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BassSlapper89

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About BassSlapper89

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    Texas Musician and Doom Nerd

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    1. DynamiteKaitorn

      DynamiteKaitorn

      Only gave this a quick 5-10 minute test and personally a few things could to with rebalancing. For one, the default blaster feels incredibly weak against the turtles and bees of the first map, taking like 6-8 shots to defeat. Also, the Bee's AI is far too smart for the lower difficulties as it feels like it almost knows EXACTLY when I click to fire. The riot shotgun wep does help dispatch them but most of the time I just kept toasting things as that was the only weapon to me that seemed to have dealt damage well.

       

      For the level design, every time I come back I keep getting blown away at how brilliant and beautiful this looks! :D I'm not sure how much left there is of Jazz Jackrabbit DooM but when the final build is released, I am totally doing a full-on playthrough. :)

       

      Also, since you're now referencing Jazz 2, will we see an introduction to the upgraded weapons system or  will it still be strict J1 weapon rules? And will sugar rush be a thing?

    2. BassSlapper89

      BassSlapper89

      Glad you enjoyed it.

       

      Thanks for pointing out about the LFG2000 weak projectiles. That'll be worked on.

       

      When it comes down for the future, the LFG2000 will be the only weapon sprite which will share other ammo types, just like the original games.

       

      Maps will definitely have tons of detail. I design the maps (mostly the regular maps) and @Salahmander2 polishes them and he also designs the bonus maps which will be featured in the full version.

       

      We're going all out on this project. We made the decision to design every stage from the Jazz Jackrabbit franchise. 😁

       

      Sugar Rush will be in the notes. Good idea.

       

      If you have twitter, you can follow me there on my progress with maps or progress of the mod.

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