[Finished] The Russian Overkill - 3.0e

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Jimmy
 
 
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Jimmy »

Trooper 077 wrote:This was definately the best christmas gift this year
Steady on, it isn't even December yet!
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Tapwave
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Graphics Processor: nVidia with Vulkan support

Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

Ethril wrote:
XutaWoo wrote:This just in!

*image*

...DAMNIT
I, uh...
What exactly am I supposed to be looking at, here?

edit: oh i'm blind. the rockets on the right. Why is this dammit-worthy?
I think the spider mastermind is not only throwing rockets at us, but also spamming us with lightning and lasers.
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Minigunner
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Minigunner »

Actually, Xuta fired rockets at the spider mastermind, but they decided to go full-retard and home in on a friggin' zombieman or something offscreen.
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PillowBlaster
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by PillowBlaster »

Jimmy wrote:
Trooper 077 wrote:This was definately the best christmas gift this year
Steady on, it isn't even December yet!
Funny enough, I supposed to release it on December, one day before christmas. :D
Minigunner wrote:Actually, Xuta fired rockets at the spider mastermind, but they decided to go full-retard and home in on a friggin' zombieman or something offscreen.
Nope, I'm not really sure what's going there either, but definitely not missiles homing into offscreen - blue missile are tusk missiles - those ones doesn't have homing capabilities, whether the user has homing activated or not. :P
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XutaWoo
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by XutaWoo »

Ribo Zurai
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Ribo Zurai »

I tried it out, and...
Spoiler:
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Ethril
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Ethril »

XutaWoo wrote:ro_youarealreadydead.wad
8-)
challengeaccepted.png

What's the worst that could ha-
...Wait, you didn't make then ENEMIES use the Fist of the North Tree, did you? Or is the filename just for fun?
Guess there's only one way to find out.

edit: i give up
this isn't even fun or even really challenging it's just mean
fastmonsters and overpowered hitscans ruin everything when used together

and by that i mean it is impossible to get out of the starting room of map02 because one at least one of those three zombiemen is going to survive whatever you shoot first with and instadeath you
Last edited by Ethril on Tue Nov 29, 2011 6:56 pm, edited 1 time in total.
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Tapwave
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Tapwave »

Ethril wrote:
XutaWoo wrote:ro_youarealreadydead.wad
8-)
challengeaccepted.png


...Wait, you didn't make then ENEMIES use the Fist of the North Tree, did you?
YOU HAVE TEN SECONDS TO LIVE, SHOULD I COUNT THEM FOR YOU?
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Spleen
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Spleen »

I'm Russian and I approve this mod :)

(hey, it makes Sunder actually playable)
HexaDoken
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by HexaDoken »

Spleen wrote:I'm Russian and I approve this mod :)
Exact thing here. Hey, magban724, I wonder if you're actually rus ^^

This mod is just great, horewer, there is a thing I'd like to point out. A bit too much explosions to my taste. A bit TOO much. But still, I think you like seeing explosions everywhere and you just don't want to scrap them all out, so I've thought of some kind of a solution to this.
Upgrades. What are they now? They are just random boxes that you pickup and forget about. Nothing more. This way they don't really much add any value to the gameplay. What should they transform in in my opinion? Well, something like next: upgrades are like inventory items, and should be activated manually. They last for the eternity, or until you deactivate them, or until you will activate another upgrade. So, you can hold only one activated upgrade at a time. But, each upgrade affects all weapons you have(or all exept some very uniques for which the upgrades just won't fit), and they drastically change their behaviour. For example, do you like explosions? Fine, find and activate an Explosive upgrade and go kabooming the earth. Do you like simple hitscan bullets with over9000 damage? Wrap in a high caliber upgrade and fill the corpses of nasty demons with lead. Do you want to see railguns? Or flames everywhere? Or frozen statues? Or bouncing projectiles? Upgrades are the thing that you want to have in this case. Thus, this will add more variety - if you are tired with that explosive minigun, transform it in a flamethrower and continue the massacre. The arsenal without the upgrades should be like a standart arsenal, with only slot 5 weapons being explosives.

Actually, I just want to use shotguns the way they're used best - run to the enemy and fire from the point-blank range, without getting yourself gibbed. Also, a railgun shotgun is definitely something I dream of. And there's a bit not enough weapons that can take care of serious enemies without throwing the user in the oblivion after being used in close combat.
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amv2k9
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by amv2k9 »

Menupic for running the mod in Heretic, if you want it. I tried to work the hammer & sickle in somewhere, but it ended up not looking right.

