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Matt Eldrydge

ERASER (RC1 update): a single level partial conversion [BOOM]

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I finished RC1 in GZDoom and didn't notice any trigger line/sector issue. The new placement of weapons is much better IMO, at least now there are multiple copies of burst rifle you can get much sooner, and SSG is not a "secret only" weapon now. I also like that many of the newly added weapons have someone died beside them, so it gives a stronger feeling of how many others tried breaking into the Nullspace before Eraserguy, and it feels more natural to have those additional weapons.

Too bad the bonesaw got nerfed, had to find a better way to deal with the archvile in the secret area of the node #1 without frontal assault. :p

(Or I have to get better weapons first then come back to clear the area afterward for 100%)

Edited by NovaRain

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7 hours ago, NovaRain said:

I finished RC1 in GZDoom and didn't notice any trigger line/sector issue. The new placement of weapons is much better IMO, at least now there are multiple copies of burst rifle you can get much sooner, and SSG is not a "secret only" weapon now. I also like that many of the newly added weapons have someone died beside them, so it gives a stronger feeling of how many others tried breaking into the Nullspace before Eraserguy, and it feels more natural to have those additional weapons.

Too bad the bonesaw got nerfed, had to find a better way to deal with the archvile in the secret area of the node #1 without frontal assault. :p

(Or I have to get better weapons first then come back to clear the area afterward for 100%)

About that Arch-Vile surprise area, you do need to come up with the strategy like bringing in a SSG. The additional areas seem to enhanced it pretty much

 

Anyways, this is a brilliant TC! The atmosphere and length of the map are so large it's actually very fun to navigate through while finding secrets that add more excitement to gameplay. I love the custom Weapon Sprites and its own PLAYPAL set to a spooky level. Also i see that ammo capacity is increased more than the previous version. It's slightly lower now and nicely balanced out - If it was in vanilla setting, it would've gotten rather easy to dispatch the baddies despite them having advantages in the dark. Surprising that the codes are in DEHACKED as well. Which means it can run on Chocolate Doom!

 

And well, i'd like to give you some feedback. There are glitches mentioned but they aren't softlock level of bad but just tiny ones. Hope it's okay to upload this here and in other Threads, but here ya go;

Spoiler

6cAiyrv.png

(IDMYPOS is on so you can find the map issue easily)

- This Shootable Switch lowering area supposed to block you until you shoot at it, right? But it can be evaded if you're fast enough, making the ambush part simpler

 

Oh and also if you stand above as soon as it lowers, it doesn't crush you

 

- I know it has DEHACKED Weapons, but i don't automatically lower some of them when i deplete the certain types of ammo

 

Makeshift Shotgun, Burst Rifle and a Plasma Magnum are the ones

 

- Burst Rifle fires 3 shots at a time but if you look carefully, it generates only two muzzle flashes. And weirdly enough even if you have two bullets left, it'd generate just one

 

- The new Hell Knight Sprites are stunning and i like it. Sadly it only has 2 walking frames. Anything else is all there, tho

 

- All the Chaingun Brutes' firing frames have wrong rotation order(should be E1~E3~E2, F1~F3~F2 and so on)

 

2joTLi0.png

- Floating Mines seem to have their Sprites not properly adjusted - The space below them count as a hitbox


* LITERAL SPOILERS!! *

Spoiler

- I love the finale map. It rewarded me with tons of Doomcutes and i feel so alive!!

 

 

Lastly, thanks for giving me a Computer Area Map because secret hunting certainly felt like a breeze. I love this TC already and you did a great job!!

Edited by Captain J : Fixed a typo

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@NovaRain Great to hear it (mostly) works in GZ, and that you liked the new changes! So, regarding the bonesaw: I changed my mind on it when I saw that it completely trivialized quite a few of the earlier encounters and could actually make the map too easy at points. It's also why I moved its location and got rid of the gore pit in the small channel.

 

The first node fight is actually built entirely around the suplies you're given there. I know shotgunning viles isn't for everyone but...ah, c'mon! Live a little! :P

 

Jokes aside, the sped up shotgun should at least keep that section short enough to the point it doesn't chafe.

 

@Captain J Thank you for the feedback and kind words! I'll quickly address some of your points first:

 

Spoiler

The DEHACKED nature of the weapons and monsters means there are some limitations and some intentional hackery involved with them. I can safely say auto-switching is perfectly fine in DSDA-Doom and Nugget Doom, which are the ports I intended Eraser to work in. GZ compatibility isn't really something I'm worried about, given one of my goals with Eraser is to get people to try other ports.

