elend Posted August 23, 2018 1st of september? Damn, my father will visit me on this day. xD No time to play even. What a pity. Well, maybe once everyone is asleep. 1 Share this post Link to post
elarmadillo3 Posted August 23, 2018 (edited) 9 hours ago, elend said: 1st of september? Damn, my father will visit me on this day. xD No time to play even. What a pity. Well, maybe once everyone is asleep. I watched my father play Doom since i was born, so did my sister, 'till she died. 0 Share this post Link to post
Mr. Freeze Posted August 26, 2018 I hate to nitpick but the art inconsistencies are really annoying me. And Disturbed for music? bruh 2 Share this post Link to post
SampsonT800 Posted August 27, 2018 I am thinking about destroying the excitement of Warrior 4, not another horror game. The dim environment is not refreshing. 0 Share this post Link to post
CaptainManiac Posted September 1, 2018 Hey,today is September the 1st,where is the fucking goddamn download link 0 Share this post Link to post
NeptunesTyrant Posted September 1, 2018 13 minutes ago, CaptainManiac said: Hey,today is September the 1st,where is the fucking goddamn download link Dude. Chill, be aware of potential Time Zone differences. That said, This looks like it'll be a blast to play. 0 Share this post Link to post
CaptainManiac Posted September 1, 2018 8 minutes ago, NeptunesTyrant said: Dude. Chill, be aware of potential Time Zone differences. That said, This looks like it'll be a blast to play. what Time ZOne:CHicago or New York? 0 Share this post Link to post
Cacodemon345 Posted September 1, 2018 This has already been released! https://www.moddb.com/mods/doom-slayer-chronicles/downloads/doom-slayer-chronicles-v10-full 4 Share this post Link to post
Terminus Posted September 1, 2018 I'm not one to complain about filesizes but 490 MB zipped feels like a little too much... Hopefully this won't disappoint. 0 Share this post Link to post
Mere_Duke Posted September 1, 2018 6 minutes ago, Terminus said: I'm not one to complain about filesizes but 490 MB zipped feels like a little too much... Hopefully this won't disappoint. Hah, there are mods with size more than one gb so 500 mb is not that much... 0 Share this post Link to post
Terminus Posted September 1, 2018 2 minutes ago, Mere_Duke said: Hah, there are mods with size more than one gb so 500 mb is not that much... Last time I played something that exceeded 250mb it was Grezzo 2. We all know how that one turned out. :P 0 Share this post Link to post
Mere_Duke Posted September 1, 2018 (edited) 12 minutes ago, Terminus said: Last time I played something that exceeded 250mb it was Grezzo 2. We all know how that one turned out. :P Total Chaos Open Alpha is 1 073 256 Kbytes :D 0 Share this post Link to post
hardcore_gamer Posted September 1, 2018 (edited) Just finished the first mission. My first impressions are pretty mixed honestly. On one hand, you get mad respect for all the new texture and sprite work. But on the other hand, the gameplay is just kind of boring. You basically spawn in area, kill incoming teleporting waves of monsters. Then advance to the next area, kill incoming teleporting waves of monsters, then advance to the next area etc. There is basically no real encounter design to speak off from what I can tell so far. In fact there doesn't even seem to be any real exploration at all (so far at least). You have basically taken away the 2 things that make Doom so fun: Interesting encounter design and open ended levels. Though I admit I have only played the first mission. I know this is more personal preference than fact, but I just don't enjoy this style of gameplay. Perhaps if you are a massive Painkiller or Serious Sam fan you might not mind this. But for me personally, this just isn't my cup of tea. 0 Share this post Link to post
Reisal Posted September 1, 2018 I also posted in the ZDoom thread but the intermission picture does not tile horizontally for some reason on ultrawide resolutions? https://imgur.com/a/9lyvbEW If anyone with a screen wider than 1920x1080 duplicate this? 0 Share this post Link to post
NuclearPotato Posted September 1, 2018 (edited) 11 minutes ago, hardcore_gamer said: There is basically no real encounter design to speak off from what I can tell so far. In fact there doesn't even seem to be any real exploration at all (so far at least). You have basically taken away the 2 things that make Doom so fun: Interesting encounter design and open ended levels. Though I admit I have only played the first mission. No, it's pretty much all like that. Out of curiosity I went through this up until the second hub map, and that description pretty much applies to all the levels I've played through thus far. The only wrinkle in the formula to break things up was that the Prison of Souls had an escort mission running throughout the map. The levels are mostly really flat and bland, with the only standout arena I've seen thus far being in the Colloseum(sic), due to its ever-changing cover, and colored lighting is just repeatedly abused throughout the whole thing. As a tech demo this set is kind of interesting; as a playable mapset the levels are barely interesting to get through playing them once, let alone eternally like the description text brags about. 1 Share this post Link to post
