First off, the horizontal UZI spray after the downward/Hsuk Hop is a bit excessive. Could lead to a bit of confusion/ppl thinking it's RNG whether or not you get hit after a Parry on the vertical. HOWEVER, I do see that y'all wanted ppl to not be pansies and sit in the corner where the boss would be to dodge. Think it's up to you to figure out either how to better corral players towards that corner or remove the split second horizontal. (if it's unremovable, try making it have very low degrees of spread to minimize risk of accidentally hitting non-jumping players; Husk Hop attacks aren't visibly countered by going above them, so ppl won't try to jump by instinct, I think)
Next, I think there could be some sparks on the Summon Spark Ball, maybe a sort of crosshair pattern to tell players "Wait something's targeting me directly? I should prolly move." They'll scramble and/or panic at the sign of a more visible crosshair tracking them, but they'll at least know not to sit still and get Lightning Balled. Edit: You can prolly double (or 1.5x) it's reticle, visual size, and hitbox for funsies! That'll definitely get people to scramble, I think it'd be suuuch a fun addition ;)
@@ED-gw9rg Yeah, the Uzi leap (I love that you said husk hop, I play gw2 a lot lol and never thought of it that way) It's a move to make sure the player is paying attention to their surroundings if they want to get a P-rank. First the bullets were supposed to scatter a tiny bit towards the middle and then for the slide attack he does a few shots at a time vertically to both catch jumping players off and to also be a risk and reward move where you can risk trying to hit Redeemer while on the wall but you could end up shot. Thank you for the feedback, as me and (the only other guy on the team who said something about it lol) the final round team are taking these sorts of feedback for improvements.
@@BongoCrab the best thing that I could think of is that the Redeemer should be more difficult during his second phase. Like he throws more holy water and his crossbow shots break into more chips because due to the better lighting outside
The Redeemer and The Vigilante showed off in a final battle. "Rest in cheese, Vigilante." The Redeemer said. "You're about to experience calzonification my friend." Replied The Vigilante
“You’re going down Italian Man! Time for you to see some pumpin’ hot stuff!” exclaimed The Noise. “Oh yeah? You don’t stand a chance! It’s pizza time…” calmly replied Peppino.
Redeemer looks like he’s blue cheese (or that one cheese with intentional mold idk what it’s called lmao) and that’s such a small detail that I absolutely love.
I for one really enjoy this. I find vigilante's campaign to be the most intriguing and exciting thing in final round. I love that there is a bit of a difficulty spike for the redeemer, and honestly I'd like it to be even harder in some aspects. I hope that everyone on the team will make it so that each character's campaign will get harder and harder the further you go down the line (pepperman, vigi, boss 4, noisette, etc.) I'm just hoping that this mod will be hard and not easy. I'm sure that a lot of people like me who have been playing since day one of release really want something more challenging than just lap 3+. I'm hoping that maybe there will be some changes to levels themselves to make them harder or something. I also think that Vigilante is probably the most serious character in this goofy game, so I hope the tone of everything added for him will also be serious in a sense to reflect his character. I already see this in the bossfight with Redeemer. The music and the setting is genuinely so good, it reminds me of monastery in disguise from ragnarok online. I will say though I hope that maybe the whole draw mechanic at the end of each fight for redeemer will be changed in some way. I don't know how it could be changed, but it feels like a really anticlimactic ending to the fight, but yk thats just my opinion; it's still good. But aside from that, I played the leaked build (I know thats bad but im starved for good PT stuff) and I was unhappy with the changes to pepperman while I really loved how vigilante played. He is shaping up to be the best character in the mod I think. All in all, it's gonna be the best mod.. for probably ever. Good on you and the team!
this is really neat! excited to see where the rest of the alt bosses go if this is the blueprint being used (though i doubt MJ Pepper will be changed much...?) it feels like the boss theme starts up a bit too late into the song for me but that might just be a me issue. the lightning ball thing, while cool, also feels kind of out of place? it just seems to come out of nowhere; it feels less 'religious' (not sure if thats the best word to describe redeemer but with all the crosses n junk then so be it) and moreso random wizardry. EDIT 1: the sprite after he turns to look at the vigilante in the intro is a little scuffed. itd be nice to see that touched up a bit more. EDIT 2: itd be cool if his run and slide attack also got a cross-buffed version. maybe have him shoot his uzi directly behind him as he slides, making the whole floor a dangerous zone for a second? players would have to stall in the air for a second or two to avoid a hit.
