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I'm impressed there's any mods at all for this! I wish they'd make another one, The Thing is a great concept for a game if you do it right.
I'm glad you posted this here so more people get to play it! I've played Doomzone for awhile, downloaded off your site and it's good to see you keep coming back and updating things. This has always been a go to mod for me whenever I play new Doom levels.
Any chance of using some of the actual FEAR weapon sounds, or something like them, for the Pointman's guns? To be honest not all of them are good, but the pistol, SMG, and shotgun always sounded pretty beefy.
When it says "removed neutral areas," what does that mean? Are those people still there, but other factions can take over the rookie village, etc?
Yeah, your starting armor is really the limiting factor. I had the same problem running around in the starter loner coat, where even dogs could kill me in a hit or two. Once I upgraded to a proper clear sky suit I barely take damage from most things unless it's a volley of assault rifle fire to the chest or something.
Yeah, I think a better way to go about it is to give the player more options for increasing the carry weight, rather than buffing the base one much. I think the original Misery suits had different carry weights as well, to represent different amounts of pouches, straps to support the armor, etc, not sure if that carried over to CoM with OA.
Everything seems to be working okay so far. The tweaks are pretty good overall, artifact hunting in particular did need a buff, same for stashes having crappy loot. The carry weight feels a little bit high, but not too bad.
Do we need to have all of Axebeard's tweaks for this to work, or is it okay with only some? I've got his Fieldcraft mod, but only parts of the tweak mod, like the better flashlight, etc.
Thanks, this never really made sense to me. Damaged/worn guns, yeah. But unless every gun conveniently gets shot mid-firefight most of them are going to be in working order.
Thanks. Yeah I've definitely been doing backups just in case. Luckily it's pretty easy to get everything working again as long as you save the downloads. No all day Elder Scrolls style modding.
So just to confirm the install order (for STCOM+OA), is it:
CoM>STCOM>Outfit Addon>Axebeard's Fieldcraft>small tweaks?
So you'd drag and drop the base gamedata folder from this, then the compatibility patch for STCOM + OA over it?
Thanks for posting this here, you've been really helpful merging all this stuff over in the /vg/ thread. Is this stuff compatible with an existing game, or would you have to start over for it? And does this no longer include OA, or does it have all you need already in there in the merge?
Pretty good mod so far. I think ammo rates could use a slight tweak though. I noticed I was getting a lot of ammo from zombies, like 30 buckshot, got 70 9MM once.
Would this be compatible with Call of Misery?
Thanks for making a separate page for this! CoM seems like such a weird project, since it started out english with the original mods/addons, then went Russian, and has to go back to English now. Hopefully everything gets translated again eventually.
That's actually something that's always bothered me. I'd rather Loners and Bandits just not even be a "joinable" faction, but just a state of being if you don't fit into another actual faction. CS made things weird by turning Loners into Defiance or whatever.
Are you talking about the Horde guys? I don't really like them either. I like the idea of them, but I think they need a lower cap on how many can spawn, because it gets out of control and lags maps out pretty quickly.
That'd be a good way to stop the player from exploting the armor/weapon drops at a low level. Looks a little weird to still have the DB helmet though.
I'd love to win a copy of the game.
Yeah it sounds fine now that I've played a few levels with it.
What other things do you intend to add? I'm hoping Mark leaves out the flipping demons off and other goofy stuff from the mod, since BD64 is a nice blend of original and BD so far.
EDIT: The footsteps actually aren't too bad in-game, I think they seemed louder to me in the video for some reason.
Looks pretty good so far. I think the footsteps are slightly too loud, though; they could be lowered by like 25-33% I think, at least.
The Doom 3 sounds are always a nice touch. The only one I've never really been a fan of is the Imp, particularly the deaths creams. It gets grating sometimes if you kill a bunch of them in a row since it's so high pitched.
It sounds like he merged Mercer's Doom 3 weapons into the latest BD or something.
Cool idea, I don't think I've seen a pack for him before. Would you be able to do a Kyle Katarn one?
Cool submod! I tried it out, but ended up going back to the regular mod, because the graphics felt kind of glitchy. Everything was very bright and too sharp. I tried configuring it with the graphics settings and next-gen options, but wasn't able to fix it.
Nice, thanks for updating this! I had a lot of fun with the earlier version just by having the maps feels more populated with zombies etc.
Does this work with the latest version, or does it need to be updated?
Thanks for this! Any other tweaks you can recommend? I always have trouble with the sikkmod graphics options, knowing what to enable and what to change, since just enabling them flat out usually results in something ugly without tweaking.
Additional note; I think I'm getting virals after me on almost any kill, even if they're fairly quiet or indoors. I have a few other mods on, but none of them affect the AI as far as I know.
Thanks for updating the mod! I had a balance question, is there any way for me to reduce the amount of virals spawned? I don't mind them appearing during melee combat, but it ends up just being an endless stream of them as the noise of more combat draws them back, and it's gotten frustrating. Their animations are kind of glitchy at the best of times, but having a constant stream of them just sliding around your attacks and hitting you with what appears to sometimes be invisible arms (the attack animations don't always match up right) is annoying.
I'm playing on Nightmare right now, which is probably part of the frustration, since most enemies take a bulletsponge amount of hits. I think I'd mostly like to reduce the detection range a bit so that nearby ones will come, but not an endless attack.
Glad to see you've been able to update! So this does work with The Following? It's a shame the enhanced edition stuff messed things up so much, hopefully you're able to restore most of it.