Mancubus
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Threshold Of Pain II - DEMO RELEASED
Pages (3): « 1 [2] 3 »  
Author
All times are GMT. The time now is 02:27. Post New Thread    Post A Reply
scalliano
This door is opened elsewhere...


Posts: 1203
Registered: 08-09


I'm not ruling out D64 music (or Quake 64 music for that matter), but we'll see what flies.

Old Post 05-03-12 00:30 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
scalliano
This door is opened elsewhere...


Posts: 1203
Registered: 08-09


3-map demo released for feedback purposes. Enjoy, and please post any bugs/issues.

Old Post 06-05-12 20:33 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
CarpetolA
Mini-Member


Posts: 72
Registered: 07-07


Just when I was looking for something to enjoy my evening with! Thanks, scalliano! I'll play this through ASAP! =)

Old Post 06-05-12 20:40 #
CarpetolA is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
DooM_RO
Senior Member


Posts: 1583
Registered: 02-11


I get this error when trying to run it
Execution could not continue.

10 errors while parsing DECORATE scripts

Old Post 06-05-12 20:43 #
DooM_RO is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
scalliano
This door is opened elsewhere...


Posts: 1203
Registered: 08-09


Update your GZDoom version.

Old Post 06-05-12 20:47 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
DooM_RO
Senior Member


Posts: 1583
Registered: 02-11


Ok, it works now. Is it wrong to say that some of the rooms remind me a LOT of Doom 3? I had this feeling when playing TOP1 as well.

Old Post 06-05-12 20:50 #
DooM_RO is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Marnetmar
Forum Staple


Posts: 2851
Registered: 09-10


YAY!!! Downloading now!

Old Post 06-05-12 21:08 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
CarpetolA
Mini-Member


Posts: 72
Registered: 07-07


Eh... I'm stuck. Is this door supposed to be opened as a regular door? (MAP01, near the outdoor bridge)

http://img195.imageshack.us/img195/...om201206052.png

Old Post 06-05-12 21:22 #
CarpetolA is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
scalliano
This door is opened elsewhere...


Posts: 1203
Registered: 08-09


No, it's opened via a switch. Try the door at the other end.

Also, the Doom 3 homage is intentional :)

Old Post 06-05-12 22:01 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Marnetmar
Forum Staple


Posts: 2851
Registered: 09-10


There's a big lava pit in the second level that only damages you if you're completely submerged.

Old Post 06-05-12 22:52 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
scalliano
This door is opened elsewhere...


Posts: 1203
Registered: 08-09


Yeah, that's a known issue. I'm in the middle of a workaround.

Old Post 06-05-12 23:19 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
jdagenet
Member


Posts: 293
Registered: 07-11


I noticed in this area:
http://i1131.photobucket.com/albums/m559/jdagenet/Screenshot_Doom_20120605_164929.png
http://i1131.photobucket.com/albums/m559/jdagenet/Screenshot_Doom_20120605_164919.png
The player can open the door from the second floor.

Old Post 06-05-12 23:22 #
jdagenet is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
scalliano
This door is opened elsewhere...


Posts: 1203
Registered: 08-09


Cheers, fixed.

Old Post 06-05-12 23:51 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
buttspit
Member


Posts: 579
Registered: 04-11


Awesomeness! Gonna play now.

Old Post 06-06-12 05:31 #
buttspit is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Avoozl
Forum Staple


Posts: 2710
Registered: 06-09


I would like to see the satyrs/goatmen from unloved in this. Also speaking of psx/n64 music, I would like to see track 13 from psx doom http://www.youtube.com/watch?v=Y6EpmID8GSQ used in this.

Last edited by Avoozl on 06-06-12 at 11:02

Old Post 06-06-12 05:58 #
Avoozl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Paul D
Junior Member


Posts: 162
Registered: 02-12


No goatmen. The nightmare demons fill the same role.

I actually found the new monsters somewhat unwelcome.
The only ones I liked were the new zombie types (supershotgun zombie and rocket zombie, and Science zombies) and the green pinkys who vomit at you-

the skullspiders and teleporting claw dudes and cybruisers just seemed too out of place stylistically.

the first TOP was cool because the additions to the cast of monsters were used in interesting enough ways that they fit- some of these new guys don't really create any interesting situations and they're too similar to other monsters already present in the first wad.

I like the level designs as much as the first TOP, again, you use 3d floors to connect places in creative ways, and the lighting is really cool.

Last edited by Paul D on 06-06-12 at 07:44

Old Post 06-06-12 07:10 #
Paul D is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Avoozl
Forum Staple


Posts: 2710
Registered: 06-09



Paul D said:
No goatmen. The nightmare demons fill the same role.
Yeah, but they were cooler looking, and the nightmare demon is just a palette swap of a pinky. :P

Old Post 06-06-12 08:05 #
Avoozl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Paul D
Junior Member


Posts: 162
Registered: 02-12


I am more interested in how they influence gameplay than how they look.

Last edited by Paul D on 06-06-12 at 09:26

Old Post 06-06-12 09:10 #
Paul D is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Avoozl
Forum Staple


Posts: 2710
Registered: 06-09



Paul D said:
I am more interested in how they influence gameplay than how they look.
But you did just say they were like the nightmare demons in terms of gameplay, and all I'm saying is that I'd like to see them added instead to be used the exact same way as the nightmare demon.

