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Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Tue Jan 10, 2017 11:16 pm
by Slyfox
Image
Created by (Erma)
Yea boi download

Project Background: This wad takes Ghouls vs. Humans and adds many, many classes to the original in order to create versatility and be unique in comparison to GvH's other mod add-ons.

Content: The current content involves a lot of newer classes, but I'll mostly just gloss over them while mentioning a specific class from each side here and there.
(Humans Side)
The human squad, where there are a total of 36 classes on this side of the wad. Many of them look different, but unfortunately a number of them seem to have similar arsenals with a tweaked perk on them to seem unique. Classes like duke feel like the marine and cyborg smashed together, but then there are new classes like the liberator that actually have a unique perk that allows for new strategies [the fact that the liberator can slow down ghouls opens up a lot of combos with classes]. A majority of the rest of the classes though seem to have one weapon to spam, and then one weapon to fallback on or is a shotgun-like weapon of sorts. Theres some here and there with no hitscan weapons at all and actually seem to have cool sets to them, such as Eleza, or Knight; but other classes like Blazkowicz, Karen, Leonhart, Revy, Serious Sam, Valmet, and Zaiden all have only slight differences to them, but otherwise the same general weaponry. The weapon sprites are all recognizable, minus the ones from other games [some look better than others in doom from what I am seeing].
(Ghouls Side)
29 Classes, and honestly feel like there are more unique classes on this side rather than the humans side. You got pretty cool ghouls like Blazespawn, Mohoph, and Terror-puppet in terms of their unique weapon sets; but then you got classes like sawyer [jason ripoff] that runs around super fast with a chainsaw that feels like it takes forever to kill, or the ravager thats basically a flying creeper with twice the amount of stun balls and thats about it. The sprites from most of the ghouls you've probably seen somewhere, but some of them actually fit the class' weapon set pretty nicely [w.d.gaster or w.d. gangster is what Dranzer nicknamed him]. I'm not really a fan of switching the long range vs. short range/melee aspect of GvH, but I've seen a couple classes that don't go overboard with this even when they are switched up.

Rating:
Fun Factor - 5.5 / 10 - The wad keeps me entertained for maybe 10 minutes as most, before I go play something else.

Balance - 5 / 10 - I feel like theres so many classes available that I cannot accurately describe how balanced this mod really is. If I go by which team wins the most, there are too many factors which include skills and uneven teams. With the small selection of ghouls I did play however, I feel that some ghouls are definitely outshined moreso than others by a long shot due to the fact that they do similar things [Imposter is rarely seen in this version, and so is clowny to name specifics].

Creativity - 6 / 10 - Theres 65 classes, so that should be quite creative, right? Well, If you downsize from ghouls and almost do the same thing and Humans too, then the number goes down a bit. A lot of the sounds are from other games, but hey the sprites I guess are unique [minus the ones from realm]

Replay Value - 8 / 10 - I may only last like 5 minutes in a server, but when theres that many classes you can easily surf through them all each time you join to get a new perspective on the mod. It is kind of like league in the sense that each and every game features a different set of ghouls or humans to fight against or with, thus keeping the replay value quite high in that regard.


Total ranking: 6.5 / 10

A multitude of time killing

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Tue Jan 10, 2017 11:18 pm
by Combinebobnt
i thought multiverse was made by teletha whos erma

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 11, 2017 2:15 am
by Erma
Thank you for your review!

We're still working on making every class feel unique. It took me years, from Tons Of Extra Classes back then (ugh...) 'till Multiverse now, to get the large amount of classes in a good direction. I've been listening to "tips 'n tricks" from Catastrophe and some eye-opening methods from other players on how to take Multiverse to a higher level (which we're still aiming to get to!). The other admins like WhiteWoods and Voidant Reaper always keep an eye out on the server, along with neat idea's to further improve the already existing classes. Those two have been a part of the "Multiverse Community" ever since TOEC came out, so I'll always be grateful for their support and dedication towards the mod.

