I disagree with the inclusion of the upgrades and think they are a worthless addition. This is not being ‘disingenuous’. The only one being disingenuous is you. Oh, there isn't exactly that many enemies, therefore I'm wrong. There was probably 2.5 times as many. I totally got it wrong, right. That surely refutes everything I ever said. Oh, there were maybe a couple of Gasbags in the original mothership, now the point I was making is completely invalid. But where even are said Gasbags? Not even UnrealEd could find them, I guess they must be invisible or something. I don't know anything about amplifiers, therefore I am totally wrong. Navigating the Sunspire isn't hard and adding extra help for retards who can't figure it out is, like, super inclined, duh. What about the music changes, what about the uber-retardo spider maze? Seems like you don't have any way to defend your shit, so you just won't acknowledge it. Your story is even cooler than mine, bro. Clearly I can't have played it myself, because if I did, I'd be in love with you. Just because you are so awesome and can't do wrong. Rating me FAKE NEWS? The joke writes itself.Cool story bro. You're retarded but at least you went and played the mod this time (or watched a YT playthrough). Nice job with the fake news. There's not "two or three times as many enemies", not even close, weapons aren't "gimped to justify the ugrades". It's actually the opposite: all weapons have (minor) buffs in various ways. There's actually one or two more amplifiers than vanilla. You're being completely disingenious about the "pointless upgrades". There were gasbags in the mothership vanilla. You're accurate about additional subtle signposting to help with navigation in some cases. This is a good thing, not a bad thing you dumbass...eh whatever. It was a pleasure to have "wasted your time", and have fun "wasting your time" with the RTNP expansion pack which I'm sure you'll want to play next. The best you could do is make up hyperbole and complain about a goddamn texture change?
Yeah bro, I also played Daikatana just to troll John Romero. In other words, seeing modders fuck up is funny.Unreal lol you spent hours of your life playing a thing you already knew you didn't like just so you could try to troll the guy who made it
Yeah, look at all... 0 hours I've been giving to Black Mesa since I talked about it. It surely can't be that I noticed the shitty stonevomit texture immediately, nah, it's clearly autism lmao herpaderp. Very interesting how it's the same few retards defending every game I complain about. Makes you think.This is gonna be Unreal's next obsession after Black Mesa. 20 hours a day of playing Unreal Evolution over and over, armed with a notepad to jot down all the critical flaws such as "Stone texture is wrong".
If my family are video games, then yes. Though really this is no different from when I complain about any game, so I can't say it's specifically about mods.Was your family killed by a gang of marauding modders? There's got to be some deeper reason for the anti-modder crusade you're on.
Well, that sure sounds like fun, doesn't it. I haven't played Arcane Dimensions yet, and I already don't like it. See? You're already laughing.Dude, legit thread idea: we all suggest our favourite classic mods/WADs/fan maps, and you play them and tell us exactly what's wrong with them in a series of bulletpoints. No joke, this could be Codex thread of the year 2020.
2.2 Stealth update
-Minor adjustment to quadshot firing volumes
-Bugfix: quadshot now receives damage mods properly.
-Included Rosodude's rocket Launcher Alt fire rocket rotation improvement
-Nalic2: Reduced the number of skaarj officers spawned in the arena to 4
-Nalic2: Made behemoth chamber's pickup easily visible
-Reduced CA Rifle accuracy by ~30%
-Changed RL/GL Blast Radius mod to instead reduce blast radius, but increase direct hit damage
-Fixed new gore spawning red blood for Mercenaries and Spiders
-Embedded UE Mutator into the respective gamemodes. This way when using the OPEN command, or opening a map via Unrealed, the mutator will always be active.
-Ensured flares, automag clips and stinger ammo always fall to the floor after being replaced by mutator as they are spawned from breakable containers.
-Increased the potency of automag mag upgrades: +7 clip size, and +9 clip size. Up from +5 and +7. This is to maker the automag better rival the minigun, and the opposing upgrades.
-Slightly increased automag alt fire accuracy further to make it better rival the minigun.
-recoil mods now reduce ca rifle recoil by 35% each. quadshot remains 50% each.
-Crashsite1: moved nali ghost to a fairer location.
-Ported the 'spawnmass' console command from Deus Ex. essentially the summon command but spawns multiple instances of whatever you summon
'spawnmass classname ' will spawn many of the desired class.
