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Project: X Insurrection (Beta)
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Wolf3DGuy
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PostPosted: Thu Apr 04, 2019 2:49 pm
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You don't need any subfolders in the music folder, just put all the tracks in that one folder.
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PostPosted: Thu Apr 04, 2019 5:54 pm
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doomjedi wrote:
how to get music on this? I don't have any music, and I downloaded all files


Put them all in the Music Folder in the Root Folder of Project: X 2

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PostPosted: Fri Apr 05, 2019 6:31 am
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Thanks, works Smile

First impressions:

I appreciate modders who have their modding style, to make their mods recognizable. One can love or hate the particular style, but having a style is modder's pride.
And you sure have your style Smile
Your mods are always fun, at least for me.

Plot - love the plot, though not much demands from it anyway.
I usually don't much read plot in mods, but in this mod I keep reading every note, and that's an achievement by itself. Love those recordings and such.

Interesting snow implementation, nice.

Art: Good.
Both in this mod and in the Parrot mod - love to see art that I don't (or at least easily) recognize their source, being original or from less abused sources.
Never a fan of use of Doom art in mod, as stated many times. Strife art is cool as always.
Pickups seem to be too big more my taste (or realism-sake, that huge pistol...), but that's personal style and references. In general - themes are well defined, though the use of "ship" walls is confusing for my taste, they look like a submarine walls, and to represent something that is not a ship or submarine - out of place, "not feeling the theme" they are supposed to represent.

Weapons:
Fun as always, realistic, nice selection, weapon sounds, feel. Though not well balanced like your your previous mod (that is the pinnacle of weapon balancing for me). Especially slot 4 shotgun type thing is the weapon of choice for almost any situation (beside Bosses that are nice but a bit bullet sponge), overshadowing other weapons. It has no reloading (or very fast one), good shooting power, good shooting rate. Kalash is over-weakened by long and frequent reloading. Some weapons look a bit too similar, shotgun-like.

Skill/challenge - too easy for me, even relative to easy skills of other mods. Too many ammo, health, weapons. Challenge is not felt, it's more of exploration-type mod, plot-driven. Enemies are just sort of decorations on your path.

Love enemy sounds, they are logical and meaningful - more than usual in mods.

Mapping - not your strong side usually, with your love for realistic mapping, your mapping style (wide areas, long wide corridors). I understand, I really understand man that prisons etc are supposed to look realistic, like actual place...but it looks too similar (you could at least use "stairs" teleporter" to make it fell like same are of different floors), too much alike, copy-pasted. You play like playing same level over and over, it's good you have some nice-defined themes to mix it up.
Not a problem navigation-wise, because of the wonderful and very helpful automap that "saves the day" for any navigation-related issues and even a bit too revealing for secrets (locked doors by color would be nice though to show on that maps), just the deja-wu feeling.
Love the open spaces and wide corridors in mods, fun to move around.

Love how opening cell bar "doors" helps you to remember place you've already visited without looking out of place.

Alot of work put into this, effort.
Nice mod I have fun playing and exploring.

Strongest areas - sounds, music, plot, weapons realism, art is good too.
Weaker areas - challenge, mapping, weapon balancing.

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RichterBelmont12
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PostPosted: Fri Apr 05, 2019 11:37 am
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doomjedi wrote:
Thanks, works Smile

First impressions:

I appreciate modders who have their modding style, to make their mods recognizable. One can love or hate the particular style, but having a style is modder's pride.
And you sure have your style Smile
Your mods are always fun, at least for me.

Plot - love the plot, though not much demands from it anyway.
I usually don't much read plot in mods, but in this mod I keep reading every note, and that's an achievement by itself. Love those recordings and such.

Interesting snow implementation, nice.

Art: Good.
Both in this mod and in the Parrot mod - love to see art that I don't (or at least easily) recognize their source, being original or from less abused sources.
Never a fan of use of Doom art in mod, as stated many times. Strife art is cool as always.
Pickups seem to be too big more my taste (or realism-sake, that huge pistol...), but that's personal style and references. In general - themes are well defined, though the use of "ship" walls is confusing for my taste, they look like a submarine walls, and to represent something that is not a ship or submarine - out of place, "not feeling the theme" they are supposed to represent.

