[Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [Project port] Shut up and Bleed.

Post by chronoteeth »

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
User avatar
-Ghost-
Posts: 1786
Joined: Wed Sep 08, 2010 4:58 pm

Re: [Project port] Shut up and Bleed.

Post by -Ghost- »

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.
User avatar
Medicris
Posts: 125
Joined: Sat Oct 05, 2013 9:14 pm
Location: British Columbia

Re: [Project port] Shut up and Bleed.

Post by Medicris »

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.
Last edited by Medicris on Wed Dec 17, 2014 4:04 am, edited 1 time in total.
User avatar
Carbine Dioxide
Posts: 1934
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [Project port] Shut up and Bleed.

Post by Carbine Dioxide »

I feel like the player should be more panicked when reloading, he is too calm when he reloads.
User avatar
-Ghost-
Posts: 1786
Joined: Wed Sep 08, 2010 4:58 pm

Re: [Project port] Shut up and Bleed.

Post by -Ghost- »

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.
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory

Re: [Project port] Shut up and Bleed.

Post by iSpook »

-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.
1.) At the current time, you can hit with all three bolts if you're close-up.

2.) I've toned down the ram in the version I have on my desk top.

Carbine Dioxide wrote:I feel like the player should be more panicked when reloading, he is too calm when he reloads.
That would require visual resources I do not have at the moment.
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Project port] Shut up and Bleed.

Post by TheMightyHeracross »

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).
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [Project port] Shut up and Bleed.

Post by Viscra Maelstrom »

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.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [Project port] Shut up and Bleed.

Post by chronoteeth »

if it helps heres the old tips n' beastiary and weapon stuff from the old wad!!
Spoiler: Gameplay Tips
Spoiler: enemies
Spoiler: weaponry
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [Project port] Shut up and Bleed.

Post by Viscra Maelstrom »

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.
User avatar
CorSair
Posts: 580
Joined: Sat Dec 31, 2011 10:54 am
Location: .fi

Re: [Project port] Shut up and Bleed.

Post by CorSair »

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...
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.

Re: [Project port] Shut up and Bleed.

Post by Slax »

The Calico. That's some fun right there.

Also, fuck the .38. That thing is GARBAGE. D:
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [Project port] Shut up and Bleed.

Post by chronoteeth »

its meant to be, until you get the conversion kit
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [Project port] Shut up and Bleed.

Post by Mav3rick »

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 :P i dunno to help past some parts of the level?

But is very good and very challenging mod :)
User avatar
CorSair
Posts: 580
Joined: Sat Dec 31, 2011 10:54 am
Location: .fi

Re: [Project port] Shut up and Bleed.

Post by CorSair »

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.

Return to “Gameplay Mods”