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bifurcator

Doom Slayer Chronicles

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11 minutes ago, GhostGuy said:

I don't know this has been discussed regarding to this mod.  Could you provide multiplayer (specifically cooperative mode) support for this?  I would like to give this one a shot with my brother and myself.  I have tried it on my own but I realize you couldn't resurrect without restarting the wave again.  I do not know this was meant to be as to play it without dying or such.  Also, I have tried this with Quake Championship mod and it crashed I think when I died the first time.  I also noticed that the D4D mod does not work with the recent GZDoom engine yet (no fault on you of course).  Otherwise, this is great graphic mod.  Thanks for releasing it finally.

I have to disappoint all fans of multiplayer.
I'm not interested in multiplayer as a genre.
And I have no plans to do such projects.

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On 9/2/2018 at 2:42 PM, Phade102 said:

 

The amount of elitism in this thread is unreal, 'it's not what i think Doom should be, this is garbage REEEEEEEE.' Doom has always been about killing demons, this throws out the finding keys bs and gets right to the point, killing demons. It's basically doom4, if you didn't like that, don't play it. 

 

 

As for some constructive criticism, the big one for me is the levels so far are pretty flat. The biggest thing i enjoyed about dooms levels were they had some verticality to them, you had platforms to move to, ledges to jump from, for the most part they weren't flat, here they are pretty flat. That does leads to it being repetitive and getting pretty old faster than it should. 

 

As jimmy said enemies spawning and than just, sitting there is rather off putting, instead of hunting the player they just wait like fish in a barrel. Enemies spawning in far off rooms is another really annoying issue that should be addressed. Having to go off and hunt down that one Imp that spawned in a room on the other side of the map gets old pretty fast. 

 

I have to say the Colosseum is probably the best level i have ever played for a shooter, ever. I played this with Death Foretold and seeing the Doom Slayer standing in the middle of a mound of demon corpses was awesome.   

Edited by fatrat92

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I've spent nearly three hours playing this now and I'm impressed overall with the gameplay and the visuals. I understand why people are being negative about it, because yes, it does get rid of the original gameplay style that Doom originally had, replacing it with a linear wave-based shooter, getting rid of backtracking and exploration and focusing more on murdering demons and progressing through the levels. I understand that you intended to change the style of the gameplay, but you didn't explain it well enough for people to expect it prior to the game's release, so the game ended up being a lot different than what the community would have hoped for.

 

Though the gameplay does get repetitive at times such as shooting eyeballs on the tenth map, I am satisfied by its overall progression system. Just the levelling system and entering new levels through the hub is a great touch to this game. I've encountered a couple of bugs like on a saint raising level on the first episode, one of the doors was locked with all the demons inside, and there was no buttons or anything to activate it so I had to noclip through the door. I'm still not finished with MAP 10 but I think I'm stuck in a loop where I keep teleporting back and forth between a wave of enemies in one area, and back to shooting eyeballs during the battle in another area. If there's something I'm supposed to do to stop the loop, I would strongly suggest that you make the objectives more specific, explain what will happen if you don't achieve a certain thing or something like that.

 

Of course this isn't the most polished thing I've ever played, there are a few bugs here and there is a lot of repetitiveness and the worst part: trying to find that last demon. I've been really enjoying myself playing it, and I don't mind the change in gameplay. It feels refreshing, and I'm the type of guy that doesn't mind when a few things are changed in new adaptions of a series. If every Doom game were to be the exact same, it would just get a little old for each new release, regardless how timeless the experiences of the classics are, because it would lose its uniqueness.

 

You are a talented author from what I've seen so far, and I look forward to seeing what you have in the future!

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I love this mod, it's simply so amazing and beautiful with those visuals and the gameplay itself, you have my respects dude!

I was wondering if I could use the visuals with other mods? Like playing HellCore with the material pack or something?

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I don't have time to try the mod right now (hopefully soon) but I just wanted to say @bifurcator has a really amazing attitude for a modder.  Taking constructive criticism and ignoring the non-constructive stuff is great to see!

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Apparently nowadays just at its first release, people are complaining about story in this mod and yes, DOOM doesnt focus on story but if you dont like storybased wads, THEN DONT PLAY THEM. go play a wad that doesnt have a story. this is a story based mod. let it be one. no need to complain or bash on it.

