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Doom Slayer Chronicles

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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.

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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.

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I hate to nitpick but the art inconsistencies are really annoying me. 

 

And Disturbed for music? bruh

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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.

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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?

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I'm not one to complain about filesizes but 490 MB zipped feels like a little too much...
Hopefully this won't disappoint.

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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...

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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

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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

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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.

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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?

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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.

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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!

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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.

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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.

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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.

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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 by Cacodemon345

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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.

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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...

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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.

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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

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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.

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