[Justamod] Shut up and Bleed. (Now in V0.4 flavor)
Forum rules
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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Re: [Project port] Shut up and Bleed.
the crossbow was like RE2's crossbow rather than CV's crossbow, but if you wanna beef it up a smidge go ahead. not too much but hey
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Re: [Project port] Shut up and Bleed.
Maybe you could tighten up the crossbow pattern so it shoots a triangle or something, guaranteeing all 3 will hit at close/medium range.
Satyr's also feel a bit too powerful for what they're replacing. Pinkies tend to show up in pretty big groups, or close quarters at all sides, which makes it really hard to dodge the high damage ramming. I ended up lowering their health a bit in my own version which helped a little, but they can still shred you pretty fast before you can drop them.
Satyr's also feel a bit too powerful for what they're replacing. Pinkies tend to show up in pretty big groups, or close quarters at all sides, which makes it really hard to dodge the high damage ramming. I ended up lowering their health a bit in my own version which helped a little, but they can still shred you pretty fast before you can drop them.
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Re: [Project port] Shut up and Bleed.
Gotta say, loving what I'm seeing so far. Playing through, the early stages remind of the ammo scavenging and knife focus of Metro, where on higher difficulties it can be knifefighting and stealth as much as shooting, each shot to be savoured because ammo is so valuable. One of the first things I noticed though, was how kicking monsters doesn't make any kind of sound, just a shower of blood and a squeal. I get that it might be just to get across that it doesn't do much damage, but if that's the case, a dull impact/thump/etc-boot-hitting-chest sound + less/no blood can get the same effect.
The sounds and animations play into making them fun to shoot, too. Play with freelook and without crosshairs + ambiance pack for the full experience.
As for the guy and the sometimes-unresponsiveness to a command like reloading and shooting, even if it's not intentional I thought it actually kind of works into the setting: have you ever been so scared that you can't think straight or "lock up"? Like, picture this: You're nervous, tense and mentally wracked. While fighting off a horrible monster or something, your grip on the revolver you're holding tightens in fear to the point your knuckles turn white. You fire the last shot, hear the click and you distantly realize that it's empty and that you need to reload it, reload, reload but why aren't your hands cooperating? You snap back to your senses and realize how tightly your hands are gripped around the gun, forcing yourself to let go and go through the loading process.
It only happens rarely here, though, I can get why it would frustrate players. It kinda just adds to it for me.
The sounds and animations play into making them fun to shoot, too. Play with freelook and without crosshairs + ambiance pack for the full experience.
As for the guy and the sometimes-unresponsiveness to a command like reloading and shooting, even if it's not intentional I thought it actually kind of works into the setting: have you ever been so scared that you can't think straight or "lock up"? Like, picture this: You're nervous, tense and mentally wracked. While fighting off a horrible monster or something, your grip on the revolver you're holding tightens in fear to the point your knuckles turn white. You fire the last shot, hear the click and you distantly realize that it's empty and that you need to reload it, reload, reload but why aren't your hands cooperating? You snap back to your senses and realize how tightly your hands are gripped around the gun, forcing yourself to let go and go through the loading process.
It only happens rarely here, though, I can get why it would frustrate players. It kinda just adds to it for me.
Last edited by Medicris on Wed Dec 17, 2014 4:04 am, edited 1 time in total.
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Re: [Project port] Shut up and Bleed.
I feel like the player should be more panicked when reloading, he is too calm when he reloads.
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Re: [Project port] Shut up and Bleed.
Yeah the reload thing is just personal preference for me; generally I don't like to click more than I have to when shooting things in Doom, it's easier on my mouse and my hand.
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Re: [Project port] Shut up and Bleed.
1.) At the current time, you can hit with all three bolts if you're close-up.-Ghost- wrote:Maybe you could tighten up the crossbow pattern so it shoots a triangle or something, guaranteeing all 3 will hit at close/medium range.
Satyr's also feel a bit too powerful for what they're replacing. Pinkies tend to show up in pretty big groups, or close quarters at all sides, which makes it really hard to dodge the high damage ramming. I ended up lowering their health a bit in my own version which helped a little, but they can still shred you pretty fast before you can drop them.
