Never Breaking Orbit [version dated 2017-01-17]

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Someone64
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Re: Never Breaking Orbit [version dated 2016-09-19]

Post by Someone64 »

If there's something I learned from playing Dodgeball on TF2, it's that juggling homing rockets is fun. What you can do is get a Revenant to fire at you then make sure through movement that the rockets circle around you forever. After that, try to get the rockets to hit an enemy.
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Matt
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Re: Never Breaking Orbit [version dated 2016-10-07]

Post by Matt »

new update.

Added a few things some folks suggested, the most immediately noticeable being the new melee, at least when you're berserk.

EDIT: fixed link
Last edited by Matt on Fri Oct 07, 2016 11:47 am, edited 1 time in total.
Someone64
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Re: Never Breaking Orbit [version dated 2016-10-07]

Post by Someone64 »

Download is broken.
EDIT: Download in OP works, though.
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Ikazu-san
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Re: Never Breaking Orbit [version dated 2016-10-07]

Post by Ikazu-san »

The question is, how long until addition of Evacaneer Doom?
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Abba Zabba
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Re: Never Breaking Orbit [version dated 2016-10-07]

Post by Abba Zabba »

This is the definitely the spiritual successor to 'Make It Snappy!' and as such it plays like a dream. It's somehow more arcadey than MIS! and I applaud you on achieving that.

Couple nitpicks though:
  1. More traditional ammo consumption would be nice; if ammo was consumed shot-for-shot and handled like it did in Snappy (a good example being the chaingun where the bullet hose nature reflected on ammo reserves) I would bother to go out of my to collect more ammo beyond the first two small pickups I came across.
  2. Monster full-bright white damage flashes could last a tic or so longer, seems a pinch short.
The rocket boots are my favorite fuck around function in any mod of all time. Dude, nice.
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Matt
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Re: Never Breaking Orbit [version dated 2016-12-26]

Post by Matt »

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Matt
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Re: Never Breaking Orbit [version dated 2017-01-02]

Post by Matt »

Made a whole lot of tweaks. Fixed a leftover cyberdemon reverse pitch, slowed down the rates of some of the attacks to make the difficulty not spike at weird times, restricted archvile attack to 999 units (a bit longer than the default). BFG is primary fire again apparently I switched it back before uploading.
WinterSlave
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Re: Never Breaking Orbit [version dated 2017-01-02]

Post by WinterSlave »

Woah, jeez. That way the bullets arc with your movement threw me off. I love it! Reminds me of Tribes Ascend. I got 1366 points after punching everything on the first level. Died twice on the next, trying to attempt that. Another thing I found. For me, atleast. When using the Chainsaw against a wall, it'll still give you points.

That's not supposed to happen, is it?
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Matt
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Re: Never Breaking Orbit [version dated 2017-01-17]

Post by Matt »

It is not! Fixed!

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