Old Post 06-06-12 09:35 #
Avoozl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
HellKnight2012
Warming Up


Posts: 28
Registered: 02-12


Getting the same error DooM_RO got: 10 errors while parsing DECORATE scripts.

I have the latest version of GZdoom.

Old Post 06-06-12 09:44 #
HellKnight2012 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
jdagenet
Member


Posts: 293
Registered: 07-11



HellKnight2012 said:
Getting the same error DooM_RO got: 10 errors while parsing DECORATE scripts.

I have the latest version of GZdoom.


Get the latest SVN build here.

Old Post 06-06-12 10:00 #
jdagenet is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
HellKnight2012
Warming Up


Posts: 28
Registered: 02-12


I got the SVN build. How do I use it?

Old Post 06-06-12 10:24 #
HellKnight2012 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
CarpetolA
Mini-Member


Posts: 72
Registered: 07-07



HellKnight2012 said:
I got the SVN build. How do I use it?

Just make a new directory called "GZDoom build" or whatever you prefer and unzip everything to that directory. Don't forget to include the necessary IWADs.

As for the demo, very neat stuff! The 3D floor parts were executed very well, made the maps exuberate more depth. Some of the bigger encounters meant for when you make progress (i.e. pick up a security card) were not very challenging. For example, the part in MAP02 with the blue key, the hardest monsters were three Barons of Hell and an Archvile. Considering the amount of ammo and that there are pillars to hide behind and that the Barons are slow, I was a bit disappointed with that fight. Sadly, MAP03 almost felt like it was the easiest map. Many of the monsters should have been replaced with harder ones, and I was playing on UV.

The maps themselves were beautiful with 3D floors and PSX/N64 colored lights. The only faults I noticed when looking closely were misaligned textures in MAP01. Here's a screenshot of where they are (areas marked in blue):
http://img842.imageshack.us/img842/...om201206052.png

Old Post 06-06-12 14:59 #
CarpetolA is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
DooM_RO
Senior Member


Posts: 1583
Registered: 02-11


You should put more ammo and make the first maps easier.

Old Post 06-06-12 15:00 #
DooM_RO is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
scalliano
This door is opened elsewhere...


Posts: 1203
Registered: 08-09



DooM_RO said:
You should put more ammo and make the first maps easier.


I can't win, can I? :P

@Avoozl: The Nightmare Spectre is part of PSX Doom, which is the primary theme of the mod. The Satyr is excluded for 2 reasons, one of which Paul D already stated. The other is that it's been in pretty much every ZDoom mod since DECORATE got the ability to create monsters.

@Paul D: The Doom 3 monsters are kind of an integral part of what I wanted to do this time around, although I agree with you to an extent. While the Wraith sprites are based on the Shadow (another contractual ZDoom obligation :P), the Trite (spider) sprites are based on enemies from Blood. Problem is, I have neither the time nor the skill to knock up new sprites for either, particularly as there are more new enemies to come. As for the Cybruiser, while I disagree regarding its style, after testing I found it's a bit weak for what I had originally intended (an RoE Bruiser equivalent). So, come the final release, it will at least be a bit more of a, well, bruiser.

@CarpetolA: Taken on board. As I've said above, I gave the demo another bash myself after uploading and found some of the set pieces a bit anticlimactic. Expect more of a meaty challenge come the final version!

Cheers for the feedback, everyone! I have plenty to be getting on with now, but keep it coming!

Old Post 06-06-12 17:22 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
fullmetalvaran33
Member


Posts: 291
Registered: 08-10


I need to check out the demo :)

Old Post 06-06-12 17:34 #
fullmetalvaran33 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Avoozl
Forum Staple


Posts: 2710
Registered: 06-09


I wasn't award the satyr in Unloved was over used as it was the only mod with them I ever played.

Old Post 06-06-12 17:38 #
Avoozl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
HellKnight2012
Warming Up


Posts: 28
Registered: 02-12



CarpetolA said:

Just make a new directory called "GZDoom build" or whatever you prefer and unzip everything to that directory. Don't forget to include the necessary IWADs.



I did that. I am dragging and dropping both the SVN file and ToP2demo.wad file to my GZdoom launcher(the marine icon) and I still get the error.

Old Post 06-06-12 18:10 #
HellKnight2012 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
jdagenet
Member


Posts: 293
Registered: 07-11



HellKnight2012 said:


I did that. I am dragging and dropping both the SVN file and ToP2demo.wad file to my GZdoom launcher(the marine icon) and I still get the error.


Drag and drop the wad on the SVN executable, not the official build of GZDoom.

Old Post 06-06-12 18:12 #
jdagenet is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
HellKnight2012
Warming Up


Posts: 28
Registered: 02-12



jdagenet said:

Drag and drop the wad on the SVN executable, not the official build of GZDoom.



Did that. Got nothing. It's a file called gzdoom-r1401.7z . It's not an EXE.

Last edited by HellKnight2012 on 06-06-12 at 18:31

Old Post 06-06-12 18:21 #
HellKnight2012 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 02:27. Post New Thread    Post A Reply
Pages (3): « 1 [2] 3 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Threshold Of Pain II - DEMO RELEASED

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.