BloodTC for eDuke32
#1 Posted 10 May 2009 - 11:52 PM
BloodCM on ModDB
M210's Site
HRP and Music Packs: http://www.moddb.com...m/tutorials/hrp
Gameplay Videos:
E2M1 — Shipwrecked
E2M2 — The Lumber Mill
E1M5 - 14.07.2012
E1M1 - 07.05.2009
Effects Demo
Weapons and Items Test
This post has been edited by M210: 06 June 2013 - 10:24 AM
#2 Posted 11 May 2009 - 08:16 AM
Blood sfx will really make the difference. Seeing this is making me interested in Blood again.
#4 Posted 11 May 2009 - 09:17 AM
M210, on May 11 2009, 09:52 AM, said:
Now these are some fantastic news M210!!
#5 Posted 15 May 2009 - 12:52 PM
#7 Posted 15 May 2009 - 01:24 PM
#9 Posted 15 May 2009 - 02:38 PM
#10 Posted 15 May 2009 - 03:12 PM
Are the 2 teams cooperate? That would be great.
#11 Posted 16 May 2009 - 01:50 AM
Alan, on May 16 2009, 01:24 AM, said:
Yeah, it's will be easy to fix. Just I work over more difficult code and I don't pay attention to trifles http://forums.duke4....tyle_emoticons/default/laugh.gif
msleeper, on May 16 2009, 02:38 AM, said:
I tried to write Dimebog, but he didn't answer me. May be my messages didn't reach to him?
#12 Posted 16 May 2009 - 03:55 AM
#13 Posted 16 May 2009 - 05:58 AM
Mateos, on May 16 2009, 03:55 PM, said:
I have two mapers and to make objects and weapons more difficult than maps therefore I want to create gameplay of Blood and after it - make a maps
If you mean to help me, send a private message to me and I'll tell you that is required
#14 Posted 16 May 2009 - 08:43 AM
msleeper, on May 15 2009, 06:38 PM, said:
Only technically. Cradle To Grave seems to be more of an add-on type of experience, while BloodTC is just a port of sorts.
#15 Posted 16 May 2009 - 11:10 AM
Captain Awesome, on May 16 2009, 08:43 PM, said:
It's not a port, it's a mod for eduke32
#16 Posted 17 May 2009 - 12:22 AM
M210, on May 16 2009, 09:10 PM, said:
Means that they are both the same thing - add-ons for eduke32, shall not be necessarily united. BTW, Blood looks and plays fantastic on gzdoom already.
#18 Posted 18 May 2009 - 09:30 AM
Dunno how hard it is to recreate the levels (or are they just converted?), but I'd really appreciate if the final product contained at least 2 full episodes.
#19 Posted 05 August 2009 - 01:19 PM
#20 Posted 05 August 2009 - 01:39 PM
#21 Posted 05 August 2009 - 03:07 PM
Some suggestion (for refernce, I'm playing with the "Let's Rock!" difficulty setting) :
- FLARE GUN -
* You've to allow multiple flares active on one enemy. This was possible in the original Blood
* The speed of the life-draining is a bit low.
- SAWED-OFF -
* The special fire is TOO WEAK ! A full shot have to instant kill a Pigcop, in my opinion.
- DYNAMITE -
* This weapon seems too weak. As above, a direct hit must jib a Pigcop for sure.
* The "fuse" of the alt-fire is too long. It's almost completely useless in this way.
#22 Posted 05 August 2009 - 03:28 PM
Blood enemy stats
Also, to save your time; Gaygoyle in Blood dies with 4 shots from sawed-off's alt-fire in Well Done (4rd skill) with 696 hp.
#23 Posted 05 August 2009 - 03:31 PM
This post has been edited by Skulldog: 05 August 2009 - 03:40 PM
#25 Posted 05 August 2009 - 11:42 PM
Headless_Horseman, on Aug 6 2009, 03:07 AM, said:
* You've to allow multiple flares active on one enemy. This was possible in the original Blood
It is available, but not visible, because I don't know how to calculation coordinates of flarefire after hit of enemy, but...if you shot to enemy, for example, five times, it will die at 5 times faster.
Headless_Horseman, on Aug 6 2009, 03:07 AM, said:
- SAWED-OFF -
* The special fire is TOO WEAK ! A full shot have to instant kill a Pigcop, in my opinion.
- DYNAMITE -
* This weapon seems too weak. As above, a direct hit must jib a Pigcop for sure.
Because I increase health of enemies at twice, it man be excluded.
Headless_Horseman, on Aug 6 2009, 03:07 AM, said:
You mean when it lies on a floor? I'll fix it, but now I don't know how to make it true.
XThX2, on Aug 6 2009, 03:28 AM, said:
Blood enemy stats
Also, to save your time; Gaygoyle in Blood dies with 4 shots from sawed-off's alt-fire in Well Done (4rd skill) with 696 hp.
MIKE SIMS, on Aug 6 2009, 03:49 AM, said:
http://homepage.ntlw...iv/BloodSounds/
Thanks for this
This post has been edited by M210: 05 August 2009 - 11:45 PM
#26 Posted 06 August 2009 - 01:00 AM
#28 Posted 06 August 2009 - 02:30 AM
* Spray can's flame projectiles go through enemies and last longer than any other weapn. (Except for napalm's alt-fire)
* Napalm should be A LOT STRONGER, or if you already have added resistances for enemies, make octabrains a lot less resistant to fire, afterall they live in watery areas.
* Same goes for Tesla Cannon. Too weak alternative fire there. They also trigger electric stun state of ANY monster in the game (except of stone gargoyles and queen spiders, they just go their pain state
* Sawed-off shotgun's alt-fire NEEDS to be much stronger than in here. 696 hp => 4 shots. You shouldn't be wasting your time trying to blast off enemies with 100-200 hp with two shots (4 shells in total, approximately, you can assume that the alt-fire should be doing 200 damage per shot)
* Could Napalm launcher look a little higher on HUD ? It looks too low to me.
* Although life leech looks great, it doesn't life leech! (ironic isn't it) In original blood, it was leeching life (check your pm) they changed it in Plasma Pak for some reason though...
- Life Leech sends A LOT OF con errors to the console, mainly invalid sprite id errors, when you attack at walls. A HUGE NOT THOUGH, Life leech DOES NOT hurt you with radius of it!! It doesn't have a high radius at all !!
* Alt-fire of sawed-off is faster in Blood than in here. (I want to have that FAST feeling when I play, as it was what got me in to Blood back then )
NOTE : Your mod crashed a lot on 1485 build.
This post has been edited by XThX2: 06 August 2009 - 02:47 AM
#29 Posted 06 August 2009 - 02:44 AM
I'm sure you are working on the things people noted above, can't wait to see this TC done.