2.) I've toned down the ram in the version I have on my desk top.
That would require visual resources I do not have at the moment.Carbine Dioxide wrote:I feel like the player should be more panicked when reloading, he is too calm when he reloads.
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Re: [Project port] Shut up and Bleed.
I think for the reload he just means to keep it jittery and shaky rather than just suddenly having a smooth animation (when compared to the ready state).
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Re: [Project port] Shut up and Bleed.
i actually rather like the crossbow. it's good versus groups of weak enemies, because you can hit several of them with it. the weapons i've found lacking so far were the automatic weapon, the revolver, and possibly the weird magnetic weapon. they all deal way too little damage, i've found, though the auto-rifle and magnetic one has their uses at least. other than that it's a very well-balanced arsenal, i feel.
btw, Tricks and Traps is a goddamn nightmare with this mod.
btw, Tricks and Traps is a goddamn nightmare with this mod.
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Re: [Project port] Shut up and Bleed.
if it helps heres the old tips n' beastiary and weapon stuff from the old wad!!
Spoiler: Gameplay Tips
Spoiler: enemies
Spoiler: weaponry
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Re: [Project port] Shut up and Bleed.
i don't recognize some of those enemies from this port. Famine, for example. it makes me think of the hellified Revenant the way it's described, but the Revenant spawner is replaced by the Accuser.
btw, i love the fact that the Granfalloon has sound-effects sampled from Earthbound. it really hit home with me and made him a hell of a lot more unsettling to me. the fact that he can fly around in Doom 2's The Crusher is particularly unnerving!
BTW, on the second intermission screen in Doom 2, the last sentence is a bit too long and gets cut off for me. it should probably have a line-break.
ammo doesn't feel "that" rare to me. at least, in Doom 2's stock maps, there was usually enough provisions to go by for me. the only time i avoided going into a room was in Tricks and Traps, which had several Accusers trapped in it as well as PE-replacements and no fucking way i was going through there. things got easier from The Pit and beyond, however.
btw, i love the fact that the Granfalloon has sound-effects sampled from Earthbound. it really hit home with me and made him a hell of a lot more unsettling to me. the fact that he can fly around in Doom 2's The Crusher is particularly unnerving!
BTW, on the second intermission screen in Doom 2, the last sentence is a bit too long and gets cut off for me. it should probably have a line-break.
ammo doesn't feel "that" rare to me. at least, in Doom 2's stock maps, there was usually enough provisions to go by for me. the only time i avoided going into a room was in Tricks and Traps, which had several Accusers trapped in it as well as PE-replacements and no fucking way i was going through there. things got easier from The Pit and beyond, however.
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Re: [Project port] Shut up and Bleed.
Ohhhh yessss, been waiting for this. I liked it when I first played it, but the source port I played was rather annoying (not showing all the ammo, so I couldn't keep my tabs on that), plus few boom maps became unplayable.
Whispers of Satan was pretty all right, if you played it in medium difficulty, but later maps are tough cookies, or become unplayable. I think I hit map 28, before I had to give up.
Anyway, gonna play this soon...
Whispers of Satan was pretty all right, if you played it in medium difficulty, but later maps are tough cookies, or become unplayable. I think I hit map 28, before I had to give up.
Anyway, gonna play this soon...
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Re: [Project port] Shut up and Bleed.
The Calico. That's some fun right there.
Also, fuck the .38. That thing is GARBAGE. D:
Also, fuck the .38. That thing is GARBAGE. D:
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Re: [Project port] Shut up and Bleed.
its meant to be, until you get the conversion kit
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Re: [Project port] Shut up and Bleed.
with what "wad" this is recommended to be played? i find interesting the fact that i end playing more melee than with weapons lol, maybe put some ammo
i dunno to help past some parts of the level?
But is very good and very challenging mod

But is very good and very challenging mod

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Re: [Project port] Shut up and Bleed.
I don't like these new malbouges. They are bullet sponges, in addition of being sluggish in their movement, thank goodness for that. But they are now way too fast for my liking.