Teder Posted September 1, 2018 Work done on this project is impressive. I really like textures, sprites (stone demons and angels, torches and everything else), animated grass (cthulhu flag thing), wonderfull sky, music themes, and heavy mood! Once again great work! 0 Share this post Link to post
AL-97 Posted September 1, 2018 (edited) 1 hour ago, NuclearPotato said: Out of curiosity I went through this up until the second hub map, and that description pretty much applies to all the levels I've played through thus far. The only wrinkle in the formula to break things up was that the Prison of Souls had an escort mission running throughout the map. The levels are mostly really flat and bland, with the only standout arena I've seen thus far being in the Colloseum(sic), due to its ever-changing cover, and colored lighting is just repeatedly abused throughout the whole thing. As a tech demo this set is kind of interesting; as a playable mapset the levels are barely interesting to get through playing them once, let alone eternally like the description text brags about. 5 Q.E.D. Honestly, it was more or less clear right from the first trailers. Style over substance, wave-based encounters instead of actual gameplay, flashy graphics in place of level design. 2 Share this post Link to post
hardcore_gamer Posted September 1, 2018 To be fair I don't think this is a bad mod. A lot of work went into it. I just dislike the wave based encounter design. It's ok once in a while but I don't want to play a whole game like that. 0 Share this post Link to post
NuclearPotato Posted September 1, 2018 I keep vacillating between whether I actually hate this, or just think it's a bit undercooked with the wave-based gameplay and all. I will say there's a pretty major difference, however, between how Serious Sam handles its wave-based encounters, and how this one handles things, and I'd say Sam wins out if only because it's not locking you down in every single corridor to fight a handful of enemies like DSC does. I'll also say that this is a pretty severe step down from the author's previous work, Don't Play With Hell. While that set has its problems, it has actual encounters, and moreover is carried by its atmosphere in a way that DSC can't really pull off. DPWH also has actual verticality in its levels, whereas with the exception of Colloseum (I think I've spelled Colosseum out this way so often today than I'm afraid it might stick in my brain as the actual way to spell it), we're mostly dealing with a bunch of flat spaces with some minor elevation changes in the first half of the set. Maybe things change up a bit during the 2nd hub's maps, but judging from what I've seen of that half from trailers, I kind of doubt it. 0 Share this post Link to post
Cacodemon345 Posted September 2, 2018 (edited) You play it like Doom 2016. It had frequent demonic lockdowns. And also, you need to play this mapset like Skulltag's TMN invasion campaign. That Skulltag campaign also had wave-based gameplay. Edited September 2, 2018 by Cacodemon345 2 Share this post Link to post
Phade102 Posted September 2, 2018 Sadly this is a case of someone who went for amazing looking graphics without thinking about the actual gameplay. If I wanted to play doom 2016 i'd go play it (It still looks better than this due to the engine) and if I wanted an arena based game, i'd stick to serious sam. As a mapper, you may want graphics to be everything, but for the people that play your 'artistic masterpiece' they want more gameplay. Sadly, yours is repetitive with the only benefit being to look at the detailed levels, which isn't what I play doom for. 1 Share this post Link to post
Adekis Posted September 2, 2018 I can't even play the darn thing because my computer won't run the version of GZDoom it comes with owing to not being able to run its minimum OpenGL requirement. In other words, my laptop is so old it can't even run Doom II mods. A tragic day!! I was looking forward to this one too, sad to hear it's not getting great reviews. Maybe they'll release map packs or something? The concept of the mod is so cool... 0 Share this post Link to post
KVELLER Posted September 2, 2018 (edited) 3 hours ago, Adekis said: I can't even play the darn thing because my computer won't run the version of GZDoom it comes with owing to not being able to run its minimum OpenGL requirement. Newer GZDoom versions also have a "vintage" build running on OpenGL 2. You should try that. 0 Share this post Link to post
Teder Posted September 2, 2018 (edited) Hey what's the weapon mod shown in 0:29 in launcher trailer? I tried lazarus mod, and d4d but it's not this. EDIT: ok, looks like ZION, I'll try it for sure with Slayer Chronicles 1 Share this post Link to post
