If you really dislike it, then I have another suggestion for how to fix it. Increasing melee range. As it is right now, melee range is quite small and hard to gauge in first-person. So maybe just a melee range increase is all that is needed.
If you really dislike it, then I have another suggestion for how to fix it. Increasing melee range. As it is right now, melee range is quite small and hard to gauge in first-person. So maybe just a melee range increase is all that is needed.
The gravity is the way it is because it lets you circle-strafe more easily.
Edit: Also, you have plenty of ammo for a variety of weapons there. Just manage your resources properly, aim at the correct body parts, and you will win.
I played it and absolutely loved it. Most people complaining are just having a skill issue.
I enjoy parts of this mod, but the removal of the melee pull and the ****** up camera view make the game a lot less enjoyable, since a major part of the enjoyment factor of combat is how the melee can be used as a counter to enemies approaching you, as it allows you to just press the melee button to counter their approach and have the game track the enemy, like Destiny melee.
By removing those finishers, and buffing the AR, a weapon which needs no buffs, it just made the game less enjoyable. The first-person camera angle is also pretty messy, making it hard to tell the range you have to be in, when other first-person mods don't have this issue.
I like all other changes. Movement especially.
Game says I'm not signed in, as others have said, it used to work fine on old versions.
I find it strange that you would go through the unnecessary effort of having a complicated setup process, only for the setup not do everything for you.
Other mods, even ones from the 2000s, proved simpler to install.
Agreed. This kinda gameplay, combined with more aesthetically fitting models, would be perfect, as I don't take issue with any of the gameplay, I just wish the art direction was maintained somehow for the base campaign.
Why does the .exe need to be replaced? Simple cfg changes achieves widescreen already. Does this fix up the scaling and stop stretching of certain things?
I'm quite late; A year late, but still.
Does it include the patch made to fix enemy spawns? I suppose so.
The bigger question is whether or not it can be installed without having to put it in the documents folder. If it has to be in the documents folder, then I think I can't play it, as Windows is not a fan of my tiny SSD, and thus fills too much space.
There's some easy to alter things involving damage and difficulty, which means that someone might make a more gameplay-oriented mod in the future. It probably won't be me, though.
Saw it at Decino's channel as well; Loved it, great work; Keep making maps, you're very talented!
The only thing I'd suggest for this mod is perhaps removing the parts of Smooth Doom that affect items; They can conflict with gameplay mods a fair bit. Otherwise, everything works great.
ASI is a well-known, completely normal thing. Don't mislead people into things like this just because you're dumb and misinformed.
Author released under 'addons' for some reason.
Does this change the balancing by any chance? Asking since I feel like the shotgun was made worse.
Edit: Definitely just an impression. Restarted and the shotgun felt normal, wonder what's up with that.
Good mod, my only complaint is that I don't see a reason to reduce the shotgun's damage rather than increase it.
Yeah, I'd love to see a single-player version that has all the fixes this mod brings.
When it comes to Delta Touch, it is indeed quite difficult. GZDoom on PC is quite easy to handle, since all you have to do is to have the wad files for whichever DOOM game you'd like to play on the same folder as GZDOOM.exe, then open it. And if you want mods - The way I do it for those, with PK3 files and all, is to use the item checkboxes function for Windows Explorer, then I select the mods or map pack I want in the right order, then I just drag them onto the GZDOOM executable, then I just play it.
Wished someone would make a mod for the campaign, I feel like it deserves some love too. Specifically on making the Chaos A.I. actually fun to fight, the Orks are much more fun in the campaign.
Love the mod, by the way.
10 years later, but for onlookers;
This is a stealth mod. No wonder you die easily and guards are hard to kill.
Run the game at least once before installing the mod.
When you say it is meant to give a harder player experience, does this mean aggressive combat is discouraged, or is it more balanced for that?
This has a bunch of gameplay things with it too, though, so even though the map isn't included, there's still gameplay stuff.
It's only been a year. HL2:MMod also took a long, long time to release.
As much as I have the feeling this will never release - Too ambitious, I hope you succeed in at least making something out of the Mod Kit, because this is someone no one has used thus far (although for good reason)
This is weird, considering that Gunship Mark at some point decided to add less lore-friendly stuff in the 2.0 version. But, since he took 10 years for 1.0, I'll be happy with this!
Oh, and I also hope you do some creative things with the weapons. Try going a little more consistent with the art-style, but don't let the weapon selection look generic. Make it pop like with the current enemy designs. Same goes for the attachments. i.e. Don't make them look too modern for *our* world, try making the attachments feel like something either resistance would make, or the Combine would make with the tech they have. Taking some inspiration from Valve's concept art in HL:A and HL2, and the HL2 Beta, would be helpful I assume. Think retro.
I honestly didn't notice the changes that much. I don't know if I got better at the game, or if the mod rebalanced it.
Not quite sure why this one was downvoted, dynamic shadows could be interesting, if it is something that can be done. Although I suppose it no longer can.
I tried it but there is a black screen on join server and the game crashes on Create Server
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