'spawnmass classname number' will spawn the desired class the number of times you specified
Well, you know, it was your choice to install the mod which made the game harder and play it on a difficulty harder than hard. So you think the mod is good but also think the game is painfully awful, which is partly said mod's fault. Okay. See, this is why I give mods like this so much shit. Because retards will use it for their first playthroughs and form their opinions of the game based on that. It wasn't that bad even with the mod installed, except for the spider maze which you liked for some reason, so I guess you just have shit taste or something.Overall, I'm amazed by how crappy the game is
Wait, there were arenas in ISV-Kran?The arenas are painfully awful, particularly that at the end of Cellars at Dasa Pass which is very small and even more reiterative than those at the ISV-Kran, which I thought were amateurish enough.
I know you're very upset about someone having touched your sacred cow so you can't properly read my post, but nowhere I complained about difficulty in absolute terms. Quite the opposite, I complimented the later levels which are the hardest in the game; the issue is with stupid difficulty, which tests patience and tolerance for silly design, instead of reflexes and fast decision making. And as far as I know these are problems of the game itself, as I had no issue with the grudges you listed against the mod.Well, you know, it was your choice to install the mod which made the game harder and play it on a difficulty harder than hard. So you think the mod is good but also think the game is painfully awful, which is partly said mod's fault. Okay. See, this is why I give mods like this so much shit. Because retards will use it for their first playthroughs and form their opinions of the game based on that. It wasn't that bad even with the mod installed, except for the spider maze which you liked for some reason, so I guess you just have shit taste or something.
The start of Demon Crater I wouldn't count as an arena, since enemies clearly come through the unlocked door in the upper floor, they don't fall from the sky over your head. It's pretty fun, as many sport rocket launchers or razorjacks so it's easy due to the layout to make them aggro each other.There were others like the one in the initially dark chamber in Demon Crater, but those were pretty short and enjoyable, and the chase-around in MotherShip Core's corridors was actually fun.
Yet again, I never complained about difficulty otherwise I would have dropped the difficulty level like a peasant. I like being challenged; as soon as the game got me on my back foot I couldn't stop playing (last eight levels or so, I completed them all on a single session). My trouble is bad difficulty (i.e. just grinding through bloat) the rest of the game.The game doesn't get very difficult or frustrating at any point on normal.
Of course not, no arenas at all! I mean besides the one at deck 4, which is the first in the game wherein with no previous notice skaarj start falling off the ceiling for minutes and I thought the game was broken; then another one in the very same level where upon picking up an item they again fall off the ceiling this time in a very small room; and the one in those corridors at the beginning of deck 1, which I guess is kinda fun for the first ten enemies but gets weary by the end.Wait, there were arenas in ISV-Kran?
I mean other than the minor one in shuttle bay, decks 2&3.
So you just don't like it that sometimes some monsters spawn in from where-ever? Who cares about shit like that? It doesn't seem like you actually have any valid complaints. Sorry for assuming you were less retarded than you actually are.I know you're very upset about someone having touched your sacred cow so you can't properly read my post, but nowhere I complained about difficulty in absolute terms.
How would you know whether the game was ‘more interesting’ this way? You hadn't even played it before. The extra behaviours amounted to very little. So some guys can turn invisible or whatever, and...? That just means the game now has even more stuff to pad out fights without actually doing anything.I find it amusing that you're so hurt by the difficulty spike which actually makes the game more interesting. Do you even like Unreal as a FPS?
That room didn't actually have low gravity originally, that was something the mod added.Wouldn't it have been cool to have an engagement in the low gravity of the reactor room in decks 2 & 3? They had the ingredients, but they mixed them up so clumsily.
No, I don't play Unreal to ‘chill’, that's what deathmatch is for. I play games for the ‘experience’ (this does not mean what you think it means), which difficulty may or may not be a part of. I don't want extra difficulty if it means screwing up the rest of the game. By the way, PC games are simulations, not ‘challenges’, Unreal is just a fantasy tech-demo, and Doom is a DnD-inspired dungeon crawler. also codexers playing harry potter games lolDo you even like Unreal as a FPS? It sounds like you play it just to chill, like I would play a HoMM or a Harry Potter game when I don't want to be challenged but to relax.