 

The burst rfle in particular generates 3 flashes, but it alternates between a big one, a small one and big one. It has quite a few frames just for itself so it doesn't shoot too fast and look janky during its animations, but making it have a total of 6 flashes (3 small, 3 big) is just unfeasible. I have some freed up states since the pain elemental doesn't show up in the map at all, but I'm happy with the current arrengement.

 

To further address it, the burst rifle works by calling a chaingunfire state, then a pistolfire state and another chaingunfire state. It was the only way to make it work, so yeah, if you fire it with less than 3 bullets it'll have some odd behavior. That's why your bullet ammo and its pickups are multiples of 3 - it shouldn't happen, but if it does it won't crash the game or make it bug out so it works fine in my eyes.

 

The mine's hitbox is less an issue and more a consequence of me not bothering with mouselook being used. I intended Eraser to be played in ports that primarily don't have mouselook, so autoaim solves the potential issue of not hitting their hitbox. I might look into increasing their radius and height if it doesn't break the map, I really don't want to change or add lines to it if I can help it.

 

I'll look into the chaingun brutes' rotations. Last I checked, they're fine in the ports I intended Eraser to be played with.

 

The shootable switch is just something I thought I had fixed, it's supposed to lower instantly but I probably forgot making that change to . It can't damage you because it's not meant to be a crusher. Then again, it's definitely a softlock waiting to happen.

 

The HK sprites are, well, just how they are. Resource limitation sucks.

 

Thanks for the detailed feedback regardless, it's appreciated!

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Had some fun with this level and some friends

 

 

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On 9/8/2024 at 2:56 AM, Matt Eldrydge said:

The burst rfle in particular generates 3 flashes, but it alternates between a big one, a small one and big one. It has quite a few frames just for itself so it doesn't shoot too fast and look janky during its animations, but making it have a total of 6 flashes (3 small, 3 big) is just unfeasible. I have some freed up states since the pain elemental doesn't show up in the map at all, but I'm happy with the current arrengement.

 

To further address it, the burst rifle works by calling a chaingunfire state, then a pistolfire state and another chaingunfire state. It was the only way to make it work, so yeah, if you fire it with less than 3 bullets it'll have some odd behavior. That's why your bullet ammo and its pickups are multiples of 3 - it shouldn't happen, but if it does it won't crash the game or make it bug out so it works fine in my eyes.

I already can see the Muzzle Flashes are vary and do alternate when firing the gun. But what i meant was wanting to see 3 random flashes, without needing to be strict, spawned properly and graphically for each bullet shot. If you could either keep pressing the pause button or use a video editor to count the firing, you can see what i'm talking about

 

Or this must be GZDoom's own issue? I haven't played it with Chocolate Doom, but yeah thank goodness it doesn't crash the game

 

On 9/8/2024 at 2:56 AM, Matt Eldrydge said:

I'll look into the chaingun brutes' rotations. Last I checked, they're fine in the ports I intended Eraser to be played with.

Double checked myself, spawned him in game, ran around him, and then compared to my OG work. The order's indeed botched

cyberbnchaingun.PNG.a8909179a480aa7161d0d97f71008482.PNG

 

On 9/8/2024 at 2:56 AM, Matt Eldrydge said:

The HK sprites are, well, just how they are. Resource limitation sucks.

If i have the time, maybe i could cook up extra frames for HK Sprites!

 

I also understand that DEHACKED has own limitations but still it does its own best. Simply wanted to point out some stuff that might be able to get improved for the better. I'm satisfied with the work overall and it's most promising!

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@thelamp Thanks for the video, it was a good watch. Added it to the OP in a videos section, cheers!

@Captain J Thanks for the even more detailed feedback. I'll fix the chainbrute's rotations, turns out I got a little confused with which sprite corresponded to which angle and didn't notice anything major in them during testing. That's on me.

 

Quote

But what i meant was wanting to see 3 random flashes, without needing to be strict, spawned properly and graphically for each bullet shot.

 

Well, that could be possible if I were using MBF DEHACKED's randomjump pointer, but since this is Boom DEHACKED and has been from day one I'd rather not touch that - who knows if it won't break something now that the whole package is effectively complete. Adding a third flash sprite is possible, but alternating between them at random definitely isn't.