Ok so to answer those questions... The "Flash ball" or the lightning ball was added for gameplay reasons first, it is meant to make sure the player isn't idle in the fight and have to move out of the way. Plus it might look random but if you peer at what book he pulls out it will make a tad more sense that he got this from a pizzard lol. For intro, it's all temporary sprites... Vigi used the Pepperman intro I made and Redeemer is using a temp intro until I get the rest of his fight done Lastly the Rollout attack is getting a cross buffed version but it's going to be a big surprise I'm holding.
@BongoCrab great to hear all around! never said to remove the flash ball either. it's a good anti-'afk' measure. but maybe there's more stylistically sound options? maybe a large cross flashing on the screen? my main idea is the function of the item Salvation from The Binding of Isaac.
Some feedbacks for The Redeemer: 1) When he use the cross buff make him throw multiple holy water bombs more than just once because honestly its easier to dodge than without the cross buff. 2)When he uses the cross buff his bazooka move makes him shoot 2 of the golden gernades but instead of exploding into a shockwave both explode into 2 big explosions. 3)When he uses the cross buff and then jump into the ceiling make him shoot less projectiles to make it more possible to dodge. Also why in The Vigilantes boss intro animation shows a wanted poster of Pepperman? And why is The Redeemers gun blue in the intro?
Alrighty so... 1) Considering it but with the addition of tombstones spawning Demons and the possibility of the "Flash ball" spawning in it would make it a bit too difficult for P-ranking. 2) I already have a plan for the mortar but it's most likely going to be reworked as a whole 3) The uzi leap is already being discussed for changes to be a more palatable move (It ain't going anywhere because I think it's an awesome move) Also lastly the opening cutscene was temporary and I told the coder's to use the Peppermans intro and the temp Redeemer intro for now lol.
@BongoCrab I also got an idea for The Redeemer: If he is buffed then he slides towards you and you parried him the redeemers cross buff effect will get removed stunning him, giving you a chance to shoot him
i feel like he is more-so of an ex boss. and would work perfectly in a boss rush kinda deal. other than that, really great boss, it could be on par with scoutdigo.
@@Pizzano_sugaryspire thanks, but Im not aiming to be similar with another mod. I'm just doing my own thing rather than the overused snotty or the regular vigil boss again with a different coat of paint.
Idea: Make the lights be on in the church and have the light mechanic be saved for the second phase I just find it strange that the fight gets arguably easier in the second phase
I see, well my current plan is to make the second phase harder with cross buff moves not seen in phase 1. Cross buffed rollout, Cross buffed grenade, and lastly cross buffed summoning as the final move he uses.
@alexszulczynski5546 Activates his cross buffed moves. Like the uzi leap is the cross buffed version of the regular uzi. Or the cross bow being the cross buffed gun
Honestly, its pretty damn good, but i think he's still to close on Vigilante, like the simple shoot, the holy water, etc Here's my point of view : 1) The ost and the background are incredible, it's neat, cool, change a lot, for me it's perfect 2) The move where he jump on the wall and do a sick jump to the other, it's a masterpiece, it really reflect the jump of Vigilante with the uzi 3) The cross buff : i don't know what to think, it's seems cool but not enough efficient, i see that with the boost he trow more holy water but the radius is smaller and it make sense, but i think it's too small, it's easier to dodge and just seems like a cover thing or something for the show, maybe with the boost he could be a lil faster or shoot faster, something like that, it could be really cool the see the difference between the buff and not buff. 4) The bazooka is well changed but, for me, it's still to close on Vigilante because some sprites remains the sames 5) The cross thing that spawn demon, i think the time for spawning one is too long, in the video we didn't even see one 6) The explosion of electricity is genius, simple as that That's all for me, don't get me wrong, it's absolutely fucking cool, i love The Redeemer and all his stuff and i alson encourage the team with all my heart and hope my review could be useful
@@MischiefMood1 He is a lone exorcist in the abandoned part of the tower, he heard from an ghoul that there was a lone individual going through out the tower and defeating everything in its way, even the innocents in the tower. Redeemer plans to put him back down to reality and test his own code he goes by. Shrimple as that
I am curious about not getting pretty much anything about Pepperman. Is he completed? Anyways this redeemer progress looks like its 90% complete honestly he has the flow of not being just doise treatment but its looks creative with the fresh spritework.
