble, despite it's finicky and in subpar quality compared to Netronian Chaos. Regardless it feels really happy to see people enjoying this mod even to this day.

And of course, HUD ratio issue is something i tried to fix but i might need more research on this. Thanks for pointing this out!
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Spaceman333
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Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance

Post by Spaceman333 »

Finally finished a full 32 map run with this mod, I love the ending cutscene scroll! :biggrin:

Plenty of fun and fast action, I recommend trying this mod out for those who haven't.
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Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance

Post by Captain J »

Thanks for playing! Still amazing to hear that people enjoying this mod.
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Re: Rebel Rumble V.1.8: Honey i forgot to Update

Post by Captain J »


(Not an unused enemy or something just uploaded it here because i haven’t drawn something lately)

It took time but i have finally updated and added something to Rebel Rumble!! The changes are significantly large so i had to elevate the version’s number. The changes are as follows:

Code: Select all

- You no longer can pick up more SPAM mines if you have full of them(i admit i was so stupid)

- Replaced Titan Max’s firing sound into something beefier

- Brightened the Icon of Sin cube sprites

- Graphically improved Striker’s first person sprites

- Shorter and quieter present pickup sound effect

- HUD player icon turns into a spooky skeleton upon death

- Smoother Blood animations

- Fade-out part of explosion animations are now more seamless

- Added asian civilians

- Improved the heart icon on each Civilians’ outfit

- Thinned the units of civilians so no enemies get stuck

- Some game texts are now more tame-y. I guess you could check out the previous version if you prefer the other option

- Tweaked Revoltte’s DECORATE a bit
Basically i saw some issues in my mod i just didn’t like, and some of them were straight-up glitch even. So i fixed ’em up!

Please check out the OP and redownload again. And have fun! Thanks for checking this thread out.
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DevilBlackDeath
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Re: Rebel Rumble V.1.8: Honey i forgot to Update

Post by DevilBlackDeath »

Hey everyone,
Been playing this mod recently with Super MAYhem 17 and I started to think it felt a bit too easy. And with reason, after testing, it seems for some reason Resisto is basically immortal in this pack. When in a critical state, any further hits will just put you back in the temporary invincibility state. Then, when this fades and you take another hit, you just go back to temporary invincibility again, never dying. Anyone has any idea how to debug that or why that happens (maybe it's some settings, but using the exact same config file, that doesn't happen in any other mappack) ?

Thanks in advance :)
Blacklightning
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Re: Rebel Rumble V.1.8: Honey i forgot to Update

Post by Blacklightning »

May be kinda late, but I just wanted to report I had the same issue with Resito being immortal. I was running Cyriak's Overboard.wad though, not Mayhem17. Tested it with vanilla Doom 2 to confirm that yes, it seems to be some map specific thing rather than Resisto just not dying period. Decided to do some tests with other megawads to see if there were any other affected ones: Thatcher's Techbase, Ancient Aliens, Overboard and Mayhem 17 all seem to have the same issue, Resisto is just incapable of dying in any of them even in crit state.

Huge shame, cos I REALLY prefer Resito's playstyle over Revoltte's.

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