Weapons:
Fun as always, realistic, nice selection, weapon sounds, feel. Though not well balanced like your your previous mod (that is the pinnacle of weapon balancing for me). Especially slot 4 shotgun type thing is the weapon of choice for almost any situation (beside Bosses that are nice but a bit bullet sponge), overshadowing other weapons. It has no reloading (or very fast one), good shooting power, good shooting rate. Kalash is over-weakened by long and frequent reloading. Some weapons look a bit too similar, shotgun-like.

Skill/challenge - too easy for me, even relative to easy skills of other mods. Too many ammo, health, weapons. Challenge is not felt, it's more of exploration-type mod, plot-driven. Enemies are just sort of decorations on your path.

Love enemy sounds, they are logical and meaningful - more than usual in mods.

Mapping - not your strong side usually, with your love for realistic mapping, your mapping style (wide areas, long wide corridors). I understand, I really understand man that prisons etc are supposed to look realistic, like actual place...but it looks too similar (you could at least use "stairs" teleporter" to make it fell like same are of different floors), too much alike, copy-pasted. You play like playing same level over and over, it's good you have some nice-defined themes to mix it up.
Not a problem navigation-wise, because of the wonderful and very helpful automap that "saves the day" for any navigation-related issues and even a bit too revealing for secrets (locked doors by color would be nice though to show on that maps), just the deja-wu feeling.
Love the open spaces and wide corridors in mods, fun to move around.

Love how opening cell bar "doors" helps you to remember place you've already visited without looking out of place.

Alot of work put into this, effort.
Nice mod I have fun playing and exploring.

Strongest areas - sounds, music, plot, weapons realism, art is good too.
Weaker areas - challenge, mapping, weapon balancing.


The Mapping is done by PDGamer2012, Lingyan203, one is Me and a few are WSJ and Yea I kinda get that too its a shame where I can't code more Walls past the doors that own bug out... and Its a good First impression Too.....The challenge is by the 4th skill.....But I'm glad your Enjoying it Regardless

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PostPosted: Sat Apr 06, 2019 2:33 am
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Yes, I sure enjoy it, love your works Smile

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PostPosted: Sat Apr 06, 2019 3:07 am
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Did Soldat555 make any of the maps?

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PostPosted: Sat Apr 06, 2019 3:42 am
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Another remark is that the world feels a bit too sterile...
I don't mean changes in a major way, but small touches like small interactivity - toilet sound, damage/sound on touching electro-bars. I was sure I'm getting damage from touching those, didn't touch for many levels, than touched and was disappointed.
A bit more objects would benefit from animation (even simple 2-frame) - especially Doom lights would fell much more immersive with a bit of flickering, like in original Doom.
Not nitpicking, really, just real-time thoughts when passing near those.

Forest trees look so amazingly realistic with that night sky - well done!

Art nitpick - bed shadow should be black, as it's brighter that the floor and looks out of place. Also, if you use bed shadow - you should've used shadows for other scenery/objects as well, for consistency. I'd just remove bed shadow though.

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PostPosted: Sat Apr 06, 2019 6:35 am
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Thank you Richter - I tried the direct, full download but I'm still getting 'This is not a valid archive......'
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PostPosted: Sat Apr 06, 2019 6:44 am
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I have downloaded the mod, but I haven't extracted it yet. More than one RAR format exists, and this type doesn't extract on the OS I'm using. I'll have to boot into Windows just to get the file to extract. I don't dare go Online with Windows because my anti-virus software has expired.

I prefer ZIP format because it never gives me these problems. It extracts through any OS I use. Oddly enough, PKZIP - with which the ZIP format was built - offered more than one type of ZIP format, also. The less compressed forms gave you bigger ZIP files, but they extracted more quickly. In the days of 4.77 MHz machines, speed with your compression software was a much higher priority.
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PostPosted: Sat Apr 06, 2019 7:16 am
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mbender wrote:
Thank you Richter - I tried the direct, full download but I'm still getting 'This is not a valid archive......'


Still? Hmmmm maybe putting it as a zip will fix this it痴 odd because it never happened to me before Sad

serpens wrote:
Did Soldat555 make any of the maps?


Honestly I don稚 remember, the only thin he helped with is the title screen which was fantastic I like it.



