So I have been travelling all this time and working on this pretty fun-as-hell mod Double Action: Boogaloo. I have seen one or two of you guys on the servers sporadically so I know the word has been in here. Well now we're on greenlight, and I'm here to beg for votes.
But before I do that, I want some actual feedback. I remember back in the day when people used to post up a mod and Lopers used to tear it apart with pointed, accurate and productive criticism. I was terrified to do anything but silently download mods and never breathe a word of my own crap creations. Now I need you guys to tell me what you think about the thing I have been working on. This is as close as any mod I have worked on has come to a release for the entire time I have been modding. THIS IS IT BROTHERS!
So the amount of times I have destroyed mod posts because they lack media is uncountable. I am not about to fall into the same trap. Here's some info about DAB.
DAB's premise is "You're in an action movie GO!". We have spent a lot of time tailoring the game for pure fun. Respawn time? Who has fun waiting to respawn? Took it out didn't we. Walking? Screw that. We got dives, slides and flips. You can initially think of it like Max Payne on steroids, multiplayer. Actually we have bullet time too. Slow mo activates server wide which initially sounds like a screwy mechanic but in reality it works well. Players are always in the midst of the action so when someone pops a slowmo it's more fun for all involved.
Here is an ever so slightly out of date gameplay video:
And a bunch of pictures
As much as we need votes (and the word to be spread) I really want to see what you guys think of the game. In the vein of shit maps nights I think Lopers could really get some fun out of it before source breathes it's long-time-coming final death gurgle.
On an ever so slightly related note, I have been using a screen recording program called Action by Mirrilis which is pretty good, I get no framerate drops on my laptop and the videos come out squeaky clean and no compression issues. I would LOVE a playtest video or two to see how a newcoming player handles our control scheme and all the rest that comes with seeing a stranger play your mod.
Last edited by Stormy on Mon Aug 04, 2014 4:08 am, edited 1 time in total.
It´s great you´re on the greenlight now. I have checked the mod a few times going offline but didn´t have enough time to make a propper judgment. For me it´s a kind of a hassle playing MP but just for the heck of seeing all the cool stuff you (you and team) did, I will make the sacrifice
I recognize your Brad Pitt model there. Good he made it to a finished mod, i remember it was for some cancelled mod or something? I know how it feels spending a lot of time on a piece like that just to see it stuck because the project for what it´s for doesn´t move forward.
I know you wanted real feedback so here it goes. So I played it for a bit and I have to say it was actually fun fun fun.There are some great gameplay ideas that surprisingly seem to work really well.
The biggest thing stopping me from wanting to play it again would be the visuals, there was an overall lack of polish and consistent style, It wasn't all bad, but mostly it looked like a dated arcade game. Perhaps its partially the style you are going for, but regardless its still rather unpolished. The lack of consistency between maps is especially noticeable, mostly because some areas are actually well done making the bad parts look even worse. Very alpha, or pre alpha in places.
I think you have a good concept and a good start on what will become a really fun and crazy multiplayer game/mod, however in its current state I think its too early to be heading to Greenlight. It depends what your team is aiming for I guess, but for me, I would say its not at that stage yet. It certainly isn't a mod thats at the quality level I would expect for a game/mod downloadable from steam.
I hope that doesn't sound harsh, I do think it is pretty fun and has lots of potential!. Imo if you can get the visuals to be on par with the gameplay then your going to have a winner.
Yeah the maps are our weakest point, I think the whole team can agree on this. The lack of consistency comes from different mappers of different skill levels contributing at different stages of development.
It's good you bring that up because I hope a side effect of our publicity will be to attract some mappers or artists that can help out in this area. I am filled with apprehension because even after release I'll be concentrating on characters and setpieces rather than the overall polish of the maps, as I would like to. To mitigate that I have been spending the last few days writing up guidelines for our existing and new mappers (touch wood) so we get some higher quality maps. You guys can skim over them if you like, there will be more coming:
Grats on getting greenlit. Btw, are you going to add hats now or not because thats the main source of revenue i know of from valve. I actually dont know how you make money off getting greenlit, anyone care to enlighten me on this?
So Double Action: Boogaloo was released on Steam a few days ago. It features a host of bugfixes and tweaks, an updated ui, major updates to da_Streets and da_Trainingday as well as smaller updates to the rest of the maps.The controls have been tightened up and some long awaited balances have been made. The team have been working hard to bring it up to standard and I think it's finally getting out of that 'beta' feel. There are heaps of people playing on the servers at the moment so now is a good time to get some action on!
If anyone wants to make maps I would love to see some more lopers involved. We have easy setup guides for hammer and mappingprinciples to exploit DA's unique gameplay. Our source files are available here, this includes heaps of custom content made by the team, and heaps of content poached from just about every corner of the web. If you want to get involved, come to the community hub or add me on steam, or just post right here!
Either way, come have some fun! And let me know what you think!
Right now I am sorta more involved into DooM modding, but what would you say about map "ported" from PayDay 2? I am more specific about the "four stores" job, as it has potential for DA:B in terms of map design, main street is the hotspot, there are shop interiors and there are plenty of alleys.
on top of that I dont think Overkill would be pissed off about this.
I did not play DA since beta when you guys were running a kickstarter campaign, did much change?
Yeah a lot has changed since the kickstarter. It's worth having a second look. For example, they ran the kickstarter before I joined the mod at all. I love Payday 2, it's a big influence for me when I make maps for DA. If you want to rip a map then sure, I think that one would play well in DA. There are custom map servers that we can host it on too. Overkill have their own engine right?