 

Quote

If i have the time, maybe i could cook up extra frames for HK Sprites!

Go right ahead, if you're up for it! More polish is always welcome. :)

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Just played this and got the "normal" ending I guess. Very interesting and often surreal experience! I played it on UV and I do feel like it was a bit on the easier side (never came close to running out of ammo or health tbh) so at least in my experience it wasn't quite as much about survival horror as just about exploring the strange setting and enjoying discovering what came next. The layout/geometry in the map was easily my favorite aspect of it - at times the map goes to great pains to establish itself as "real" place (the presence of monitors, chairs, ambient noises, other details everywhere) and then at times spools out completely into the abstract (random mazes that shouldn't really exist, the blocky staggering of the floors in various places, big black void spaces, etc) and joins back to the realistic without a moment's notice; truly engrossing stuff. The downbeat midi and various asset replacements reinforce this idea very well - I think after Doom 64, all those sound effects just kind of carry a "dark/horror" connotation to them by default in my book. Personally, if I had found the map more difficult combat-wise, I think the added tension of constantly being low on supplies or close to death would have tied everything together with a pretty bow.

 

Spoiler

I did find one of the three big secret areas, so I know if I want to get the true ending I need to go back and get exploring again. Leaving the map with fewer than half the monsters killed is in itself a bit tantalizing, not to mention understanding that there are other nodes out there that need to be dealt with. I found the first one through some random wallhumping, so I'm not ecstatic about the prospect of doing more of that - but perhaps a bit more time with the map will clue me more into its secrets...

 

Overall great stuff, as a whole package it's a slam dunk.

 

 

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Okay just went back and maxxed it. I guess I'll post the rest in spoilers:
 

Spoiler


It didn't take me nearly as long as I expected - due to locating the computer map. That one felt real nice to find. Stumbling through the other secret/optional areas was a lot of fun, and I appreciate the risk you took hiding MOST of the combat outside of the main progression. Not only that but some of the enemies which don't show up during the main progression heavily contributed to the air of mystery/layers of secrets in this map. The all white area was a particular highlight from the sheer surprise at having stumbled across it.

 

I really liked the choice to have the big super secret located real close to the map start, so you know from the drop that this is mystery for you to solve. Finally unlocking that was great, and being given the titular Eraser weapon and permission to finally unleash was a great turning point. The music change was a nice surprise, a power fantasy reluctantly granted after having delved into the map's layers of secrets. By that point, the final swathe of combat and the ending feels like a victory lap. I love the little room you find the shutdown console in - totally out of place and incongruent with any realistic staging, but it's quaint and it works.
 

Nitpicks (seriously don't put too much weight into these, they're more of "if I HAD to find something to criticize"):

  • Lots of switches which I can leave you a bit bewildered for a moment or two a few times.
  • Some of the secret switches inset into consoles/walls were a bit finicky at times - at least one (the room with the tree near the beginning) I actually tried pressing the accompanying switch multiple times and somehow just "missed it" leaving me to think the wall was opened via other means.
  • The PG being found in multiple places takes away maybe a bit of the satisfaction at having found all the hidden switches. That coupled with the fact that it's located pretty late into the main progression maybe diminishes a bit of the reward at having puzzled out how to acquire it. Maybe the extra copies could be relegated to lower difficulties?
  • SUPER nitpicky - Finding the secret exit switch for the "true" ending was satisfying, but by that point I guess I was also expecting maybe just a bit more? I dunno, like this is super "take with a grain of salt" territory, but you gave me just enough for my imagination to latch onto that I was wondering what shutting the system down actually accomplished. Maybe I was wondering if reality would start to deteriorate, or I'd see some form of the "simulation ending" around me as the level ended? I dunno. I'd almost make the argument that this would be compelling case for leveraging UMAPINFO to exit the map into a different outro level. But on the other hand, a big component of the reward from discovering the secret ending was the whole portion of the map along the way to it that you don't see if you just exit normally.


 

 

Overall, I don't usually go back and spend the better part of an hour looking for secrets in maps I've already beaten, but this one called me back which I think says something. Very easy map for me to recommend, and I really hope to see more of this or something else like it in the future.