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...Did you come to the wrong thread? Absolutely no one in this thread has complained about this mod's story. If anything, people would be bringing up that it's lacking in that regard - if you read the first post, DSC prides itself on having an "infinite" gameplay experience, where you just shoot demons endlessly. It literally has no story.

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On 9/4/2018 at 6:44 PM, TheGariest said:

saint raising level on the first episode, one of the doors was locked with all the demons inside, and there was no buttons or anything to activate it so I had to noclip through the door.

In this moments you can open DSC Options (ESC - Options - Doom Slayer Chronicles options) and use special button if you stuck (kill monsters command from console).

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On 9/6/2018 at 12:10 PM, Blackmore1014 said:

In this moments you can open DSC Options (ESC - Options - Doom Slayer Chronicles options) and use special button if you stuck (kill monsters command from console).

Ah I forgot about that, thanks!

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I couldn't play this on my Acer Predator Helios 300 laptop, but it runs beautifully on my home desktop.  Kudos for all who worked on this great mod.

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I think criticism has been a bit harsh, I understand that yes, there have to be criticisms, but I think that here they have been somewhat harsh

 

Now, I have not played it and I will not play it, since it is not a game mode that catches my attention

 

anyway, it is a good mod and make it compatible with gameplays mods is something brutal, very good mod: P

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Just tried this today and was pleasantly surprised that my laptotp did indeed not die?! So, as good as it looks, it seems to run very well. 

 

Gameplay wise and regarding the „criticism“, I think the modders didn‘t communicate the fact, that this is arena type shooting, well enough. I guess most people wouldn‘t complain then. Guess they were blinded by the good looking screenshots and dissapointed because they hyped themselves too much. 

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4 hours ago, elend said:

Just tried this today and was pleasantly surprised that my laptotp did indeed not die?! So, as good as it looks, it seems to run very well. 

 

Gameplay wise and regarding the „criticism“, I think the modders didn‘t communicate the fact, that this is arena type shooting, well enough. I guess most people wouldn‘t complain then. Guess they were blinded by the good looking screenshots and dissapointed because they hyped themselves too much. 

https://www.youtube.com/watch?v=cVupz42-iTA

Nov 2017. Already said about arena gameplay.

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@Blackmore1014 to be fair, nobody watches a video from back then. However it was said it is horde mode on all websites it was posted, so I'm still suprised that so many people thought it had classic level design.

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Ok so, had to register solely because i feel a dire need to give some feedback here.

 

First off, this looks FANTASTIC, like holy shit, absolutely one of the prettier Doom mods i've ever played, mad props for that!

Secondly, and unfortunately, i've run into a fair number of gripes and/or pet peeves that hampered what could otherwise have been an incredible experience. I'm sure you guys put a shit ton of work into this, but allow me to list down said gripes anyhow. WALL OF TEXT AHOY:

 

 

- Most of all, the pacing is off. There's just too much waiting going on. I don't know if it was because i played on HMP, but i found that most waves after the first few were a single digit number of demons, and having to wait for a skull to spawn, then 5+ seconds for the demons to spawn, then another 5+ seconds for another tiny wave of demons to spawn just drags out too much with the amount of waves you have to face. Due to this, the combat music also goes on and off a lot, but that's probably just a pet peeve of mine. Consider shortening the waiting times to remedy this?

 

- Relating to the above, there's just too many individual waves that are usually too small. The "incoming wave" sound, while fitting in atmosphere, gets astoundingly grating after the 150th time you hear it (maybe use something shorter and less "intrusive"?). I don't know the finer details behind how it works, but you could easily halve the number of waves in the mod without hurting it. I saw a comparison to Doom 4's gore nests earlier in the thread, and while yes, it's the same concept, you're only expected to clear 1 nest occasionally, rather than 10 per room.

 

- Some of the elevator rides take too long. There was the one earlier in the game which was nearly half a minute of nothing, then a little bit of something at the very end that... Didn't do much, but was appreciated nontheless. Similarly, consider speeding up the elevators in the unholy cathedral, though they're not quite as egregious as the former one. If the idle time isn't important, one should consider reducing it.

 

- Airlock doors are another unnecessarily long expenditure of time. I counted 10 seconds of not being able to do anything before i was finally allowed to push the "open door" button. Were this a one time occurrence, it really wouldn't have been an issue, but alas, you go through multiple such doors.

 

- While the escort mission itself worked surprisingly well (props for that, i was expecting an extreme annoyance), the part where your escortees do their thing just takes way too long with nothing actually happening in the mean time, especially considering that it happens 3 times. Either throw some demons at me, or speed it up by a lot.