Now I知 getting a feeling of dread now from people having problems with downloading this mod to having people feeling disappointed at this project, honestly I知 at a point where I知 thinking was releasing this mod was a waste of time Sad

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PostPosted: Sat Apr 06, 2019 9:09 am
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RichterBelmont12 wrote:
Now I知 getting a feeling of dread now from people having problems with downloading this mod to having people feeling disappointed at this project, honestly I知 at a point where I知 thinking was releasing this mod was a waste of time Sad
I found good things in this mod when I was working on it, and the mod wasn't even finished before I had stopped working on it. Chances are it still has some good things in it. Smile

But here's something to remember - Even when my creations are bad, I can always use bits and pieces of them to make something better in the future; don't be afraid to do the same. Besides, some times you won't learn what *not* to do until you actually do them. That's exactly *how* you learn in the first place. Smile
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PostPosted: Sat Apr 06, 2019 1:21 pm
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Due to the extreme Negative Reaction of this mod I'm sad to say that I have removed it from Download for the time being.......Never one thing Positive at all........

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PostPosted: Sat Apr 06, 2019 1:42 pm
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Quote:
Never one thing Positive at all........

Pal...did you read my comments? Sad

I've always supported you and always will, please don't go Soldat555 steps (who is my pal as well, hopefully still).
Don't look at it all black, you are not fair to reality and to those who always supported you all this way.
I play your mod daily, and already passed many levels...currently stuck on that night-forest level looking how to progress.
This mod is alot of work and effort, while personal life is not easy nowdays for anyone (we are not getting younger), so mods released are special achievement for in my eyes, achievement by itself. We are all heroes, modding heroes Smile Your mods and mods like you are what keep this community alive.
Despite life - keeping the fire, the creativity, the nostalgy, will to tell a story...always to have a new story to tell and to let others experience in play.
Your mods, Soldat555 ones - where always interesting to me, the storytelling, interesting mind to walk through and explore.
Mods that are dark, dramatic, world-building with sequels that make the series more than sum of its parts.

Mods are not perfect, my remarks are not made to discourage and demotivate you, but to help next mods (that I always anticipate) to be even better, please take them in the right context.
We're not here to bring you down, but we have to be also honest to ourselves and not only "talk nice stuff" - it's the weaker things pointed out that are a key for making next mod better. If one is willing to take this into getting better, and not rage-quit with self pity.

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PostPosted: Sat Apr 06, 2019 1:45 pm
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I just can't take all the Negative comments anymore There isn't Anything Positive about my Mod at all nothing at all I just can't stand it anymore.......I can't stand them Trashing my mod HAVE YOU NOT SEEN THE PAST COMMENTS WHEN THE MOD WAS OUT!!!?? They were Trashing the Mod out right

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PostPosted: Sat Apr 06, 2019 2:08 pm
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I can't talk for them, I can talk for myself.
Not all is black, and there are people for play your mods and love it, for me your mods are important part of this community. No mod is perfect, why to take this out of proportions though?

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PostPosted: Sat Apr 06, 2019 2:15 pm
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I'm sorry for everything.....The mod wasn't Ready yet I've seen alot of comments about it and how can it improve...soo I'm going to put in a link to a Mapper Kit for this mod for anyone can help out improving this mod while I think about what I have done....sooo I'm very very sorry....

https://www.dropbox.com/s/dl540t121ijx6b6/ProjectX2%20Mapobj.zip?dl=0

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Last edited by RichterBelmont12 on Thu Apr 11, 2019 1:33 pm; edited 3 times in total
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PostPosted: Sat Apr 06, 2019 3:52 pm
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I've desided to Re-upload the mod but it will be as a Beta version insteed of the full version sooo any points and things will changed.....again I'm sorry for my Reaction...

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PostPosted: Sun Apr 07, 2019 12:11 am
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Good call to reupload the mod.
And stop being sorry and apologize Smile

As I play it - always happy to share thoughts and comments to make it better. But collect wider feedback, some things might be only my personal tastes.

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PostPosted: Tue Apr 09, 2019 6:13 am
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I'm stuck on that night forest/metal walls map, explored it 1000 times, automap doesn't doesn't help either. Can't find the door to open.
Unless something happens, sorry to say - I'll quit playing. Have better things to do that walk same map for hours with no result.

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PostPosted: Tue Apr 09, 2019 7:15 am
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doomjedi wrote:
I'm stuck on that night forest/metal walls map, explored it 1000 times, automap doesn't doesn't help either. Can't find the door to open.
Unless something happens, sorry to say - I'll quit playing. Have better things to do that walk same map for hours with no result.