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@LVENdead Hey, thank you a lot for playing Eraser! Happy to hear you not only enjoyed it, but also went back for seconds. ;)

I did experiment some more with resource deprivation, but ultimately I wanted it to just let the exploration and general sense of adventure to take center stage. You may have noticed navigation is already something of a challenge, imagine doing that while you're low on ammo and realistically not sure if you'll even have enough ammo to dispatch the twenty or so monsters chasing you. Ultimately, however, Eraser's rather easy level of difficulty is more tied to me not being particularly skilled at Doom myself. I don't think that's a bad thing, given combat is only one of the things is capable of and sometimes I wish we could see more things that call back to wandering around in E1M2's dark computer maze in our early days of playing Doom 1, or even the shareware episode.

 

However, I did have an idea for turning UV into a much more daunting new game + mode today. Maybe I can try that for the eventual idgames upload, the idea is interesting too and if you're coming back you know the layout - more chances to toy with people's mind.

 

As for spoilers, check below:

Spoiler

Regarding the node areas: it was honestly a bit challenging for me to figure out a way to make them easy enough to notice, but not anonymous enough to consistently evade detection. At a point I even wanted to leave them unmarked in the automap, given they're like mini challenge maps for the most part while the second node is more of a time trial. You may have noticed the map maximizes space and sometimes that doesn't really work out so good, but at the same time the whole map has so much to look at and do that I ultimately don't really want to delete any rooms if I can help it. Anyway, if it helps: all 3 node areas are hidden behind flickering lights. The logic is the same across all three of them and that's consistent enough for me.

 

As for the exit room and the true final area in general, it's all definitely the product of the map taking around 10 months of on-off work to finish. You can see my growth as a mapper since I kept everything I knew worked untouched, save for a slight detail pass - if you're curious, hop in the old thread and see how much has changed across the map's development. I myself can't really believe how much better I got at mapping, though I will happily take criticism for how open-ended the map's second hub (accessed by the blue door in the void bridge) ended up turning out - it was made while I had a high fever and rather delirious from it, same with what I think has become the red key corridor. The end result made enough sense for me, so I chose to keep them and I'm happy I did.

 

The true final area is indeed meant to be a victory lap. At that point I'd expect the player to be as exhausted as I was when I finally got to it and made the final push to get Eraser out of the door with as little issues as I could. I was a bit afraid it'd get written off as a tactless BFG spam, but if I trusted the player to go through all of those mazes, find all (or most) of the secret areas and go out of their way to still want more, they'd like it. It's just like Resident Evil! You spend the whole game desperate for supplies and maybe feeling scorned by it, but by the end it slaps a rocket launcher in your hand, gives you a bunch of ammo and tells you to blow up the evil bad guy. :)

 

Regarding the nitpicks:

  • Yeah, I'm aware not all of the switches are as efficient as they could be. At this point I'm not too sure if I should move them or highlight them too much, it's a very careful balancing act to not belittle the player by drawing an arrow on the floor, keep them completely in the dark and let them have their "ahah!" moments. I know I'll be making the 4 secret switches for the early plasma gun a bit clearer in their purpose, however.
  • Some of the finicky switches will be addressed as well. Some will be done away with entirely while others will be made less tricky to use.
  • The PG is a bit of a tricky thing to balance. It has swapped place many times, but I'm going off the philosophy that the player should have access to the tools they need for any given fight. This means the plasma gun went from being an optional secret weapon in v2.0 and earlier to being handed to you so you can finish any possibly overwhelming fights quickly. It goes back to my previous comment of balancing player expectation and reactions. I'll definitely put the one PG you get for free at the end somewhere in there, though I did like the visual of it being there as a sign you're about to face heavier combat.
  • You're not alone, I've heard a few people say the true ending is a bit underwhelming but at that point I literally had no ideas left and referenced one of the WADs that got me to actually start trying my hand at mapping in Boom. I felt it was better than no ending, so crushing an offscreen Romero worked for me just fine. Truth be told, even now that I've had a good week or so to not work on Eraser, I'm not sure how I'd be able to make it better. Everything I knew how to do I did, I learned how to do everything I thought was a worthwhile addition to the project, I went out of my way to make sure everything that shows up in it is customized to some degree...and now I really can 't think of anything else I can add to it. It's like the burnout has hit me after I was done with the map.

In the end, some of these nitpicks are shared. I did want to make the final area more interesting but I've made it as good as I possibly could already and now no ideas remain. I suppose that's just how it is, sometimes.