 

- Rather minor thing, but you really don't need that delay after picking up a glyph to whisk the player away. It just adds to the pile of waiting frustration when there are so many other delays; i'd say 1-2 seconds tops, ideally near-instant.

 

- For the love of all that is (un)holy, either get rid of the two switch puzzles on Mars entirely or at least give the player some proper feedback! This was the only part that i straight up hated, and i was not pleasantly surprised to find two of them. Some ideas to make it less painful: Make something go differently if you press the right button versus the wrong one (graphical change or different sound i guess), don't just throw the player into a minor but annoyingly lengthy demonic incursion (and if you do, make the transition times short and snappy). Alternatively, just make it three switches that need flipping in no particular order; if the mini-incursions are super important, just make them happen after each switch.

 

- The same area as above also had needlessly lengthy transition times between action and peace.

 

- Those malfunctioning doors. Just... Nix fix them, completely. It's just annoying as hell, i seriously considered using noclip just to bypass them due to the RNG. It makes sense thematically, and i do get the point of making the player risk damage due to the delay, but gameplay-wise it's just a pain, and not a good one. Alternatively, if it's not difficult to code, remove the malfunctioning aspect once you get it open the first time, or at least just make it predictable.

 

- I have mixed feelings about the "do thing during combat" gig. On one hand, it's pretty cool to have a minor failstate in that situation and that you have to balance threat level versus completion, but on the other, it goes completely against what the mod sets out to make you do, which is to kill the demons. On top of that, the potential for infinite "failures" is not one that pleases me, it's just needless stalling. I'd recommend making a guarantee that the player passes within relatively few tries; failing it once or twice is fine, but it should be more clear that you fucked up rather than just a sudden teleportation to a strange realm and then back when you've done your thing there (i know i didn't initially realize that i wasn't doing it right). Alternatively, have the portal shut down after you've beaten the insides of it, that'd be pretty cool and fitting for Doomguy.

 

- The 300 second survival is a complete clusterfuck. I can appreciate a well designed clusterfuck, but there was just not enough ammo or health for this clusterfuck, and also arch viles in a rather open and soon-to-be-extremely-crowded area is a no-no. I liked the mass murder aspect of it, even if i spent most of the time just running in a large circle, but the arch viles would invariably get me if i couldn't smash them before they got off an attack. Removing them from the pool of monsters spawned there would be a massive improvement; it's not like the hordes don't get replenished in their absence anyways.

 

- Balance-wise, i'd say maybe tone down the encounter immediately after the survival event a little, since you didn't get any chance to replenish your supplies/health/armour. The visuals there are spectacular, though.

 

- I don't know if it was because i was playing with Brutal Doom, but the final area had cyberdemons and spider masterminds getting stuck behind invisible walls and sometimes even getting pulled back into the portal where i had no means of reaching them. I had to use noclip to wipe them out. Similarly, first time i triggered the final event, i got stuck between invisible walls on the raised area where the pillars stand (left one when facing away from the portal).

 

- Small detail; i know you're probably not native english, but consider having someone going over the text in the mod to iron out typos and grammatical errors. It's probably just me being a persnickety bastard, but i just kinda stopped reading the Exposition Runes(tm) after a while because it wasn't parsing smoothly in my brain.

 

- Not entirely sure what to think of respawning enemies in the hub areas. One one hand, it breaks up the peace a little, but on the other, hub areas are usually supposed to be peaceful once cleared. Make of this what you will.

 

 

Aaand i think that about does it! I know that's a pretty hefty list, but i wouldn't be doing this if i didn't see a lot of potential here (much like Jimmy). Obviously there are strong points too, in my case mostly in how astonishingly pretty it is (Crimson Depths in particular was fucking amazing), but the progression system is also rather satisfying. It's just a damned shame that the strong points have to suffer under these things. I know i rag on the wait times a lot, and indeed, a 5 second wait on its own is nothing worth mentioning, but when there are literally over a hundred of them, it really starts to add up, and i know my patience doesn't get any greater the more often i'm subjected to the same waiting time. Were these things to be fixed, i would absolutely be playing this some more!

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2 hours ago, Edward850 said:

This is DTS-T all over again.

It really isn't, just because the gameplay isn't "WHAT DEWM SHULD BE" doesnt really make it bad.

