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 Post subject: Re: Operation Geronimo v0.1
PostPosted: Sun Jun 19, 2011 8:40 pm 
See it? no? fuck you then
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It was.... I dunno, a bit hard honestly, especially on HMP. The enemies are quite tough, I don't complain about the weapons though, just use the M60 and your good with the troops. Cept Bin Laden. As for the rest, can be better.

P.S, I used Software, screw Opengl. ;)

EDIT: Actually beat the damned thing on HMP with no cheats or anything, but took quite a few tries. rofl.

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 Post subject: Re: Operation Geronimo v0.1
PostPosted: Sun Jun 19, 2011 11:31 pm 
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And you really should make that marine a lot faster... really, a crippled snail could outrun him.

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 Post subject: Re: Operation Geronimo v0.1
PostPosted: Mon Jun 20, 2011 11:44 pm 
Clearly
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This wad is pretty creative, I like the custom sprites that were in this wad. I don't know if you made them, and if you did then you should seriously consider remaking that stupid RGA wad with more doom-like features instead of that choppy editing bull they have.

Gameplay was excellent I found no issue whatsoever.

3D was used very well in this wad, and it used normal everyday structures not highly detailed atmospheres like most wads tend to push.

I like this.


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 Post subject: Re: Operation Geronimo v0.1
PostPosted: Tue Jun 21, 2011 12:47 am 
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So, I tried this mod out and I must say, the mod isn't that bad, it doesn't come close to topping the charts of Best Wad, but its not the worst mod I've seen. While the realistic tweaks adds a challenge I feel that there's a clash between realistic and unrealistic. For instance, the fact that the enemies you face are (by the looks of it) unarmed AND unarmored doesn't add up, why there would be soldiers running out without weapons to beat you down with their bare hands, or why it takes more than one m16 clip to kill them. I agree with Corpse that other weapons besides machine guns would make the mod better. I don't know what exactly to say about the players speed, I read your instructions and played on the first skill level and found that the speed didn't affect much. All in all, I think that the mod would be better if there was less realistic features in it. I mean this to be constructive criticism and not criticizing to be mean, I'll make sure to try out the other versions if they come along.


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 Post subject: Re: Operation Geronimo v0.1
PostPosted: Tue Jun 21, 2011 5:19 pm 
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Speeding up the player, i cannot do that.
I tried half the speed of the standard Doom Marine, and feeling-wise its way too fast.
If you people prefer faster than 0.3, i have an better idea.
I actually wanted 2 distance weapons, and some close combat weapon, which could be the handgrenade.
But reading from the previous posts, i can give you a different set of weapons, instead of 2 types of machineguns, and a handgrenade.

In combination of the players speed, i can add, different of speeds to each type of weapon.
You hold a lighter weapon you can move faster, than when holding a bigger weapon?
Is that a good idea to implement.
I also like to add an auto-regenerating health till certain value.
How i must do that, i have not figured that out yet.
The auto-regeneration wont bring you back to full health.
Stimpacks will be still available in the map.

I have also lowered the health of the enemies alot.... it is now way too easy... :(

Hows that for a start to version 0.2?

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Last edited by UnTrustable on Tue Jun 21, 2011 5:25 pm, edited 1 time in total.

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 Post subject: Re: Operation Geronimo v0.1
PostPosted: Tue Jun 21, 2011 5:24 pm 
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Quote:
You hold a lighter weapon you can move faster, than when holding a bigger weapon? Is that a good idea to implement.


I have that in RGH and it works awesome gameplay-wise. It actually allows to balance heavy weapons without limiting their ammo too much.

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 Post subject: Re: Operation Geronimo v0.1
PostPosted: Sat Jun 25, 2011 9:45 pm 
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Alright people. I have editted the firt post, version 0.2 is here.

I have made a few changes, like the speed of the player is now depending of what weapon you are carrying.
Re-made some Al Quaida Warriors wearing some bullitproof vests, so you now know why some of them are soo tough.
I have added an Auto-health-regeneration feature that brings you back up to max 100% of health. I hope this works without any problem.
Increased the damage of the M16 machinegun, added the doom shotgun to its arsenal.
It might aswell get replaced by some other shotgun in the future.
Changed the 'activation' of the objective screen on demand. :) Standard bind to the O key.

Good luck for those who definitely wants to play this on skill 4.

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 Post subject: Re: Operation Geronimo v0.2
PostPosted: Fri Jul 01, 2011 8:12 pm 
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Alright. This topic may go into a lock.

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