Thank you for the compliment, also about pepperman, yeah most of the other devs were getting burnned out from him and pt in general so they are taking a break for now.
Proper feedback would be awesome if you folks happen to have any, me and the final round team are all ears...
A lot better than his first outting for sure lmao
First off, the horizontal UZI spray after the downward/Hsuk Hop is a bit excessive. Could lead to a bit of confusion/ppl thinking it's RNG whether or not you get hit after a Parry on the vertical.
HOWEVER, I do see that y'all wanted ppl to not be pansies and sit in the corner where the boss would be to dodge. Think it's up to you to figure out either how to better corral players towards that corner or remove the split second horizontal. (if it's unremovable, try making it have very low degrees of spread to minimize risk of accidentally hitting non-jumping players; Husk Hop attacks aren't visibly countered by going above them, so ppl won't try to jump by instinct, I think)
Next, I think there could be some sparks on the Summon Spark Ball, maybe a sort of crosshair pattern to tell players "Wait something's targeting me directly? I should prolly move." They'll scramble and/or panic at the sign of a more visible crosshair tracking them, but they'll at least know not to sit still and get Lightning Balled.
Edit: You can prolly double (or 1.5x) it's reticle, visual size, and hitbox for funsies! That'll definitely get people to scramble, I think it'd be suuuch a fun addition ;)
@@ED-gw9rg Yeah, the Uzi leap (I love that you said husk hop, I play gw2 a lot lol and never thought of it that way)
It's a move to make sure the player is paying attention to their surroundings if they want to get a P-rank. First the bullets were supposed to scatter a tiny bit towards the middle and then for the slide attack he does a few shots at a time vertically to both catch jumping players off and to also be a risk and reward move where you can risk trying to hit Redeemer while on the wall but you could end up shot.
Thank you for the feedback, as me and (the only other guy on the team who said something about it lol) the final round team are taking these sorts of feedback for improvements.
@@BongoCrab the best thing that I could think of is that the Redeemer should be more difficult during his second phase.
Like he throws more holy water and his crossbow shots break into more chips because due to the better lighting outside
The Redeemer and The Vigilante showed off in a final battle. "Rest in cheese, Vigilante." The Redeemer said. "You're about to experience calzonification my friend." Replied The Vigilante
“You’re going down Italian Man! Time for you to see some pumpin’ hot stuff!” exclaimed The Noise. “Oh yeah? You don’t stand a chance! It’s pizza time…” calmly replied Peppino.
"On the 5th day. Jesus decided to kill the cheese guy with the cowboy hat" - Redeemer
Redeemer looks like he’s blue cheese (or that one cheese with intentional mold idk what it’s called lmao) and that’s such a small detail that I absolutely love.
@TheGuyFromMadnessCombat correct, he is blue cheese.
@ :D
It would be really neat if the wall behind them exploded to reveal the town behind them
Funnily enough, that cutscene has everything made but it wasn't coded in on time. (Its one of the only few things I have never teased at all lol)
And also add kraid from metroid
Slop (SUPER LOVELY OUTSTADING PROJECT!!!)... nah seriously this is great
May this year for Pizza Tower Rest in Cheese
the way he just stands still 😭
Completely intentional
If bongo legit focusses on a boss you know he is cooking with it fr
Can’t wait to see how the cross buff works in grand tour!
I hope that Vigilante can get his own running sound
he will
Damn I couldn’t see the video, there was peak covering the entire screen
I for one really enjoy this. I find vigilante's campaign to be the most intriguing and exciting thing in final round. I love that there is a bit of a difficulty spike for the redeemer, and honestly I'd like it to be even harder in some aspects. I hope that everyone on the team will make it so that each character's campaign will get harder and harder the further you go down the line (pepperman, vigi, boss 4, noisette, etc.) I'm just hoping that this mod will be hard and not easy. I'm sure that a lot of people like me who have been playing since day one of release really want something more challenging than just lap 3+. I'm hoping that maybe there will be some changes to levels themselves to make them harder or something.
