MADNESS: Project Nexus

MADNESS: Project Nexus

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Madness Combat ClusterJunk Edition
   
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1.297 MB
9 月 22 日 上午 7:50
10 月 5 日 下午 2:37
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Madness Combat ClusterJunk Edition

描述
(WARNING: THIS MOD ISN'T COMPATIBLE WITH OTHER MODS THAT USE/ALTER CONTRACT MISSION ENEMIES, DEMONIACS OR NEXUS AGENTS! oh and modded arena levels too of course.)

This right here is a pet project of mine that I've been working on and off on for quite a while. It's a mod for Arena Combat that I made for my amusement. I may or may not have put way too much effort into this.

Features include:

- A redone Arena Combat mode featuring all new enemies and bosses! There's too many to count, help!

- Redone endless waves also! Featuring a few of their own unique enemies! Oh lord!

- Harder levels and weird challenges! I'd definitely recommend playing on Normal difficulty for this mod if you're on a new save! (i recommend it. i don't want you to risk losing all your imprints to a stupid oversight)

- Original Characters! Who could've seen that coming? Some of them are silly, some of them are crazy and all of them just won't stop trying to make the mod about them!

- 6 playable Origins for those OCs! The ones you don't play as will fight you. Even the one you pick will fight you! Don't worry, you can come up with a flimsy excuse of your own based on the one you pick!

- New* weapons! Some enemies and bosses have exclusive weapons of their own, most of which you can buy and use also!

- Something approximating a story! There might be something going on... maybe!

- *100% repurposed vanilla assets! Does that count...?


Here's to Madness Day, people!

Credit also goes to my friend Sleep Deprived for his OCs (Jawnny and Jimmy) and for making the thumbnail art!

Feel free to use whatever compatible mods you want with this and send some feedback if you've found a mistake or want to suggest some improvements.
6 条留言
GoopsLoops 10 月 2 日 下午 6:53 
if you do plan to do further testing, Id recommend doing so with zero imprints and the starter origins since that is what the mod advises. I imagine some of my difficulty came from using the ronin while the missions I played tend to favor unarmed (pitstop, due to most of the enemies being completely unarmed with the rare gun wielder and even more rare melee combatant) and ranged (the foundry, which has no melee units until the final checkpoint in which case you get a rare high tier enemy with handaxes if I remember correctly). Testing with the kind of abilities a player may have at this time, as well as testing with each origin they'd have at the time since balancing for one isnt uniform for the rest, might help out here
Half of Scotland  [作者] 10 月 2 日 上午 7:52 
@GoopsLoops

Thanks for letting me know! I think everything you brought up is due to the fact that I did my own playtesting for the mod, so it's good to hear from someone playing this without knowing what they're getting into.

I'll see what I can do to make those enemies and some other things more interesting and less frustrating to deal with.
GoopsLoops 10 月 2 日 上午 6:20 
Im gonna be real, mod aint for me. Feel like the balancing is a bit poor in design here at points where it feels less difficult and more just unfun. The toughs have a knockdown run that cant really be dodged which can very easy lead to unavoidable deaths via stunlock, the pitstop features comically tanky enemies which don't really pose a threat but can lead to a constant slog of punching through bodies that don't go down, and the foundry features a G03LM with a shotgun rock launcher which can just outright kill you with no real way of dealing with it reliably but to get in melee range and hope the AI doesn't shoot or just constantly running away taking pot shots. Everything is do-able, don't get me wrong, I'm not saying it is an unfair difficulty. It just feels like a chore as things are thrown at the wall to see what sticks
cool guy 9 月 27 日 上午 10:45 
also this mod is pretty cool
cool guy 9 月 27 日 上午 10:45 
i cant wait for somebody to not understand the joke
Dr_johny 9 月 26 日 下午 2:43 
god this is junk