[p31] Reelism 2 - Version 1.23 Released! More bugfixes!

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Gez
 
 
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Re: [WIP] Reelism 2

Post by Gez »

Miru wrote:* A Reel devoted to female enemies from FPS, like the Female Warriors from Shadow Warrior.
Agreed on the condition the icon for the reel is the head of that Ferengi guy.
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Techokami
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Re: [WIP] Reelism 2

Post by Techokami »

Miru wrote:I think Grease is the Word should leave, or alternatively come with a slight boon (enhanced fire damage?)
imho it's pretty hilarious as it is, but there is a new weapon that can take advantage of the frictionless environment...
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undeadmonk354
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Re: [WIP] Reelism 2

Post by undeadmonk354 »

Miru wrote: * A Reel full of Cacodemon variants (who whimper like dogs when burn)
That would be called "Cacodemons on you!" if they get too much Cacodemons.
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undeadmonk354
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Re: [WIP] Reelism 2

Post by undeadmonk354 »

There's a reel based on Doom clones, like Alien Breed 3D and Gloom?
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wildweasel
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Re: [WIP] Reelism 2

Post by wildweasel »

undeadmonk354 wrote:There's a reel based on Doom clones, like Alien Breed 3D and Gloom?
Y'know, you could... wait until the thing comes out. :shrug:
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

Sorry for the lack of updates lately, we've mostly been beavering away on either things that we don't want to show right now (like the whole t███ mechanic...) or things that aren't exciting or demo-worthy ("It doesn't crash the VM anymore" is cool and all, but a WIP Thread post it does not make. Image)

The overall philosophy of Reelism 2 development, as its grown and evolved, has focused on taking stuff from the first mod and pushing it way further into crazytown. There are two places where this is most apparent: Slot 1 reels (which I'll give their own time in the sun in the future) and bosses.

As with Reelism 1, bosses tend to fall into two groups: Straight-faced Retro FPS villains of the sort that you'd find in any other mod, and stranger, more chaotic stuff. We've been bolstering both groups - adding new bosses and functionality to the former (MetaDoom's Spider Mastermind makes a return, more or less identical to how it was in that mod), and making the sillier bosses even more-so. To give an example: You might remember the Reelism 1 boss "Player 2". It was basically a fast Doom marine with boss health and a variety of attacks based on the player's arsenal. Simple, but effective. How have we ramped that up for Reelism 2? Well, for starters, there's now three of them.

Image
None are allowed to survive.

For another, as their new name suggests, they're on terrible internet connections, warping around and glitching wildly (even their projectiles tend to freeze in the air!) This creates a unique challenge as they lag their way through the hordes to get at your supple behind, singing the modem's mating call as they work.

Other returning bosses are less ambitious but still swap things up - The World's Most Boring Ghost now uses a different plasma attack that lets him try and lead his shots to hit you where you're going rather than where you are, and combines this with a teleportation skill to constantly nip at your heels. Also, he has more than one frame of animation now, which is nice.

And then there's Dog Pope... we'll keep what's happened there a secret for now, but you will be shocked, awed and possibly even a little teary.

Image
Actual dev Discord quote.
Gez
 
 
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Re: [WIP] Reelism 2

Post by Gez »

Gez wrote:Honestly I thought Fight Simulator was Reelism 2. It kind of has the same random chaos energy.
Kinsie wrote: Image
None are allowed to survive.

For another, as their new name suggests, they're on terrible internet connections, warping around and glitching wildly (even their projectiles tend to freeze in the air!) This creates a unique challenge as they lag their way through the hordes to get at your supple behind, singing the modem's mating call as they work.
Fight Simulator Reel confirmed, sorta.
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undeadmonk354
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Re: [WIP] Reelism 2

Post by undeadmonk354 »

Kinsie wrote: As with Reelism 1, bosses tend to fall into two groups: Straight-faced Retro FPS villains of the sort that you'd find in any other mod, and stranger, more chaotic stuff. We've been bolstering both groups - adding new bosses and functionality to the former (MetaDoom's Spider Mastermind makes a return, more or less identical to how it was in that mod), and making the sillier bosses even more-so. To give an example: You might remember the Reelism 1 boss "Player 2". It was basically a fast Doom marine with boss health and a variety of attacks based on the player's arsenal. Simple, but effective. How have we ramped that up for Reelism 2? Well, for starters, there's now three of them.
Oh god, fighting several bosses at the same time is a nightmare.
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

Please take your good time and listen to others, especially the Moderators for once!

EDIT: Also some suggestion about improving Planet Eioneus:

- The map is way too small to dodge and cover. Some reels like Bomber. Man and Grease is the Word just screw over for shits and giggles: Concussion grenade pushes you off the platform and the Greasy Floor is just... Too much to handle. Oh, and btw The Jerk Cometh is most likely an ensured death sentence if you don't have a pogo stick.

- The intro message is not really from Gradius(Axelay). Would be nice if the message was accurate to the gradius franchise. Example: "The Reel Continues with the Ultimate Cosmic Adventure!"
Last edited by Captain J on Tue May 12, 2020 9:48 am, edited 2 times in total.
Miru
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Re: [WIP] Reelism 2

Post by Miru »

I have a suggestion; remember the “Caleb and Strifeguy” thing you wanted to bring up in MetaDoom? I think it would work better here. Call them the Samsara Reject Duo, and have them alongside each other as a boss. I really like the fighting dialup team, and the name made me think of A good theme song for them:

https://youtu.be/XbHKnbFSN5s
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potetobloke
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Re: [WIP] Reelism 2

Post by potetobloke »

I like to think the Dial-Up Team's large health pool is just some of your hits failing to register through their rather poor internet connection
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SiFi270
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Re: [WIP] Reelism 2

Post by SiFi270 »

I think Magmantis from KDiZD would also make for an *ahem* "interesting" boss, especially combined with the janky '90s TC monsters suggested a couple of pages back.
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Gothic
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Re: [WIP] Reelism 2

Post by Gothic »

The Magmantis was designed as a lava hovering monster, like Chthon from Quake, Not sure how would it fare on non lava maps. Unless Kinsie doesn't care about that.
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SiFi270
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Re: [WIP] Reelism 2

Post by SiFi270 »

Everything's funnier when you don't care.
cs89
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Re: [WIP] Reelism 2

Post by cs89 »

So it wasn’t really meant to be a joke for April 1st.
Seeing the plan discussions on this topic, I look forward more to this new kind Doom mod than to mods with Doom Eternal's new game mechanics and equipments. :)

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