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Blue Shadow wrote:The ToP 2's version, however, still has that issue where it can interrupt its own charging attack while attempting to chase you.
Not any more
Blue Shadow wrote:
Spoiler: Some random info
When I loaded the mod up for the first time, I decided to play it with no saving, to experience that survival feel, relying only on autosaves at the beginning of each map (and also on the PDAs ). It was an interesting experience, especially when it came to making certain risky decisions, like jumping into the nukage to try and find secrets (map03), realizing that if I die in there, I'll have to start from the beginning of the map.
It was fun in a way.
Spoiler:
That was kind of my intention with the PDA's. Having cut my teeth on the console ports, I never really got into the habit of so-called "save-scumming" like a lot of my PC brethren here. The idea was to give the mod a more sort of "console" feel.
Can you do less generic bunker/UAC levels and more of the varied stuff we saw in the original? If so then I'll definitely try this again when ACT 3 releases. Otherwise, it just seems like the inferior levels 2/3/5/6 (including 6 since it was basically the same thing just with some hellish windows) of the original over and over again.
Well, this is reallly cool. I loved the survival horror feeling, I almost felt like ash in The Evil Dead. It's hard to make maps like this work, you need to communicate with the player right away and let him know that there won't be much health and ammo around. So you end up using your every resource to save bullets. This is really spiced up by the melee zombie, they can swiftly swarm you and put you in dangerous situations. I always loved the idea of using your zombie scientists to swarm you in a dark lab, I was in fact going to do that in my own project, so it's a good thing that you did it first because you made the sprites after all lol. Anyways i guess someone else must have done it as well, i don't know, It's not hard to think of it after seeing all that variety of zombie models.
Overall, I'm already liking this way more than the first act.
The maps are fun enough, and the relative scarcity of ammo feels just right, but this wad really overdoes it with the invisible enemies. What is the point of them, if they are quite literally around every corner ?