I also think that Vigilante is probably the most serious character in this goofy game, so I hope the tone of everything added for him will also be serious in a sense to reflect his character. I already see this in the bossfight with Redeemer. The music and the setting is genuinely so good, it reminds me of monastery in disguise from ragnarok online. I will say though I hope that maybe the whole draw mechanic at the end of each fight for redeemer will be changed in some way. I don't know how it could be changed, but it feels like a really anticlimactic ending to the fight, but yk thats just my opinion; it's still good.
But aside from that, I played the leaked build (I know thats bad but im starved for good PT stuff) and I was unhappy with the changes to pepperman while I really loved how vigilante played. He is shaping up to be the best character in the mod I think.
All in all, it's gonna be the best mod.. for probably ever.
Good on you and the team!
3:12 jumpscares digilante
Y’know, I’ve always wondered, wtf is that blue shit in Vigi’s boss portrait, is it like… metal, or tape? The world may never know
@@Krispizz I think its wax, like how babybell cheese has a wax coat
@@BongoCrab ohhh I see
oh, this is awesome 👀👀👀
This looks awesome!
this is really neat! excited to see where the rest of the alt bosses go if this is the blueprint being used (though i doubt MJ Pepper will be changed much...?)
it feels like the boss theme starts up a bit too late into the song for me but that might just be a me issue. the lightning ball thing, while cool, also feels kind of out of place? it just seems to come out of nowhere; it feels less 'religious' (not sure if thats the best word to describe redeemer but with all the crosses n junk then so be it) and moreso random wizardry.
EDIT 1: the sprite after he turns to look at the vigilante in the intro is a little scuffed. itd be nice to see that touched up a bit more.
EDIT 2: itd be cool if his run and slide attack also got a cross-buffed version. maybe have him shoot his uzi directly behind him as he slides, making the whole floor a dangerous zone for a second? players would have to stall in the air for a second or two to avoid a hit.
Ok so to answer those questions...
The "Flash ball" or the lightning ball was added for gameplay reasons first, it is meant to make sure the player isn't idle in the fight and have to move out of the way. Plus it might look random but if you peer at what book he pulls out it will make a tad more sense that he got this from a pizzard lol.
For intro, it's all temporary sprites... Vigi used the Pepperman intro I made and Redeemer is using a temp intro until I get the rest of his fight done
Lastly the Rollout attack is getting a cross buffed version but it's going to be a big surprise I'm holding.
@BongoCrab great to hear all around!
never said to remove the flash ball either. it's a good anti-'afk' measure. but maybe there's more stylistically sound options? maybe a large cross flashing on the screen? my main idea is the function of the item Salvation from The Binding of Isaac.
Some feedbacks for The Redeemer:
1) When he use the cross buff make him throw multiple holy water bombs more than just once because honestly its easier to dodge than without the cross buff.
2)When he uses the cross buff his bazooka move makes him shoot 2 of the golden gernades but instead of exploding into a shockwave both explode into 2 big explosions.
3)When he uses the cross buff and then jump into the ceiling make him shoot less projectiles to make it more possible to dodge.
Also why in The Vigilantes boss intro animation shows a wanted poster of Pepperman?
And why is The Redeemers gun blue in the intro?
Alrighty so...
1) Considering it but with the addition of tombstones spawning Demons and the possibility of the "Flash ball" spawning in it would make it a bit too difficult for P-ranking.
2) I already have a plan for the mortar but it's most likely going to be reworked as a whole
3) The uzi leap is already being discussed for changes to be a more palatable move (It ain't going anywhere because I think it's an awesome move)
Also lastly the opening cutscene was temporary and I told the coder's to use the Peppermans intro and the temp Redeemer intro for now lol.
@BongoCrab I also got an idea for The Redeemer:
If he is buffed then he slides towards you and you parried him the redeemers cross buff effect will get removed stunning him, giving you a chance to shoot him
I just read the news that final round stole cheesed up’s code
basic coding style is not copying, if so we all steal from each other
@@MakusinMeringue compwnter was lying on discord that the code wasn’t stolen but it’s still stolen and I’ve discovered the truth
@@IvanBrosStudios555 Okay, cool. I've copyrighted the use of functions and arrays now. I expect my cheque in the mail in a week.
i feel like he is more-so of an ex boss. and would work perfectly in a boss rush kinda deal. other than that, really great boss, it could be on par with scoutdigo.
