PR2 First Impressions
Everything looks great so far. Not as smooth online as offline but that's to be expected. Reminds me alot of Rune. Except whoever made that game was too lazy to include bot support. As far as bugs go the only thing I've really noticed is that in a botmatch Diva looks super deformed. It's kinda cool looking but it's obviously not what was intended. Otherwise awesome release.
I wish I could have recorded a demo. I just finished a match where me and some other guy were all over the place grappling to one area and then another trying our damnest to kill eachother. I haven't had this much fun online in a long time.
I wish I could have recorded a demo. I just finished a match where me and some other guy were all over the place grappling to one area and then another trying our damnest to kill eachother. I haven't had this much fun online in a long time.
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Just tried it- kinda cool. I also think it would be great if in future release the melee animations were better- but its a good start. My only gripe is I cannot hardly understand the melee anouncer round, countdown, fight and beheaded,etc sound effects. Having the cool bass voice effect is a good idea, but the words are unclear- especially fight and beheaded - and especially when mixed with crowd cheering. So if those soundfx could have some midrange and treble added back to them maybe it would help? I think they slowed the voice down TOO much to make the effect- I think a few notches faster would help.
Ill go back to playing more now that I just got the new map pack... cya!
ps- out of curiosity what was the idea behind the deadman chalk outline ? honestly seems a little cheesey to me IMO. I would prefer a big pool of blood.
Ill go back to playing more now that I just got the new map pack... cya!
ps- out of curiosity what was the idea behind the deadman chalk outline ? honestly seems a little cheesey to me IMO. I would prefer a big pool of blood.
BOOM!!!
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
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I think this is amazing. It's a lot more complex than what I expected. At first my ass was getting handed to me. You don't just aim with the mouse, you use it to help swing the weapons. If you time things just right you can kill a guy in one shot.
So far my favorite weapons are the bastard sword and battle axe.
So far my favorite weapons are the bastard sword and battle axe.
I really dislike the fact that in basically all the duel maps, there's 999 ammo for every gun in MAPPERS CHOICE. That makes it almost pointless to have melee weapons there, because there's not way anyone is going to get close enough to hit me with their daggers when I can spam grenades all over the place.
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hmmm well im gona hve to run after trying afor a few minutes.. plays great, though havent been able to select the other wepaons.. only the bastard sword..
(btw bastard sword shouldnt the sharp and of the plabe be pointed towards the front iinstead of teh left - rght?)
ill go through allthe readmes when i get back
see ya
(btw bastard sword shouldnt the sharp and of the plabe be pointed towards the front iinstead of teh left - rght?)
ill go through allthe readmes when i get back

see ya
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We only have one person to do the animation and he was very busy with RL so we want to add more later.Just tried it- kinda cool. I also think it would be great if in future release the melee animations were better- but its a good start.
Maybe try the ProxyAnnoucer as he will work in Duel.My only gripe is I cannot hardly understand the melee announcer round, countdown, fight and beheaded,etc sound effects. Having the cool bass voice effect is a good idea, but the words are unclear- especially fight and beheaded - and especially when mixed with crowd cheering. So if those soundfx could have some midrange and treble added back to them maybe it would help? I think they slowed the voice down TOO much to make the effect- I think a few notches faster would help.
That was a user selectable feature we had in PR1.0 of the mod. Its suppose to outline the "dead" body of the player. Right now is just an approximation and could be tweaked some more. But glad your enjoying the new stuff!ps- out of curiosity what was the idea behind the deadman chalk outline ? honestly seems a little cheesey to me IMO. I would prefer a big pool of blood.
Yeap that's one of the first things we will do is get a better stance for the daggers. As well as more moves that better fit the daggers.I like the double daggers for some reason. But, one dagger isn't placed right in the character's left hand.
Defalc, yea I hear you. It was discussed in our forums about how to properly handle this. We did limit the ammo on our more spammy weapons (napalm grenades). But we can revisit this issue again. However my intent for the Mappers option was to allow for some unique duel games. Say for example you have two tall towers and have them spaced just far enough apart so that jumping/grappling does not work well. Then with mappers choice you can use snipers/ERDW to have a sniper duel. Or if you have a map where you don't always have a direct line of sight, then the Cutter or the Nade launcher can be used to make that bank shot. That was the goal for the Mappers Choice.I really dislike the fact that in basically all the duel maps, there's 999 ammo for every gun in MAPPERS CHOICE. That makes it almost pointless to have melee weapons there, because there's not way anyone is going to get close enough to hit me with their daggers when I can spam grenades all over the place.
Jb