Thanks for the critique and kind words, everyone! I appreciate it a lot!
Are the weapons supposed to be stronger than their vanilla counterparts? If it is, then you might want to tweak the damage output a little bit. For example, the pistols, although they're infinite and fire twice (I think) the speed of the normal pistol, take 4 shots to kill a zombie soldier. But then again, the amount of ammo that you have balances this out too. The weapons feel satisfying to shoot though, resulting in an amazing shootout especially in maps like "The Gantlet".
They are meant to be slightly stronger than the default counterparts, mostly to make up for the lack of a proper BFG like weapon. I messed with balancing a bit but not as much as I wanted to, so I'll probably do more of that soon enough, based on player feedback.
Karl515 wrote:The character feels sluggish, but it might be an intended effect. Maybe add a lunge/slide move to make the character feel like a badass.
Are you playing with Autorun off? If you have it on, I think it provides a much better gameplay experience in general, but that's just me.
Karl515 wrote:If bullet time won't be added, maybe replace the BFG pickup with an adrenaline item? Like HND's Dead Man's Holster or HAB's All Brake, it makes the time slow down for a bit, essentially replacing the bullet time.
That does sound hard, and I wanted to avoid messing with monsters for this mod to make it compatible with as many other mods as I can. I'm not fully sure how that all works. The idea is definitely cool, though, i'm just unsure how possible it is.
Captain J wrote: - So uhh the menu screen looks odd. Is this something related to Scaling Options or Video Mode?
Yes, that definitely is to do with scaling options. IIRC, they added an option that's on by default that stretches the main menu, just search for Disable Clean Menu Scaling and turn that to on.
Captain J wrote: - Berserk replacement doesn't do anything. Unfinished, i can see that. If i could ask for a suggestion, give player a speed/jumping boost?
I wanted to avoid modifying player movement as that can fuck with different maps, and the player movement is already i think high enough that if you increase it, it'll be impossible to move around accurately (see the steroids from duke3d)
Captain J wrote: - Fist animation feels stiff but smooth. And feels really weak, has no hit sound and would alert the enemies.
I'll definitely work on that soon, But, again, I dont think anyone will actually use the fist tbh :P
Captain J wrote: - Jackhammer is fairly balanced, but is still accurate as Remington 870's. The same thing goes to Ingram and AK-47.
I was fairly certain I made the Jackhammer and Ingram less accurate, but I'll look into it.
Captain J wrote: - M79 Grenade Launcher fires again when it's out of ammo, but fires nothing at all.
I was aware of this but I forgot about it cuz I'm a lazy bastard. I'll try to fix that.
Captain J wrote: - AK-47 spawns no empty casings for some reason.
Fuck. How the hell did I miss that?