@@Pizzano_sugaryspire thanks, but Im not aiming to be similar with another mod. I'm just doing my own thing rather than the overused snotty or the regular vigil boss again with a different coat of paint.
oh, and the obligatary #fixptc
@Pizzano_sugaryspire ptc? Like pt community, because if so, agreeded
Final round redemption arc?
If you play as the Redeemer Vigilante’s fight should be replaced by the Green.
Idea: Make the lights be on in the church and have the light mechanic be saved for the second phase
I just find it strange that the fight gets arguably easier in the second phase
I see, well my current plan is to make the second phase harder with cross buff moves not seen in phase 1. Cross buffed rollout, Cross buffed grenade, and lastly cross buffed summoning as the final move he uses.
3:13 What is THAT?! 😂
This mod is too good to just be Fan-made, I really wish it was officially in the game
The opposite of what The Noise Update did you Vigilante's bossfight
Hey man I like this redeemer boss fight I sure do hope nothing happens at the end
Digilante: enters chat
0:09 for me i nede the old level gate of the redeemer
Some of this sprites makes me feel sad
@@walterjkovacs297 Why?
@@BongoCrabthey just do
@walterjkovacs297 cool
What happens if we don’t kill any cheese slimes up to that point?
@@Discombobulate75 It's a secret shh..
@ 😡
Can i ask what does the cross do in this battle (the floting one next to the redeemer)
@alexszulczynski5546 Activates his cross buffed moves. Like the uzi leap is the cross buffed version of the regular uzi.
Or the cross bow being the cross buffed gun
@BongoCrab thx for info hope your team will make it this mode reality =)
Honestly, its pretty damn good, but i think he's still to close on Vigilante, like the simple shoot, the holy water, etc
Here's my point of view :
1) The ost and the background are incredible, it's neat, cool, change a lot, for me it's perfect
2) The move where he jump on the wall and do a sick jump to the other, it's a masterpiece, it really reflect the jump of Vigilante with the uzi
3) The cross buff : i don't know what to think, it's seems cool but not enough efficient, i see that with the boost he trow more holy water but the radius is smaller and it make sense, but i think it's too small, it's easier to dodge and just seems like a cover thing or something for the show, maybe with the boost he could be a lil faster or shoot faster, something like that, it could be really cool the see the difference between the buff and not buff.
4) The bazooka is well changed but, for me, it's still to close on Vigilante because some sprites remains the sames
5) The cross thing that spawn demon, i think the time for spawning one is too long, in the video we didn't even see one
6) The explosion of electricity is genius, simple as that
That's all for me, don't get me wrong, it's absolutely fucking cool, i love The Redeemer and all his stuff and i alson encourage the team with all my heart and hope my review could be useful
Where's the Demon Pub club?
@@jessicalytton4520 they sadly didn't get to come out, the tombstones are still a bit of a WIP just like the rest of this fight.
@BongoCrab ok i see
Just a question: What's the lore of the redeemer, is he a somewhat priest or pope to other cheeseslimes?
And what sort of beef does he have with Vigi?
@@MischiefMood1 He is a lone exorcist in the abandoned part of the tower, he heard from an ghoul that there was a lone individual going through out the tower and defeating everything in its way, even the innocents in the tower. Redeemer plans to put him back down to reality and test his own code he goes by.
Shrimple as that
I am curious about not getting pretty much anything about Pepperman. Is he completed?
Anyways this redeemer progress looks like its 90% complete honestly he has the flow of not being just doise treatment but its looks creative with the fresh spritework.
Thank you for the compliment, also about pepperman, yeah most of the other devs were getting burnned out from him and pt in general so they are taking a break for now.
I am the vigilantes
Vengeful Redeemer: Vigilante if he belived in Christ.
Jumpscare alert
Ngl i liked hot wing to hell better than this song...
Day 119 commenting on random Pizza Tower videos
I'm honest, I prefer Snottylante
But I'm not saying this boss fight is bad
Is it cancelled?
@@Elbrodelbasurero no? It's still a work in progress
Yes it's all gone it's over /j
@@normalLaSerpienteCopada misinformation
@@Elbrodelbasurero don't say that bear...