Anona, we meet again. Cheers for your feedback, I can agree with most of it. However, not all of this was in my control as some of the things mentioned are hardcoded and cannot be modified within the editor. That's related mainly for the weapons - the axe's core mechanics always felt different in 4 compared to BFE which makes me think CT did modified chunk of its code. (The same reason there's no bobbing/walk animation). The lack of impacts or sounds is because of missing files from the game. Fixing this would make some people mad as this would replace files and potentially interfere with other mods. (Btw artem made a mod that restores the sounds/impacts etc which also slightly improves the axe/sledgehammer as well) Flames hurting the player ain't no feature, it's a CT leftover which I cannot disable (I hate it as well, it's a menace) TLH enemies are fully scripted, intended for a VR game so using them is hit or miss but I wanted to see how they perform outside VR Overall the idea of this campaign was to try out bunch of ideas and content while at the same time it doesn't take ages to release. Now when I look at it, the gameplay and the balancing could definitely be better. What you've said is valid and I appreciate the feedback for the things that were up to me.
Thanks for clearing things up. I feel like this mod would've been better if you just stuck to vanilla weapons/enemies instead of using this janky, hardcoded stuff.
One feature about this particular map I liked, speaking from experience playing it once, is the glowing kleers really helped my blind ass, especially in darker areas in lvl2. Other than that, eh.
Anona, we meet again. Cheers for your feedback, I can agree with most of it. However, not all of this was in my control
as some of the things mentioned are hardcoded and cannot be modified within the editor.
That's related mainly for the weapons - the axe's core mechanics always felt different in 4 compared to BFE which makes me
think CT did modified chunk of its code. (The same reason there's no bobbing/walk animation). The lack of impacts or sounds is because of missing files from the game. Fixing this would make some people mad as this would replace files and potentially interfere with other mods.
(Btw artem made a mod that restores the sounds/impacts etc which also slightly improves the axe/sledgehammer as well)
Flames hurting the player ain't no feature, it's a CT leftover which I cannot disable (I hate it as well, it's a menace)
TLH enemies are fully scripted, intended for a VR game so using them is hit or miss but I wanted to see how they perform outside VR
Overall the idea of this campaign was to try out bunch of ideas and content while at the same time it doesn't take ages to release.
Now when I look at it, the gameplay and the balancing could definitely be better.
What you've said is valid and I appreciate the feedback for the things that were up to me.
Thanks for clearing things up. I feel like this mod would've been better if you just stuck to vanilla weapons/enemies instead of using this janky, hardcoded stuff.
@@an0nn The idea of using weapons with unique stats from the previous games felt too exciting :P
One feature about this particular map I liked, speaking from experience playing it once, is the glowing kleers really helped my blind ass, especially in darker areas in lvl2. Other than that, eh.