Image
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PillowBlaster
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by PillowBlaster »

HexaDoken wrote:
Spleen wrote:I'm Russian and I approve this mod :)
Exact thing here. Hey, magban724, I wonder if you're actually rus ^^
Nope, but I am your fellow neighbour. We indeed love Vodka. Greetings from Poland! :wink:
HexaDoken wrote:This mod is just great, horewer, there is a thing I'd like to point out. A bit too much explosions to my taste. A bit TOO much. But still, I think you like seeing explosions everywhere and you just don't want to scrap them all out, so I've thought of some kind of a solution to this.
Upgrades. What are they now? They are just random boxes that you pickup and forget about. Nothing more. This way they don't really much add any value to the gameplay. What should they transform in in my opinion? Well, something like next: upgrades are like inventory items, and should be activated manually. They last for the eternity, or until you deactivate them, or until you will activate another upgrade. So, you can hold only one activated upgrade at a time. But, each upgrade affects all weapons you have(or all exept some very uniques for which the upgrades just won't fit), and they drastically change their behaviour. For example, do you like explosions? Fine, find and activate an Explosive upgrade and go kabooming the earth. Do you like simple hitscan bullets with over9000 damage? Wrap in a high caliber upgrade and fill the corpses of nasty demons with lead. Do you want to see railguns? Or flames everywhere? Or frozen statues? Or bouncing projectiles? Upgrades are the thing that you want to have in this case. Thus, this will add more variety - if you are tired with that explosive minigun, transform it in a flamethrower and continue the massacre. The arsenal without the upgrades should be like a standart arsenal, with only slot 5 weapons being explosives.

Actually, I just want to use shotguns the way they're used best - run to the enemy and fire from the point-blank range, without getting yourself gibbed. Also, a railgun shotgun is definitely something I dream of. And there's a bit not enough weapons that can take care of serious enemies without throwing the user in the oblivion after being used in close combat.
Hmm, from what should I start?
Well, I thought about it quite long, so here are my thoughts. You can not agree with them, that's okay, since it's the point of discussion about such things. :wink:

First of all, this mod is all about explosions. I made countless refrences to it, (you can read weapon and item descriptions to see for yourself), and this mod makes everything way easier, but that doesn't mean you don't need to learn how it works out. I personally don't have any problems with shotgun for instance - I hit myself like for 22 max, if I do so. The thing is that you must be cautious and think which guns to use at a time, outrun the hordes or try to find some breath space to shoot the suckers.. I mean, monsters. Try using jet thrusters or pushka's anti-vortex to get yourself room to kill 'em. There's always powerful melee at your disposal. The mod itself is dedicated to spacious maps anyway, and I thought it has good support for the rest. I hope I am not demanding too much from brainless slaughterfest by requiring slight of thinking. :lol:

You can't gib yourself with shotgun, unless you're using firepower upgrade or playing on License to Kill. It's really that easy to kill yourself with shotgun or anything else? If so, I will decrease explosion self-damages then. I thought if you can conserve such loads of hp, it should be easy to survive anything except slot 8 weapons, which can be only used effectively on really large maps.

Well, I'll be honest - I am a lazy bum, and adding so much upgrades is out of my reach, since it would require me to do hella amount of work, or develop some better method to do it. Anyway, mod is complex enough. Variety is good, but too much of it makes the mod just cluttered up, and I want to keep it simple as well.
Upgrades you mentioned would require me to actually start mod from scratch. It would take me months to reorganize it, add new stuff, make it work, and then hundreds of tests. They would be also just like my upgrades, but they would affect way less of the guns. I want something simple, and I think higher payload of damage is more useful than bouncing projectiles, and in some circumstances even less lethal. :P
amv2k9 wrote:Menupic for running the mod in Heretic, if you want it. I tried to work the hammer & sickle in somewhere, but it ended up not looking right.

Image
Hey, that's pretty nice! I could add it to compatibility patch, heheh.
Ribo Zurai
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Ribo Zurai »

Upon extreme state of boredom, I made a new custom skill for the mod:

http://www.mediafire.com/?631juen1ra371bk

This will multiply by 100 the amount of HP of the monsters, as well your ammo too. Just for a good firing spree. :P
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PillowBlaster
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Re: [WIP] Russian Overkill - New Year's Special

Post by PillowBlaster »

Since it was some time since last update, I think it's time for some portable ion cannons and explosionthrowers mk MMMMCLXXIV, eh?

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wolf00
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Location: kladno czech republic

Re: [WIP] Russian Overkill - New Year's Special

Post by wolf00 »

second character[aljosa] have something like shoting fist, i switch to fist & try bash my emenies,but my hands firing akimbo at emenies,after some time come shoting from shotgun,shoting like shotgun[reloading like shotgun],but no textures present ...

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