Now to get rid of the stock UT weapon pose.
Now to get rid of the stock UT weapon pose.
Inching ever forward to a complete title. Keep on keeping on 👍
Wow, I really like how the infected areas are starting to look, it definitely ups the creepiness factor.
Ugh, please upload this on your youtube channel, moddb's servers are taking a fat **** and being useless as per usual.
Awesome, I can't wait to try the demo!
Keep it up!
Some really cool gifs in this batch, looking really cool.
Thanks for the update!
Were you having some sort of stroke while picking the audio for this?
Rad update as always, keep up the good work!
Interjection, I too have this problem, and it's the GoG version.
Congratulations on your release!
It's okay. Needs some more balancing tweaks. Game is either way too easy with the right random roll, or unfairly hard. No fine line to walk here, never had a 50/50 run where I felt like any challenge was fair, even with my own modified difficulty that makes enemies more intelligent and ammo less plentiful.
Can't really think of any meaningful advice to give, but I feel like shafting the player with less ammo, health and armour and other arbitrary artificial difficulty **** you can throw at it, will only make the game frustrating, and not in the 'fun' sense.
Remember, GZDoom is practically omnipotent, there's almost nothing you can't do in ZScript.
When you have the time, take a look at/pop in on the Discord for Escape From Pripyat [not an ad, I'm not affiliated] to see how other developers are trying to do this in other engines.
Interestingly enough, it seems to suffer from similar issues, but I guess you (the team working on this) might like this, and even come up with inspiration for elements to add.
Wow, this almost makes me not regret spending money on this.
Bot 2: Bot Harder
At least I can sleep safe & sound knowing this guy has put more effort into a politically charged satire mod than you have in your entire life.
Moddb needs a 👍 button for media.
Hell yeah, this is what I was waiting on.
I bet this will look very impressive on your development reel in the future.
Has anyone figured out how to fix the insane ear splitting reverb on maps like anarxiticalcity etc.? Some areas just have infinite repeating reverb that blows out my speakers, tried going to different versions of eDuke, but no dice.
I might just remove the offending maps altogether and upload a custom episodes.con at this rate.
Hey mate, no problem, I figured out I accidentally slapped the wrong eDuke executable into my BiB folder.
As for Conundrum, I hope there will be some sort of sequel for it, although I'm not entirely sure what crazy things you can come up with for the aged Build Engine. I enjoy a good puzzler.
As for BiB, with whatever version I had loaded, the top floor of the main complex would just completely break, becoming one giant HoM.
The new version fixed (all of) the visual bugs and map/script errors.
I do wish the ending map was a little bit less of a C.F. at the end, but I feel this might just be my own 'evolution of gameplay' over the years. Less running and gunning and more suppression and moving under cover.
Although running out of ammo a lot is never a good time. 😅
Thanks for responding!
The best way to solve a fire hazard. 👏👏👏
I can't believe this ONLY has 666 watches.
That has to be evidence this website is dying, I refuse to believe otherwise, with such high quality content.
Very nice, as always. 👌
Holy **** this looks amazing. I want 30 copies by the end of this month!
And get me those pictures of spiderman!
Man am I glad I'm following this mod. If I hadn't randomly stumbled upon it, I might 've missed what might be the greatest single player campaign/rebuild for half-life for possibly quite some time.
But how big is it compared to Foursite and Doom One or Bury my heart knee deep?
Just know that the bigger the map is, the more problematic it will be to run on certain mods that people might like.
Best of luck!
Unintentional hiccups aside, I would say this is one very solid proof of concept for a game.
I especially enjoy the fact nearly everything seems to be destructible, to several levels of integrity even.
It seems the procedural generation is going well, plus minus a few 'normal maps' (I don't know what these would be called) on some of the corridors making them see through, and some clipping of walls into walls, I feel with some detailing left and right for in the (far) future, it could be tooled to be a believable space.
I was wondering:
Will the alien spawning areas continue to grow over time, slowly taking over the area? And will we be able to stop it somehow, maybe as a secondary objective, cleaning a level/area for additional credits and rewards, stuff like that?
Will there be any secret passages that could link up areas adjacent to eachother, for example with the usage of vents/ducts (maybe used only by enemies when you least expect it)?
Once the procedural generation has been fine-tuned, will there eventually be several layers existing in one 'level', or will the core concept remain on a singular plane for now?
dave_5430
David joined
General Asshat special important people person to the max.