Haunted Nukem "Boo"
#32 Posted 07 November 2015 - 12:51 AM
The last two maps were the bests.
The Blood weapons were kinda cool although not well balanced. There was so much shotgun ammo everywhere I had absolutely NO reason to use the primary fire, meaning I could kill almost anything in just one hit. The tommygun too was OP as it could headshot a Liztroop with a couple or even a single bullet!
Kind of a shame the pistol doesn't have an alt-fire but then again it would have made the player even more OP.
I thought the whole thing lacked wallshading, which is a shame because it was the only thing missing to make it look truely good.
Also in level 3 (I think, 2 or 3) I didn't have enough explosives for every crack. I remember this being an issue in one of your earlier map, too. I didn't figure out how to pick up that RPG hidden behind that forcefield though.
You should have mentionned in the .txt this can't be played in 8bit.
Anyway - good job!
This post has been edited by MetHy: 07 November 2015 - 12:53 AM
#33 Posted 07 November 2015 - 05:30 PM
Damn I actually wrote that down in my head to (made for 32bit lol didn't remember to make it in) it will make it in for update and I chose that route because its easier to map fast for that, I actually like 8bit better. The weapons yeah since they were true to blood they were a bit over powered. And lol I did the shotgun shells everywhere I didn't want you to run out of them I did try to make less tommy gun and rpg ammo though. This should mostly be the shotgun and pistol episode mainly imagine if I made it more like Blood and set an 80 shells ammo limit lol. Pretty much my tribute to Blood though
Thanks for playing
Getting RPG
#34 Posted 27 November 2015 - 12:47 PM
This post has been edited by FistMarine: 09 December 2016 - 10:32 AM
#35 Posted 28 December 2015 - 10:08 PM
I'm really impressed with the level design and atmosphere of the mod. The progression was quite nice; the first map was quite enjoyable. The next two maps were also good, however the simple keycard progression started to feel a bit samey. Luckily the fourth map was much more open which by contrast to the previous maps introduced a nice variety, and of course the final boss map was a great finish. There were some really nice details, and the fourth map in particular felt like it could have been something out of WGR2.
The headshot mechanic made the game feel a bit more skill based than Vanilla Duke which is a good thing. The colour scheme was also visually refreshing, with some excellent sound design to match (can't go wrong with a crying child, reminded me of the Dream trilogy in places). The mixup with the weapons was nice, with the Tommy Gun in particular feeling quite powerful. The only downside to the mod is that there was too much ammo about. It might have been more enjoyable if you'd have had to keep a closer eye on which weapons to use. As it stands i could have easily used just the shotgun the entire time.
Looking forward to new releases. You should work with more TCs like this, since IMO it allows you to realize your vision to its full potential as I'm sure you've found.
#36 Posted 31 October 2017 - 06:10 AM
http://www.moddb.com...aunted-nukem-v2
#38 Posted 31 October 2017 - 06:43 AM
Actually the current version may goes a little unnoticed for the most because it's the only one that start with "H" among the others.
This post has been edited by Fantinaikos: 31 October 2017 - 06:48 AM
#39 Posted 31 October 2017 - 08:36 AM
Fantinaikos, on 31 October 2017 - 06:43 AM, said:
Actually the current version may goes a little unnoticed for the most because it's the only one that start with "H" among the others.
I've actually worked on a list of updates for the next version of the compilation and I will be posting it soon on the addon compilation topic.
#40 Posted 31 October 2017 - 12:27 PM
Here some pics
Also, thanks. Yes feel free to do whatever with it no permissions needed. Enjoy.
This post has been edited by Sixty Four: 31 October 2017 - 12:33 PM
#41 Posted 31 October 2017 - 01:13 PM
#42 Posted 31 October 2017 - 04:03 PM
#43 Posted 02 November 2017 - 06:47 AM
darkcaleb, on 31 October 2017 - 04:03 PM, said:
Well I planned a lot more for this mod but it didn't go through. Episode 1 used blood textures and had the two blood weapons. So I added Doom 64 textures into ep 2, the plan was to also add Doom 64 monsters. That way the mod would have Blood textures, Blood weapons, Doom 64 textures, and Doom 64 Monsters/pickups. Which is still a thing. But its just time/motivation. I actually got the 'Nightmare Imp' finished with all animations and the Baron of Hell halfway added. This will be a future update that will cover fixes to existing code, clean up of files/maps/defs/cons, additional monsters, and an episode 3. It won't be for a good while, doing this myself.
Old screens: (This was just an old test so ignore the weapons)
This post has been edited by Sixty Four: 02 November 2017 - 06:48 AM
#44 Posted 06 November 2017 - 01:28 PM
Great job! The eerie atmosphere is well done. I think I recognized some of the creepy sounds from Doom 3 (the weird crying and some others).
Which is good, that game had great sound design. The gameplay is a lot of fun, trying to get as many headshots as possible while blazing through hordes of aliens.
As others have noted there's a bit too much ammo, my shotgun was at maximum capacity most of the time.
Of the first episode, I liked map 1 and map 4 the most.
The second episode seems even more hellish, with some very abstract and creepy imagery.
Coupled with the creepy sounds it made for an immersive experience. Really felt like you were slowly descending into hell.
I liked all the maps, level 3 might be my favorite.
#45 Posted 07 November 2017 - 03:20 AM
I remember encountering this glitch (or is it?) in the first version already. Now that I've started blasting through the second episode, the thing has come to remind of itself once again.
P.S.: Might be the case as well that it's only me who's ever encountered this problem.
This post has been edited by Polunka: 07 November 2017 - 03:37 AM
#46 Posted 07 November 2017 - 02:04 PM
Polunka, on 07 November 2017 - 03:20 AM, said:
I remember encountering this glitch (or is it?) in the first version already. Now that I've started blasting through the second episode, the thing has come to remind of itself once again.
P.S.: Might be the case as well that it's only me who's ever encountered this problem.
You're not incorrect this does happen, I do know about that though. There is some other minor tweaks needed as well for it. It should be an easy fix just a matter of going to do it I suppose. This is something that will be attended to in an update some time, thanks though for a reminder its been awhile