If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
I actually like seeing more powerful weapons for a change. I mean, REAL power. Fucking shit up power. I don't care who or what you are, taking a buckshot blast to the face is going to be the end of you. You could meter this awesome firepower by reducing ammo availability and what not, ensuring that players don't get too trigger-happy and start dominating everything in sight.
One of my biggest and oldest complaints with vanilla Quake was how most of the enemies were complete bullet sponges. I can see the shambler taking a lot of hurt before dying, but smaller enemies (the ogre in particular) take way too long to kill.
One of my biggest and oldest complaints with vanilla Quake was how most of the enemies were complete bullet sponges. I can see the shambler taking a lot of hurt before dying, but smaller enemies (the ogre in particular) take way too long to kill.
i think this served as sort of a compensatory as to how levels were designed and how many enemies were placed in them (and where). i for one applaud tough enemies increasing the threat.
It's been a while since I posted anything in this thread, hasn't it?
I've added a lot to this since I stopped posting updates here, and here's what i just added
[ame]http://www.youtube.com/watch?v=cCTfCSAxRM0[/ame]
Ogres have a small chance to drop them when gibbed, and if you want a console command will set it so you can have players spawn with chainsaws in DM or replace the ring of shadows
FUCK. YES. I love it. I'm actually about to make a chainsaw for my mod too. Very similar to this, but the deaths will actually be a short kill scene like the new Doom game. Still working out the details. Your blood splats are amazing. Well done.
It technically is the latest, I haven't really updated it. Though I do have a version I made that works with Quakespasm without hand models (they were too high poly for it) floating around somewhere
Comment