 

Thank you very much for playing, of course! Right this moment I don't have anything else quite like Eraser in scope planned, but I do have some ideas I'd like to get to which share its DNA in some way or another - in fact, my current solo project is the polar opposite to it. :P

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22 hours ago, Matt Eldrydge said:

Go right ahead, if you're up for it! More polish is always welcome. :)

EraserHKSpriteFixes.png.d81efaf3e8ceec41b59790880ea3c3ff.png

Aaaand It has been improved! Stuff below are extra fixes for its attacking Sprites - Turns out they have some botched rotation orders as well.

 

Other one's BOS2E. E6~E8~E7 is the right order

Edited by Captain J : Fixed a typo

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@CortexReaver It is, one of the main inspirations is Blame! here and there's some other cyberpunk stuff here and there too. The rainy place actually happened because of panel from that manga, where the protagonist is in a room so huge it has its own weather patterns. :)

 

61mMBTx.png

 

Since I'm already here and the the topic got bumped, I just wanted to say I've taken a small break from Eraser but will get the RC2 update going sooner rather than later. I don't think I'll change the map geometry much, but here's a to-do list.

 

Spoiler
  • Re-record and edit voiceovers so it's better and all of the same quality
  • Fix rotations on the hellknight and chainbrute
  • Give plasmaguys their own active sound
  • Give plasma gun its own sound
  • Tweak combat slightly so there's a little more incidental combat
  • Reduce monster count in regular ending somewhat
  • Make difficulties actually different. The idea right now is easy is lets you wander the map with no monsters, medium is the current UV and UV goes full survival horror with low monster count, tougher monsters and few supplies.
  • Make both endings distinct, should be easy with umapinfo

 

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It's not usually my thing to play this style maps - big cryptic maps with keys finding/switch hunting. But this one caught my attention. Very good map!

I like architecture though. Nice detailing - I would like to create a map in this style ... in the future.
 

Misaligned texture :) minor though

Spoiler

image.png.1af60e50e340b36ef7177303e18b768b.png

 

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1 hour ago, purple_ruberoid said:

It's not usually my thing to play this style maps - big cryptic maps with keys finding/switch hunting. But this one caught my attention. Very good map!

I like architecture though. Nice detailing - I would like to create a map in this style ... in the future.
 

Misaligned texture :) minor though

  Reveal hidden contents

image.png.1af60e50e340b36ef7177303e18b768b.png

 

Thanks for playing but it does seem like you're playing one of the older versions. I didn't get rid of the earlier iterations of this project in the interest of preservation, but you're looking for whatever is the newest version in this topic!

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Phew, It wasn't easy!

Amazing wad, incredible. The visuals, like last time - my respect.

I find it remarkable that ERASER does not have such a oppressive atmosphere as STRUCTURE, but at the same time, it is much more similar to survival horror, especially at the beginning.

I have to admit, when I saw the first Hell Knight, I was genuinely scared.

The situation with the first sleeping Archville turned out to be a real puzzle that required time and some tactics.

I also like how this wad became more dystopian and cyberpunk, and even the main character seemed to come straight from the pen of Tsutomu Nihei.

This is art. Definitely not for everyone... But I'm glad I got to play this incredible creation

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@Astar Thanks for playing! Happy to hear you enjoyed this much, I do want to come back and do a final polish update but I've been swamped with other projects. :P

I didn't entirely mean to go full Blame! in hindsight, but I'm glad I did. It definitely gave the WAD its own identity in the end, be it in the places you see and the rainy area. 

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I'm glad I caught this. I had the older version of Eraser and didn't notice the update. I use the weapons pack a lot separately on city levels as well. Did you make the artwork for this? I've been trying to find it online. Mostly the title pic and ending picture with the imp.

 

This wad is also fun with an anime girl companion to travel with. I forgot what companion pack I found her in. It was either Zero's Friends or Zero Friends. One of the two.

FriendEY.rar

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@Baron Von GottThanks for playing! Good to hear you've been enjoying it, as well as the weapons-only version. :)

I didn't do like 99% of the assets associated with the player, most of the guns were handled by Skelegant with some feedback on my part and aside from the interpic, all the art is original. I don't think she posted higher resolution versions of them anywhere, will ask her if she did when I have the chance.

 

As for not being alone, while it does kinda defeat the point of the WAD I can certainly see how having someone helping you along the way would feel nice. Not all huge scary dark places are meant to be explored alone, after all! Will give that file a look, it sounds interesting.

