Not to mention the name "Brave Blade" implies you'd have to have a lot of bravery or stupidity to use the thing.Triple S wrote:Great mod. Personally, I'd make the Brave Blade the "low health = more damage" weapon, so that you always have something to fall back on if you run out of ammo and things are rough in terms of health (this happens somewhat often with Burl Tumd, depending on the map).
Burl Tumd (Last updated 8/11/13)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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twinkieman93
- Posts: 1075
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Re: Burl Tumd: Updated! (2/12/13)
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0bsidian
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Re: Burl Tumd: Updated! (2/12/13)
I'll only download it if it has balloon Cacodemons.
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Triple S
- Posts: 330
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Re: Burl Tumd: Updated! (2/12/13)
Yeah, that was part of my reasoning but I decided to leave it outtwinkieman93 wrote:Not to mention the name "Brave Blade" implies you'd have to have a lot of bravery or stupidity to use the thing.Triple S wrote:Great mod. Personally, I'd make the Brave Blade the "low health = more damage" weapon, so that you always have something to fall back on if you run out of ammo and things are rough in terms of health (this happens somewhat often with Burl Tumd, depending on the map).
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lizardcommando
- Posts: 1489
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Re: Burl Tumd: Updated! (2/12/13)
I love the new changes you made in the mod. What do you have planned next?
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Abba Zabba
- Posts: 2166
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Re: Burl Tumd: Updated! (2/12/13)
Solid update. You balanced the shotgun guys quite well, and I love the Blood-style blood. A couple suggestions, though;
* Lower the RoF for the plain boomstick. As it currently stands It's high RoF and tight spread make it a tad OP, in my humble opinion; easily managing three Cacos from even short distances. Give the SSG a bit more of a chance this way, as two single-barreled OR double-barreled meatshots kill a revenant. Also, perhaps, lower the amount of shot per blast?
* Change the spectre's blood to black or spotty (like whichever way you have spectre's appearance set to). I did this with mine and a few other mods and it fits quite well.
Just opinions. Otherwise, perfect!
* Lower the RoF for the plain boomstick. As it currently stands It's high RoF and tight spread make it a tad OP, in my humble opinion; easily managing three Cacos from even short distances. Give the SSG a bit more of a chance this way, as two single-barreled OR double-barreled meatshots kill a revenant. Also, perhaps, lower the amount of shot per blast?
* Change the spectre's blood to black or spotty (like whichever way you have spectre's appearance set to). I did this with mine and a few other mods and it fits quite well.
Just opinions. Otherwise, perfect!
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Ethril
- Posts: 2677
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Re: Burl Tumd: Updated! (2/9/13)
No it isn't. Brave Blade does 200 damage at 200 health, Vorpal Blade does 120 at <10 health. I checked.Eric_ wrote:They both excel in different situations, though the vorpal blade is more powerful at 1 health than the sword is at 200 health, due to the risk involved running around with 1 health.
I think the Brave is actually slightly faster than the Vorpal, too.
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Blox
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Re: Burl Tumd: Updated! (2/12/13)
The problem is just that those 200 health disappear so damn fast. 
Oh, and I forgot to add the sounds I had for the new flying blood. (It made it have a bigger effect) Sorry guys. o_O
Oh, and I forgot to add the sounds I had for the new flying blood. (It made it have a bigger effect) Sorry guys. o_O
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Eric_
- Posts: 255
- Joined: Sat Apr 02, 2011 3:41 pm
Re: Burl Tumd: Updated! (2/12/13)
I'll think about it.Lava Grunt wrote:* Lower the RoF for the plain boomstick. As it currently stands It's high RoF and tight spread make it a tad OP, in my humble opinion; easily managing three Cacos from even short distances.
As it stands now the SSG has exactly twice the damage of the shotgun. The shotgun fires an extra 5 shots at <192 units, whereas the SSG fires an extra 10 at <128. It should only take one point-blank SSG blast to kill a revenant, so that's odd.Lava Grunt wrote:Give the SSG a bit more of a chance this way, as two single-barreled OR double-barreled meatshots kill a revenant. Also, perhaps, lower the amount of shot per blast?