DTS-T was a mess, this at least feels competent on what its trying to do but it will need A LOT of work.

 

I welcome the more linear wave based gameplay of this mod event though it gets tedious a times, its a welcome change of pace from the normal Doom experience.

... also my PC is not good enough to play it properly *sigh* so i didn't get far.

 

 

Edited by jazzmaster9

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1 hour ago, jazzmaster9 said:

It really isn't, just because the gameplay isn't "WHAT DEWM SHULD BE" doesnt really make it bad.

And thus the DTS-T comparison. It not being "WHAT DEWM SHULD BE" doesn't make it immune from criticism for what it is. People dislike it because they think it's bad, not because it's not doom.

 

If you forgot, the DTS-T thread was the exact same problem, people saying that nobody was allowed to criticise the mod because it was "different", despite the problem being that it was bad regardless of what it was different from (and ridiculously low quality and poorly designed), not because of. 4K textures and lights is not what a good mod makes.

 

Edited by Edward850

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1 hour ago, Edward850 said:

And thus the DTS-T comparison. It not being "WHAT DEWM SHULD BE" doesn't make it immune from criticism for what it is. People dislike it because they think it's bad, not because it's not doom.

 

If you forgot, the DTS-T thread was the exact same problem, people saying that nobody was allowed to criticise the mod because it was "different", despite the problem being that it was bad regardless of what it was different from (and ridiculously low quality and poorly designed), not because of. 4K textures and lights is not what a good mod makes.

 

You missed my point.

 

Where did i say that no one was allowed to criticise?

 

I was mainly talking about the people who Do think its bad just because its Linear and Wave based and not "WHAT DUMM SHUD BE"

 

Being a linear Arena shooter isn't bad but the execution, which said needed a lot of work incase you missed it, is lacking

 

Even The author awknowledge such problems people had with the set.

 

 

 

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26 minutes ago, jazzmaster9 said:

I was mainly talking about the people who Do think its bad just because its Linear and Wave based and not "WHAT DUMM SHUD BE"

And guess what, people are allowed to criticise that if they think it's unenjoyable to play. You can't dismiss it just because the mod is different, that's absurd. Different gameplay doesn't get automatic protection from criticism and people are allowed to say it's bad if they think it plays poorly.

 

People can in fact criticise the very thing something is. Especially if they think it's been executed poorly, which is very much the case here. I suspect you're missing the crux of people's complaints, seeing as the complaints are that it's essentially a bad wave based formula, not that waves are inherently bad.

Edited by Edward850

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37 minutes ago, Edward850 said:

And guess what, people are allowed to criticise that if they think it's unenjoyable to play. You can't dismiss it just because the mod is different, that's absurd. Different gameplay doesn't get automatic protection from criticism and people are allowed to say it's bad if they think it plays poorly.

 

People can in fact criticise the very thing something is. Especially if they think it's been executed poorly, which is very much the case here. I suspect you're missing the crux of people's complaints, seeing as the complaints are that it's essentially a bad wave based formula, not that waves are inherently bad.

Thats what i am saying though. 

 

the mod is not bad because its wave based, its bad because of bad execution.

People whoever think Wave Based is just objectively bad and NOT DOOM, and thats what i don't agree with.

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7 hours ago, jazzmaster9 said:

People whoever think Wave Based is just objectively bad and NOT DOOM, and thats what i don't agree with.

Nobody is saying that though. The people here in this thread have been saying the execution is bad.

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This is hilarious...

I was down voted and bashed on for my scrutiny towards this mod by saying it won't live up to its expectations. 

 

Now here we are...

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On 9/8/2018 at 3:53 PM, ComradeShook said:

Ok so, had to register solely because i feel a dire need to give some feedback here.

 

*Actual feedback*


Pretty much my exact sentiments on this.

We need more posts like this and less smugness. You are allowed to not like it as much as you want, but the way some of you guys have been going about it is kinda mean-spirited. The creator has already made it clear that they're going to take everything that's been said into consideration and update it, so I think we should probably cool it with "I told you so" stuff.

Edited by Sparktimus

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15 hours ago, Edward850 said:

Nobody is saying that though. The people here in this thread have been saying the execution is bad.

Im not just talking about comments in this thread...

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anyone have any luck getting brutal doom to work with this?  I have v21 but not sure how to link it with this.  i'm used to just dragging files and wads over to the gzdoom executable and running them that way.  but since this one has the batch files, i'm not sure what to do.

 

thanks

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