Toyoch wrote:I've been watching the mod since this thread went up, and I'm glad that the mod did worth the wait. Good work!
Thank you.
Maps are well-detailed, but I felt a bit of slaughterfest(most levels have 100-200 monsters or more) on Difficult level.
We actually made a conscious decision
not to have masses of enemies. But I agree that on Difficult skill level the maps can be fairly tough. Because of the weapon reload requirements, and the relative toughness of some of the enemies, the game requires some strategy and careful playing at times.
Maybe it's just because I played on Difficult, but some enemies hurt too much, namely Alien Grunt's hornets and Controller's attacks.
I don't believe the enemies hurt the player more on higher skill levels. Of course, at higher skill levels there are more enemies (making gameplay tougher), but you already figured that out.
RPG one-shotted Big Mommas and Nihilanth. Is it intended to be that powerful?
We'll need to look closer at this. I just checked the HLRocket definition, and Damage is showing at 70. HLNihilanth health is 4,000. HLGonarch health is 5,000. Plus, the Nihilanth and Gonarch have periodic invulnerability modes, so they should never be defeated easily. Thanks for bringing this to our attention. Perhaps it's a new (unintentional) GZDooM thing?
The Bonus level was fun except the shotgun path(there aren't enough ammo to fight all those imps). The super secret level is kinda too big to explore, while its architecture is great.
Yes, in Map 22 the shotgun ammo is tight for the number of imps, but it can be done. Of course, an option is to go to one of the other areas, pick up the weapons, and hope you have some left-over ammo. Then go back to the imp area. Even having the crowbar might make the imp fights easier (from an ammo standpoint).
Map 23 was always intended to offer a vast game-space. I can see how someone might decide it's too big, and give up. As an incentive to press forward, we've tried to make each new area look and feel different. Still, thanks for your feedback.
ZikShadow wrote:Fantastic work! Having fun so far, the maps are noice, I like what you've done to the barnacles (though the old variant coming back wouldn't hurt), and its quite cool to see this mod's finally done.
Thanks. I'm glad you're liking it.
As for the original H-L Barnacles, I don't think that ZDooM yet supports the grabbing-and-lifting behavior of the tentacle.
You also didn't change the oddities of Paranoid's original assets, like the HUD showing the LD weapons 640hud instead of the HD weapons, the LR300-wearing HGrunts, sounds that are incorrectly placed:
Beretta - Supposed to use 9mmclip2 before 9mmclip1 in Half-Life, but here it uses reload1 and reload2.
Shotgun - Supposed to use reload1 AND reload3, not just one of them.
And then there's the old HD pack anomalies, like the Beretta's slide not working when fired, or the shotgun having broken arms.
Out of necessity, we had to inherit the weapons and other actors of
Paranoid. We are working on upgrading
Paranoid (see Rachael's reference above, to a "gold" edition), and will consider your suggestions.
I'm currently making an addon for this to fix some of the problems.... Do note that this addon is actually intended to be merged with the original PK3, as adding it as an addon does this for some reason.
Thanks for your work. Rachael & Ed the Bat will be managing the
Paranoid upgrade, and they will reach out to you when that work begins.