Jimmy Posted September 2, 2018 (edited) I want to like this. A project like this that goes for intense visual spectacle while preserving gameplay across multiple mods is highly admirable. I played the first two levels. I ran into too many problems to put up with beyond that point. Here's the rundown: - Found I could waste bullets during the INTRO map. - The first map seemed to skip not one but two of its five waves. It was over incredibly quickly. Is the intended monster count per wave... not properly tracked? So you wind up finishing the wave if you kill all the monsters before all of them have had a chance to spawn? I can't imagine how else this could've happened. - The music is poorly balanced. On the second map, it seemed to change constantly on a per-wave basis, and seemed to just get louder and louder with each change. Use SNDINFO to balance these tracks! - There are a few grammar errors staring me right in the face. "Pick it up for continue" should be "Pick it up to continue". This is a message you see every wave, too! - Some monsters were spawning in their idle state. Might wanna use Thing_Hate to make the monsters target the player immediately! - Two monsters got stuck inside each other on the first map! Come on, this is Bugtesting 101 for an invasion-style mod, surely. - As has already been said, the repetitive gameplay got very dull very fast. The monster count did not "infinitely increase" as was advertised (I don't think this is exactly possible, regardless...), and I found waves mid-way into the levels to be extremely easy compared to earlier waves. Encounter design, where the monster usage is assisted by the level design, doesn't really exist here. Monsters were spawning in far away, closed-off rooms, getting stuck behind gravestones, and it wasn't fun to have to track down the last guy multiple times. The first wave in the first map was... two imps in a perfectly square room. I think I played on HMP, but come on! - Lost Souls and Cacodemons go shooting up into the stratosphere because you give every monster a small vertical thrust for effect when they spawn in, but didn't take into account how the flying monsters are not subject to gravity so they just go flying. Exclude these monsters from that thrust! Or if that's too much work (I understand how mod compatibility is desired), just disable the thrust entirely. It does look a bit silly. - Is the "Wave # Complete" counter not reset when you finish a level? How did I end up at wave 10 scarcely a few seconds into the second map? I don't think I'd even played ten waves TOTAL yet! What??? - Speaking of, is there no way to tell how many waves there are? I wanna know how long these maps intend to go on for. - I'm not sure what the point of the Doomslayer rune stones is. The one in the Atrium just shows a camera panning around the starting room with some text - and then the ones I found in the next two levels just seemed to do nothing at all, although they had the "Press Use" prompt still come up. - The ranking system is something I honestly don't care about, so when I get enough kills to rank up and this big clunky window full of text appears on the screen in the middle of combat which I can't dismiss unless I hit a very specific key (I), it becomes incredibly frustrating. Especially when more on-screen text telling me about doors opening and waves starting just prints in front of this window so reading it is impossible anyways! When you consider the scope and ambition of this project, these are all sort of forgivable errors that maybe one more phase of bugfixing could have easily addressed, but then... The second map, Bloodrain Plaza, just... ended. And I wound up back at the Atrium with the game completely reset. I did some digging in the ACS and it looks like you have a DEATH script ("DeathBufFIX") that executes 10 seconds after a player dies, resetting the player's health/inventory and also a bunch of game variables, as if to start a new game. If someone died and then used the "resurrect" cheat in single-player (which is what I did), or if someone tried to play this in multiplayer with friends, this would very quickly become an incredibly annoying, game-breaking problem. I can't picture why you need this DEATH script in the first place. Death, by default, resets the current level, not the whole game! And yeah, I understand that I discovered this bug because I cheated by using "resurrect", but I honestly think you should let people resurrect if they want to! I don't think this should've been publicly released with this many problems. I would've been wise to consider releasing a demo privately to some select bugtesters from the community in order to spend a little more time patching it up and making sure it was a rock-solid product before pushing it out to the public. As it is, I don't think I can play any more. Edited September 2, 2018 by Jimmy 19 Share this post Link to post
snapshot Posted September 2, 2018 Bummer, this looked very promising and it's sad to see it turn out like that. 0 Share this post Link to post
Phade102 Posted September 2, 2018 I was going to download it. but after seeing Jimmys review, i've realized that this is a case of a new mapper, thinking he can make something nice because hes probably mapped for doom 2016 and snapmap. Fact is, if you put all the effort into graphics, then make a wave based shooter that is frankly so full of bugs its unplayable, its clear you dont konw how to map for doom. 0 Share this post Link to post
Novaseer Posted September 2, 2018 Is Russian Overkill one of the supported weapon mods? 0 Share this post Link to post