Isn't that kind of harsh? It's not up to him to change the level because you can't find the relevant door, unless it truly is a mapping mistake... Which should be easy enough to ascertain by viewing it in a map editor.

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PostPosted: Tue Apr 09, 2019 10:47 am
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It would help if we knew which map exactly are you talking about.

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PostPosted: Tue Apr 09, 2019 12:12 pm
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Quote:
It would help if we knew which map exactly are you talking about.

I'm stuck with 3 keys - can't find the green door.
https://www.dropbox.com/s/9cw1pqtec3luq8d/1.png?dl=0

Quote:
It's not up to him to change the level because you can't find the relevant door

It's mapper's fault I can't find a door despite having automap at my disposal - automap that shows all doors revealed so far.
So unless it's after secret wall I can't find...
I've done extensive scouting of the level for couple of days (!) - with no result, it's not "rage quit" over "some" navigational difficulty at some particular "bad" day.
How long can I walk the same level?

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PostPosted: Tue Apr 09, 2019 12:19 pm
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We still don't know which map it is.

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PostPosted: Tue Apr 09, 2019 12:53 pm
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Me too, mod's maker didn't find that an important information to display.

Opened map editor to find map number - it's map 12.
I appreciate the help offer, I really do, and you're a good pal.
But the thing is - I can help myself by myself - opening the map editor each such time.
It's just that I have ideology/approach that if I need as a player to open a map editor in order to progress - this might not a mod worth playing.
None of players of a commercial game will go opening an editor to know how to progress. Mod is no different for me.
Using map editor is not different for me from looking in the source code in order to progress in a game. We shouldn't get into that situation in the first place.

P.S. still looking for door/level exit in the editor.

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PostPosted: Tue Apr 09, 2019 1:04 pm
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doomjedi wrote:
It's just that I have ideology/approach that if I need as a player to open a map editor in order to progress - this might not a mod worth playing.
None of players of a commercial game will go opening an editor to know how to progress. Mod is no different for me.
Using map editor is not different for me from looking in the source code in order to progress in a game. We shouldn't get into that situation in the first place.

P.S. still looking for door/level exit in the editor.

Are you serious?

The only problem here exists between your desk and chair. Wink

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PostPosted: Tue Apr 09, 2019 1:12 pm
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Now that locked door is kinda surprising for me, it doesn't look like a mapper's fault to me. Razz
doomjedi
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PostPosted: Tue Apr 09, 2019 1:13 pm
   Subject: Re: Project: X Insurrection (Beta)
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Thank you Smile

I"ll give this mod another chance now, Richter made such an effort with it and I have much respect for him and his modding work.
That map editor looked a bit confusing to me, again thank you for your help.

P.S. Today is general election day here, so....I'm a bit more nervious and distressed than usual, this will be a very scary place to live in after those elections.

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RichterBelmont12
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PostPosted: Wed Apr 10, 2019 2:41 pm
   Subject: Re: Project: X Insurrection (Beta)
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I've added a Hotfix to this mod you can download it here....

https://www.moddb.com/mods/project-x-insurrection/downloads/project-x-insurrection-v10-beta-hotfix

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doomjedi
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PostPosted: Sat Apr 13, 2019 10:11 am
   Subject: Re: Project: X Insurrection (Beta)
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Not sure how to deal with the stealth mission...not a fan of stealth missions in general, but here don't know what to do at all...

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doomjedi
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PostPosted: Sun Apr 14, 2019 12:25 pm
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Done with the stealth mission, now I can keep going.
Still not sure what made me pass it. Fast guard kill, using sniper scope or dumb luck.

Love the music Smile
I like the story part, the mystery.
Congrats on Rock article! You keep the Wolf3D modding scene kicking Smile

It's a pity this mod neglected good mapping - for sheer maps number. It would do much better with less "map factory" and more well-thought maps that doesn't look all the same.
But I understand it's hard to tell a good story in too little maps.
Also I feel lack of - good powerful Bosses and miniBosses to make good challenge. It looks....same skill-wise, without spikes. Enemy placing is a bit predictable too, lack of traps. Too monotone.
Good mod has spikes to wake the player out of usual "run and gun" auto-reflexes for a short while. You do it with the stealth level, but more tricks are needed.

This mod shows alot of modding effort which I really appreciate, and it's a pity that its downsides make it less... appealing.
I still want and will keep wanting more mods of you, you are interesting and different.
And I will keep playing this Smile

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