All I want to accomplish with Multiverse is to have the players enjoy their stay at their fullest, while listening to what they want (on a reasonable scale) so that it's a mod created by its players, for its players. For example; in an upcoming update: all reloading classes (e.g. Caleb, Revy, Lo Wang, ...) will be having a manual reload function, a health percentage display on your teammates (so you know whether you should heal them or not...) and the more bland/useless classes (which are unfortunately still around...sorry.) will be given a new purpose, a new look, a revolution; step by step.

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 11, 2017 2:27 am
by Ru5tK1ng
Erma wrote:Thank you for your review! I've been listening to "tips 'n tricks" from Catastrophe.
don't be mean ~mod

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 11, 2017 2:28 am
by Dranzer
just make blazespawn better and i'll give it an 8

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 11, 2017 2:30 am
by Erma
Ru5tK1ng wrote:
Erma wrote:Thank you for your review! I've been listening to "tips 'n tricks" from Catastrophe.
don't be mean ~mod
Well; as far as I know and realize: I'm grateful for what he has done for me and am forever in his debt. As well as help from the others that gave me a hand :smile:

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 11, 2017 2:50 am
by Ru5tK1ng
and the more bland/useless classes (which are unfortunately still around...sorry.) will be given a new purpose, a new look, a revolution; step by step.
That's probably the main issue I've had with the mod. A chunk of the classes feel like lesser versions of existing classes and some don't feel intuitive and flat out seem worthless to play as. I'd suggest for any future releases to strip-out (disable temporarily) classes that aren't ready for prime time and re-introduce them in later releases after they have been redesigned. This will allow you to space out your work and probably make more frequent releases of new content/fixes if desired. Although, since I don't know how many classes YOU feel you have to revamp, this is just a light suggestion.

Also, everyone can bark about balance, but realistically with 65 classes, balance goes right out the window with no hope of return. Just ask Megaman players...

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 11, 2017 8:07 am
by Erma
Ru5tK1ng wrote:
and the more bland/useless classes (which are unfortunately still around...sorry.) will be given a new purpose, a new look, a revolution; step by step.
That's probably the main issue I've had with the mod. A chunk of the classes feel like lesser versions of existing classes and some don't feel intuitive and flat out seem worthless to play as. I'd suggest for any future releases to strip-out (disable temporarily) classes that aren't ready for prime time and re-introduce them in later releases after they have been redesigned. This will allow you to space out your work and probably make more frequent releases of new content/fixes if desired. Although, since I don't know how many classes YOU feel you have to revamp, this is just a light suggestion.

Also, everyone can bark about balance, but realistically with 65 classes, balance goes right out the window with no hope of return. Just ask Megaman players...
Thank you for your reply, Rustking. I know it's a near impossible task to do to balance out a huge amount of classes and we're working on it to make each class have their own and unique purpose. If you really wanted to know how broken Multiverse used to be, have a look on how Tons Of Extra Classes was. If you compare the two, I suppose it did get better balancewise, as well as more intuitive than its predecessor. This is why we're trying to polish out all of the existing classes as of now. We have the quantity and we're in a good direction in terms of quality.

Again, thank you again for your reply/response/review on this matter. Perhaps I'll see you around in my server (maybe?) to have a look on-the-go, if you're interested.

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 11, 2017 8:15 am
by Erma
Dranzer wrote:just make blazespawn better and i'll give it an 8
Well, Blazespawn actually got a buff since last patch. In the next patch, his projectile will look a bit fancier, along with a new launching/firing sound that sounds REALLY heavy :)

And as Slyfox said; Clowny and Imposter seem like the two red-headed stepchildren that no one likes to play with, but that'll change soon in the next patch!

Re: Ghouls vs. Humans: Multiverse [v1b1] - Review by Slyfox

Posted: Wed Jan 31, 2018 11:08 pm
by Mr.Fegelein
Have always been a big fan of your servers, thanks for making something fun that's always there to play man.