I do because it matters. I'm very fond of Painkiller and Serious Sam, both being designed around arenas though with very different characteristics -I've never been bored by them; when horde after horde of enemies goes against me in Serious Sam my adrenaline pumps up and dopamine kicks in after vanquishing the foes. When I survive one of those arenas I mentioned as flawed in Unreal I thank God, because I was bored to death -and the layout has much to do with it.So you just don't like it that sometimes some monsters spawn in from where-ever? Who cares about shit like that?
I hadn't mentioned it earlier because I did not deem it relevant, but I played Unreal for the first time about fifteen years ago, and I left it by the water temple; along the years I tried to play it several times but always dropped it not many levels in. This is the only time I've felt motivated enough to play it through, as it was indeed more interesting.How would you know whether the game was ‘more interesting’ this way? You hadn't even played it before. The extra behaviours amounted to very little. So some guys can turn invisible or whatever, and...? That just means the game now has even more stuff to pad out fights without actually doing anything.
So the original had less combat but it isn't any better. Ok.The difficulty instead came from all the random enemies dumped in places they don't belong, which is just stupid and spoils the setting in addition to making the game tedious to play. I'd rather play the original game on the hardest difficult than play this mod on normal.
So indeed the mod improved the game, as I stated that it was one of the few things that impressed me. Thanks AshThat room didn't actually have low gravity originally, that was something the mod added.
Clearly ‘chill’ does not mean what you think it means.No, I don't play Unreal to ‘chill’, that's what deathmatch is for.
This is one of the most retarded statements I've read in this site outside GD, quite an achievement.By the way, PC games are simulations, not ‘challenges’, Unreal is just a fantasy tech-demo, and Doom is a DnD-inspired dungeon crawler.
What, don't you like high fantasy wizardry simulations? Your previous posts made me doubt you really liked Unreal but now I'll even dispute that you're a RPG fan.also codexers playing harry potter games lol
In other words, you got lost and gave up.I hadn't mentioned it earlier because I did not deem it relevant, but I played Unreal for the first time about fifteen years ago, and I left it by the water temple;
Deathmatch is the number-one turn-your-brain-off game, didn't you know? Just run around and shoot people while you listen to a podcast or Youtube video or something, that's what I always do.Clearly ‘chill’ does not mean what you think it means.
I speak trollishly, but it is actually true. They are about simulation and interactivity and complexity, not meticulously designed challenges (which is what arcadey weeaboo games are). That does not preclude it from being challenging in its own way, of course, but the idea is very different. I'd rather have my Unreal be System Shock, not Dark Souls.This is one of the most retarded statements I've read in this site outside GD, quite an achievement.
Clearly an arbitrary definition of games as simulations must thoroughly exclude the idea of overcoming progressively harder ‘challenges’ that test the proficiency with the mechanics as no one plays games for that but to 'experience' being a space marine trapped in hell.
Sure, they're pleasant, but I wouldn't play anything to ‘chill’ or ‘relax’. Those are words you'd use to describe faggy ASMR shit.Your wild butthurt doesn't allow you to see that I openly accepted the possibility of enjoying non-challenging games when I referred to the pleasantness of playing HoMM or Harry Potter, and I assumed you played Unreal this way. If there's a difference in positions you failed to show it with your simulation approach.
Quake is an RPG.But what is most remarkable about your post is the way you define Unreal, one of your favorite games... which is hard to believe you even consider a game as it's 'just a fantasy tech-demo'.
How many have you played? One? Two? You're not a true wizard until you've played all 500 versions of each game, duh.What, don't you like high fantasy wizardry simulations? Your previous posts made me doubt you really liked Unreal but now I'll even dispute that you're a RPG fan.
By ‘every FPS’, you mean... Marathon and nothing else. But even its bug mazes were better than that shit. You seriously think that was comparable to the likes of Doom and Duke Nukem 3D, games that thrived on having anything other than boring, blocky environments? It's just pointless shit that doesn't deserve to be in the game on any difficulty. At the very least it could have been a secret area instead of being randomly inserted at a critical moment just because you think you're cool enough to do that. I guess retards will still enjoy it anyway, though, so congratulations.It's a classic FPS-inspired maze by design. A design style which dominated nearly every FPS prior to Unreal.
Deathmatch is the number-one turn-your-brain-off game... that's what I always do.
actually i turn it off specifically for the codexDeathmatch is the number-one turn-your-brain-off game... that's what I always do.
If only you'd remember to turn it back on before posting on the Codex.