I'm not so sure about this, but I'll give it some thought.Lava Grunt wrote:* Change the spectre's blood to black or spotty (like whichever way you have spectre's appearance set to). I did this with mine and a few other mods and it fits quite well.
Whoops, left a /2 where I shouldn't have. I'll have this fixed and I'll likely swap their functions for the next update, as others suggested.Ethril wrote:No it isn't. Brave Blade does 200 damage at 200 health, Vorpal Blade does 120 at <10 health. I checked.
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twinkieman93
- Posts: 1075
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Re: Burl Tumd: Updated! (2/12/13)
I'd have to disagree with making the specter's blood shadowy like he is. The main reason being not asthetics, but gameplay related: The only way you can really know if you've hit the fucker is if you see his blood. If you already can't see him, and now you can't see his blood, that's pretty horrible. I've always treated fighting specters in situations where their camo makes them invisible like I treat playing Battleship. Make a guess as to where he's at, and once I've got a hit, keep firing at that location until it's dead. Remove the ability to see my hits and I at least am pretty much screwed should I get jumped in the dark by a bunch of specters. You know, the one time when specters are any more effective than their fully visible brethren.
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jpalomo
- Posts: 776
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Re: Burl Tumd: Updated! (2/12/13)
With Eric_'s permission, here is a little mod that replaces the Chaingun in Burl Tumd:
http://www.mediafire.com/?285t5w8dhmuldgt
This is meant to be loaded after Burl Tumd, and may require a recent svn of ZDoom to run. It can be made to run without Burl Tumd, but requires editing. Feel free to reuse the code anywhere you see fit without my permission.
This weapon functions similarly to the Minigun from TF2 (even has the sounds). Use altfire to spin up the weapon beforehand, and primary fire to shoot. While spinning, the player's speed is reduced.
http://www.mediafire.com/?285t5w8dhmuldgt
This is meant to be loaded after Burl Tumd, and may require a recent svn of ZDoom to run. It can be made to run without Burl Tumd, but requires editing. Feel free to reuse the code anywhere you see fit without my permission.
This weapon functions similarly to the Minigun from TF2 (even has the sounds). Use altfire to spin up the weapon beforehand, and primary fire to shoot. While spinning, the player's speed is reduced.
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Ethril
- Posts: 2677
- Joined: Sun Nov 16, 2008 2:59 am
- Location: with you in the dark
Re: Burl Tumd: Updated! (2/12/13)
Not as fast as the less-than-10 health for the other sword. :VBlox wrote:The problem is just that those 200 health disappear so damn fast.
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Abba Zabba
- Posts: 2166
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- Location: a place lol!
Re: Burl Tumd: Updated! (2/12/13)
Well I've never used spotty, rather black. And it's quite visible. Red definitely pops attention to the human eye.twinkieman93 wrote:I'd have to disagree with making the specter's blood shadowy like he is. The main reason being not asthetics, but gameplay related: The only way you can really know if you've hit the smeghead is if you see his blood. If you already can't see him, and now you can't see his blood, that's pretty horrible. I've always treated fighting specters in situations where their camo makes them invisible like I treat playing Battleship. Make a guess as to where he's at, and once I've got a hit, keep firing at that location until it's dead. Remove the ability to see my hits and I at least am pretty much screwed should I get jumped in the dark by a bunch of specters. You know, the one time when specters are any more effective than their fully visible brethren.
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leileilol
- Posts: 4449
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Re: Burl Tumd: Updated! (2/12/13)
You know what the gore effects remind me of?
Liero.
Also, as a side effect, Chex Quest is compatible with it
Liero.
Also, as a side effect, Chex Quest is compatible with it
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Blox
- Posts: 3728
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Re: Burl Tumd: Updated! (2/12/13)
The "gore" "effects"? Wouldn't really surprise me, since they're all based on the Blood actor, and don't use any other sprites. 
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Abba Zabba
- Posts: 2166
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Re: Burl Tumd: Updated! (2/12/13)
After killing many demns with gnus, I can easily place this mod on my top five. Nice job Eric.