[RELEASE] Cold As Hell: Special Edition (final version!)

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Nash
 
 
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Nash »

Yes, different classes would be awesome. Man, you're really putting a lot of work into this mod!
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SoulCrow
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by SoulCrow »

What he said. Awesome (any chance of coop compatibility in the future? I believe you may have hinted at it but I am not sure).
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Dancso
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Dancso »

BoldEnglishman wrote:What he said. Awesome (any chance of coop compatibility in the future? I believe you may have hinted at it but I am not sure).
Would own in skulltag's survival mode!
Though, luckily it seems pretty much all the areas are coop compatible. Could lead to a few nasty telefrags when a teleport ambush happens, though.

I would request dynamic difficulty depending on playercount() for coop compatibility :P
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Sniper Joe
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Sniper Joe »

JonnyFive wrote:I think I've found a good compromise for the different opinions about the reloading and what-not.

I'll use the class system to add a few different "combat styles" that will have different properties. For example, an "action" style with auto-reloading and lowered bleeding, and a "tactical" style with manual reloading but reduced bleeding, and a "realistic" with both manual reloading and increased bleeding.

That would make the choice of reloading style and bleeding frequency separate from the overall difficulty (except that the lowest difficulty would always have no bleeding at all) and accomadate different play styles.
♥ ♥ ♥
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JonayaRiley
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by JonayaRiley »

Sniper Joe wrote:♥ ♥ ♥
If you're feeling particularly masochistic, I'm including a "Classic CAH" class that has the 50% health from the original release. :)

Co-op: Not sure if I could make this work, given a few of the tricks used to do stuff. It might be possible with some re-working of how things are set up, but I'll have to see. If it is possible but only with heroic effort, I might pass on it.
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Enjay
 
 
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Enjay »

Invisible teleports are a bit of a give away on coop games, and CAH has them aplenty.

However, I'm impressed that you are putting so much effort in to making sure everyone has a style of play that suits them. Props to you - or whatever the appropriate expression is. ;)
CaptainToenail
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by CaptainToenail »

Another massive problem is the hub level structure, this does not go down well in coop, rogue players changing maps at the wrong moment etc.
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Dancso
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Dancso »

CaptainToenail wrote:Another massive problem is the hub level structure, this does not go down well in coop, rogue players changing maps at the wrong moment etc.
Actually i dont believe coop would be meant straightly for skulltag, it's for own risk btw :P You might just want to ask friends to play a nice bit of coop with behaving. :)
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Sniper Joe
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Sniper Joe »

JonnyFive wrote: If you're feeling particularly masochistic, I'm including a "Classic CAH" class that has the 50% health from the original release. :)
You are awesome, that means you have awesome guts.

Seriously sounds fun.
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paradox_tn
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by paradox_tn »

Sniper Joe wrote:
JonnyFive wrote: If you're feeling particularly masochistic, I'm including a "Classic CAH" class that has the 50% health from the original release. :)
You are awesome, that means you have awesome guts.

Seriously sounds fun.
Wow! I'd say the samething! Now I can really wait for the next coming update, I'll keep an lookout in the next couple of days or sooner, for JonnyFive! :cheers: I drink to you! (_)3
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Woolie Wool
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Woolie Wool »

Where am I supposed to find a soldier to fix the damn jeep (doesn't even make sense since the player is a soldier and could do it himself, but anyway...)? I've looked everywhere in the armory. I hope you don't intend for me to go back into the barracks and babysit an NPC against hordes of monsters, do you?

Edit: Another idea--if you plan to have coop support, how about making the player's uniform translatable? i know real soldiers don't wear red or blue or pink, but it would be nice to tell people apart.
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Dancso
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Dancso »

Woolie Wool wrote:Where am I supposed to find a soldier to fix the damn jeep (doesn't even make sense since the player is a soldier and could do it himself, but anyway...)? I've looked everywhere in the armory. I hope you don't intend for me to go back into the barracks and babysit an NPC against hordes of monsters, do you?

Edit: Another idea--if you plan to have coop support, how about making the player's uniform translatable? i know real soldiers don't wear red or blue or pink, but it would be nice to tell people apart.
You didnt look everywhere in the armory. [spoiler="*hint hint*]Try finding two switches that require a steel key iirc?[/spoiler]

About the translatable uniforms - Only some parts of the uniform should be translatable, my ideas are either belt, armring.

About the "original CaH class"... seems like a new goal to achieve and prove my skill for myself :)
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Mik57
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Mik57 »

Alright, just beat it, and I must say, the ending was really good. Didn't really expect it.

1 thing that I thought was odd was that I never bled or anything, thus I never needed the bandages. Maybe I was extremely lucky, or something?
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Woolie Wool
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by Woolie Wool »

Now I've finally beaten it, and I am very impressed. The ending was bizarre but at the same time created more questions than it solved. Is it a setup for a sequel?

Also, I'm getting giant monster corpses in the skybox as well. I'd really rather the HUD be done in SBARINFO rather than scripting, too.
Spoiler:
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chronoteeth
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)

Post by chronoteeth »

A silly thing to ask, but for the new update, why not something thats not the stock doom shotguns? They feel really outta place <:S

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