[Project Release] Foxtrot Uniform

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[Project Release] Foxtrot Uniform

Postby mel torment » Sat Jan 13, 2007 12:02 pm

Flamethrowers, rifles, and critters, oh my

Foxtrot Uniform features an alien infestation of overwhelming odds. Don't get eaten.
  • Made for co-op play
  • Lobby room where "dead" players can spectate others on viewscreens.
  • Fully functional motion tracker (screenshot below)
  • Two player classes: rifleman and flamethrower.
  • Rifle features an underslung grenade launcher.
  • Flamethrower secondary-fire launches napalm that sets ground ablaze (screenshot below)
  • Enemies only respawn when out of player eyesight.
  • Fully functional rotating compass.
  • Includes custom-made launcher program.
  • Includes uncompiled behaviors script file.
DOWNLOAD: http://gimehost.com/v/6748554/1168712067149.zip.html (8mb)
mel torment

Postby randi » Sat Jan 13, 2007 12:10 pm

And here I was expecting FoxTrot...
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Postby Ixnatifual » Sat Jan 13, 2007 12:18 pm

Well, you certainly wasn't expecting the Spanish inquisition.
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Postby chronoteeth » Sat Jan 13, 2007 1:26 pm


Everyone always forgets ;_;

But anyways, yeah this is an interesting project.
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Postby Arcane » Sat Jan 13, 2007 2:29 pm

The flamethrower has a major case of gets-you-raped-because-it-eats-its-ammo-very-quickly.
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Postby SMG M7 » Sat Jan 13, 2007 3:23 pm

Actually, both weapons really need more ammo. /Or there's something I'm missing...

I can tell someone put a lot of effort into this TC, but it's too damn unfair.
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Postby Matt » Sat Jan 13, 2007 5:35 pm

Uh... can we have some instructions as to how to run just the pk3 without using the launcher?

EDIT: Okay, I'm dumb, didn't notice the wads clearly marked as being for textures and maps x_X
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Postby Matt » Sat Jan 13, 2007 6:22 pm

I'm getting this pause every time the heartbeat/blip goes off. Is there any way to stop that?
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Postby Xaser » Sat Jan 13, 2007 11:44 pm

Just played this. A bit interesting, but it's got issues. I love the motion tracker and compass, but is it necessary for the motion tracker to keep making that clicking noise even when it's not out? I find it very distracting... if you're looking for a "heartbeat" effect there's much better sounds for it out there...

Also, there's not even close to enough ammo, it seems. I always run out and die. A few more alien variants would help, too.

Overally a very unique approach and great use of a custom IWAD. I could see this being very good one day, but as for right now, it seems very incomplete. Just keep up the good work and it'll be pretty impressive soon enough. :P
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Postby Matt » Sun Jan 14, 2007 1:21 am

What Xaser said... the motion tracker is probably why I'm getting these pauses on my computer. It's a great script and seeing just how many of those guys there are behind that door really adds to the mood, but is there any way to turn off the detection script while it's not in use?

Anyway, some other issues:

In your DECORATE, where it says:
Code: Select allExpand view
CPOS E  0 A_FireCustomMissile("tracer",0, 0, random(2, 6), random(4, 9),0)

it should read:
Code: Select allExpand view
CPOS E  0 A_CustomMissile("tracer", 32, 0, random(2, 6), 2, random(4, 9))

The original was causing an error message in GZDoom, which btw it looks amazing under.

And for the alien, just one thing:
Code: Select allExpand view
BloodColor "cc d4 00"

I really like the throw effect, btw... adds a lot to the "OH SHIT" moment when they close in. XD

(A pointless side note: "colonial marines" being deployed into an overrun base opening fire on huge crowds of angry, skinny dark-skinned individuals... did anyone else notice this? o_O; )
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Postby Nash » Sun Jan 14, 2007 2:26 am

I like this mod but it feels like an unfinished product. It lacks that final polish, like it was released hastily.

Also, if there is a way to fix that annoying pause for the motion tracker, please release a fixed version. It's the only thing that spoils the mood of the whole thing (which is awesome, by the way).

Two things:

1) I didn't understand what that fight in the beginning was all about.

2) "Reset to defaults" will reset the INI to ZDoom's defaults which will pretty much screw up your game's configurations. You'll have to make the necessary changes in the source.
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Postby Cutmanmike » Sun Jan 14, 2007 8:14 am

This is alright but I would prefer if I could just run the wad normally instead of a brand new exe
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Postby SirTimberWolf » Sun Jan 14, 2007 9:26 am

The levels are lack luster, the mod lags my pc, the aliens are bland and there's no point to the levels what so ever.

The concept is awesome and well executed for the most part. I love the motion tracker and compass. It'd be really cool with 4 players.

Seriously though. This mod has a LOT of potential, don't get discouraged! We're all trying to make it better =) *Runs off to infect other people*

If you can find the ammo stash (IE: survive to it) it's not AS hard but you'll still run into a lot of trouble. Bring a friend! :)

Pay no mind to the furry >_> he hasn't had his morning coffee.
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Postby GeeDougg » Sun Jan 14, 2007 9:29 am

Looks (and sounds) promising.
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Postby Pure Hellspawn » Sun Jan 14, 2007 10:31 am

Well, thank you for giving us something to play while we wait for certain projects such as ZHalloween, KDIZD, and X-DOOM to be finished.
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