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You got me to install Nugget for this (I'm normally a GZDoom ride-or-die) and the atmosphere in this is just dripping. It's like if Marathon were evil.

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@june gloom Oh, wanna hear something funny? The initial area is designed as though as it were a Marathon level until you find the blue key. Marathon has no true keys so good level design there implies showing you what each switch does the moment you use it. :)

Good to hear you're enjoying the atmosphere and got introduced to Nugget, too! Nugget is my favorite port and I have plans for more projects targeting it specifically. ;)

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Playing this, had to stop because of lack of space in the disk to record :P
Here's the first part of the playthrough:

 



Greatly enjoying this, heavy exploration based, but finding the secrets so far was really rewarding. Sorry for my poor doom skills though!

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Second part, I guess I got the bad finale, despite getting all the secrets I probably missed a large section and half of the enemies:

 


Fantastic experience, might be a bit too exploration heavy for some, but I greatly enjoyed this.

Awesome brutalist architecture, reminded me of Control

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@Deadwing Thanks for playing! I'll watch your videos soon.

Also, to get to the good ending route...

Spoiler

...go back to the start of the map once you kill the 3 nodes. They're Keen replacements. ;)

 

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Amazing map, going for the secret exit is worth just because-

 

Spoiler

YOU GET A FREAKING RANGED PLASMA SWORD!


I missed one secret, not sure what.

EDIT: Forgot to mention I played it through in GZDoom and found no issues whatsoever, should be fully compatible?

Edited by hotzin

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So, decided to run this'n on day 1 of ?? of my birthday week! Feel free to check the vod below.

 

Spoiler

I exited the map in two different areas, and those are shown separately since I didn't heed the "no return" signs. Both exits are in the video below. Not sure if the 1st exit I did was the "good" ending or not. Oh yea and I did find all the secrets and killed the three nodes.

 

 

Just an absolutely banger level btw. Many genuine smiles were had! Enjoy!

Edited by TheShep

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@hotzin Great to hear! By now I think it's safe to say Eraser does work correctly with GZDoom, then. I guess I unintentionally made it work right the first time around.

 

That one secret could be near the one pool of nukage in the map, given you got the 6. It's the one secret that's kinda hard to find, maybe unnecessarily so.

 

@TheShep Thanks for playing! I watched the VOD yesterday and it was indeed a lot of fun, glad to have it open your birthday week streams. :)

 

Spoiler

The good ending would be the one where you get all the nodes, the normal ending is the one where you get the red and yellow keys and just leave. I think that would be inferred by how much more work it is to get the three nodes, then backtrack to the beginning of the map and get through a pretty tricky microslaughter type section. :P

Jokes aside, there will be a difference when I get around to making a UMAPINFO lump so the regular exit takes you to map 02 and the good ending exit takes you to the current outro map. I do have plans for a second secret map you can get to from the good ending, but it's not something I want to get to just yet. Gotta get in the right mindset for something like this.

 

@june gloom Well, thanks! I'm not sure if the mentionation for this year is still going, but assuming it is I think you know what to do if you feel that way... *wink wink nudge nudge*

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2 hours ago, Matt Eldrydge said:

@TheShep Thanks for playing! I watched the VOD yesterday and it was indeed a lot of fun, glad to have it open your birthday week streams. :)
 

  Reveal hidden contents

The good ending would be the one where you get all the nodes, the normal ending is the one where you get the red and yellow keys and just leave. I think that would be inferred by how much more work it is to get the three nodes, then backtrack to the beginning of the map and get through a pretty tricky microslaughter type section. :P

Jokes aside, there will be a difference when I get around to making a UMAPINFO lump so the regular exit takes you to map 02 and the good ending exit takes you to the current outro map. I do have plans for a second secret map you can get to from the good ending, but it's not something I want to get to just yet. Gotta get in the right mindset for something like this.

 

 

Thank you for explaining everything there. I suspected as much :) Cheers!

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7 hours ago, Matt Eldrydge said:

@june gloom Well, thanks! I'm not sure if the mentionation for this year is still going, but assuming it is I think you know what to do if you feel that way... *wink wink nudge nudge*

 

Way ahead of you.

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Man, I need to keep a closer eye on the new releases, this is exemplary: currently up to the blue key and I very much like the horror vibes and the opening gameplay flow, even if they take a backseat as you accumulate resources. Props for using Fuzz's Noir pack, always thought it deserved to see more use. I'll let you know my thoughts as I keep going. 👍

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