Doom : The Golden Souls [Even More Definitive Edition Released!]

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Pics

Launch Trailer
https://www.youtube.com/watch?v=xk_zlS9l6KA

CURRENT VERSION DOWNLOAD


Please use the latest Gzdoom Dev Build
http://devbuilds.drdteam.org/gzdoom/

Full Version 1.4 "Even More Definitive Edition"
Download Link: http://www.mediafire.com/file/n0ndh842d761a3y/GoldenSouls_Full_1.4.pk3

Known Bugs:
* Playing without automatic saves can lead to unexpected results like losing key items after restarting a map post-death

General Description
Doom : The Golden Souls is a groundbreaking hub-based mod, heavily influenced by one of the greatest games of all time: Super Mario 64.
To progress through the game, you must collect "Golden Souls" in order to unlock doors in the main hub, a big mansion. You can access any level through the paintings on the walls.
In order to explore every single part of a level, you may even need to backtrack in an older painting, after finding an important item.

The Gameplay
This mod has got alot of different gameplay styles: You may have to simply reach the golden soul in a level, while in another you'll have to rush through an Athletic level, avoiding obstacles and such, you may have to help some NPCs in order to reach your goal, or even collect 8 red coins to get the Soul.

The Weapons

Revolver
1I6G7
Your starting weapon, it must reload after 6 shots (or you can reload manually after firing some shots)

Over and Under Shotgun
1I6MP
Your main shotgun, a good ol' break action gun!
It's really accurate (Based on real life shotguns, not videogame shotguns) but it has to reload after 2 shots (or you can reload manually).
Really powerful,but not really good agaist a large group of enemies.

Assault Rifle
1IvXL
This kalashnikov's not very accurate, but it's really good for clearing a room of enemies. After 50 shots you'll have to reload (or you can reload manually)

Automatic Shotgun
21UsA
This bad boy has a very fast rate of fire, and can fire 8 shots before reloading (you can reload manually with the alt fire key) but the bullets do less damage than the over and under, and it has got a way bigger spread

SpikeGun
62bD8.png
Shoots spikes which bounce off walls, great for hitting enemies behind corners, or hitting multiple enemies at once.
No reload, but low ammo

The items

1I6Tj -Basic coin: Collect as many coins you can! They might be useful to buy portable medkits and refill ammo, or you might need them for some level based events.
1I6W2 - Big Coin: These coins are harder to find, usually you can find 3 of them hidden in a level. They are used to unlock secret rooms of the mansion
1I6Y9 - Golden Soul : The main object of the game, you need to collect souls to unlock the mansion's doors and continue the game.

Old Trailers

***If you want to make a map for this mod, go ahead! User maps will be
added in a bonus area***

MAPPING GUIDELINES

-General Rules-

*Every custom resource added by the user must be stored in a different wad, so i can actually tell what you've added. It can be props and textures, but not monsters
*Hexen format is preferred
*If you don't know how to add the scripts to make the maps work, upload it without scripts
*Don't worry about the map slot, i'll probably change it. Just don't pick anything below MAP18
*The maps must not include big coins, since they require big coins to be unlocked
*The maps must not include weapon pickups
*The maps must not include boss enemies

-Style Rules-

*This is a mod based on Super Mario's gameplay and aesthetics, not a Super Mario mod, please do not add stufff like floating blocks and warp pipes,
think more like "What if Doom was colorful and happy-looking?"
*Red coins maps are usually big and open spaces that don't force the player to follow a specific path (Think "Super Mario 64")
*Basic Star Soul maps usually follow a straight path (Think "Super Mario 3D Land" and 2d mario games)[/quote]
64Y1v.png
CREDITS

Spoiler

Nintendo - Alot of sprites, from coins to pokeys
Zrrion - Nail gun sprites
worrior - AK47 sprites
Ed the Bat, Ctrl-Alt-Destroy - New Hud's base code
JoeyTD - Over and Under shotgun's idle frame
TODM, Blue Shadow - Chandeliers
Vader - Wizard sprites
Arch, Duke_Nume - Playtesting

Music from Nintendo games, Make Music Throw Music

If you think you made something that i've used in this wad,
please send me a pm and i'll add you to the list

This description is not final and may change along with the development of the mod.

 

Edited by Batandy

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About time you release a doomworld thread about this :P

And this doesn't crash finally.

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joe-ilya said:

About time you release a doomworld thread about this :P

And this doesn't crash finally.


Heh, you're right, i preferred to keep the progress on a single thread, but now that this thing's almost done (Just in time for this year's cacowards :D) i thought it would be a good time to post it on Doomworld

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And it's almost finished? wonderful!

In vanilla hills it's possible to collect the soul and if you run real fast you can fall to your death and start the next level without weapons.

EDIT : It crashed again (overload buffer)

The quicksand could have some medpacks nearly.

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joe-ilya said:

And it's almost finished? wonderful!

In vanilla hills it's possible to collect the soul and if you run real fast you can fall to your death and start the next level without weapons.

EDIT : It crashed again (overload buffer)

The quicksand could have some medpacks nearly.

Make sure you're using the latest gzdoom dev version, crashing was easier to happen with older versions, try to tell me where that crash happened and the specific spot of the map.

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Batandy said:

Make sure you're using the latest gzdoom dev version, crashing was easier to happen with older versions, try to tell me where that crash happened and the specific spot of the map.

Same happends "could not realoc x bytes"
in the 1.8.4 GZ.

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joe-ilya said:

Same happends "could not realoc x bytes"
in the 1.8.4 GZ.

In what map did it happen? and in what spot?

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Batandy said:

In what map did it happen? and in what spot?

It happens randomly when a game is saved, mostly when you pass a few levels first.

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I'm really glad to see a DW thread for this too. I haven't played since a very early beta, I'm keen as a bean for the final product!

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Another bug; It's posible to run real fast to the golden soul that it won't stop your falling and activate stuff or die, in the ghost house it's possible to run and collect the golden soul and push the "return" picture, when that happens, the player is unable to move in the mansion.

You should avoid in-air movement when grabbing the gold soul freezing the player or going straight to the mansion without the cutscene.

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Two bugs in grassland :



These imps are unable to move because the platforms are too tight.

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General Rainbow Bacon said:

Other maps that are missing for this are a rainbow road type map and a clock tower.


Rainbow themed levels are planned for the observatory area, you unlock it by getting every single golden soul in every other level

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I remember playing the first level sometime ago. Like that idea. Pretty cute fun maps, by the way.
However, there's plenty of things, which looks strange:
http://i.imgur.com/48IrF2V.png - non-unpegged.
http://i.imgur.com/c9cwtCN.png - thoose creatures are annoying, they have too many health.
http://i.imgur.com/8wL9PUj.png - non-unpegged, again.
http://i.imgur.com/CJYkaUf.png - this room is so dumb. It'd better to spawn golden soul in the middle of boss room.
http://i.imgur.com/jPkhuUQ.png - don't place things on road, please.
http://i.imgur.com/6TTj4vt.png - this one is already mentioned.
http://i.imgur.com/9RBZrjs.png - misaligns. There's plenty of misaligns.
http://i.imgur.com/ksK7y96.png - non-unpegged again.
http://i.imgur.com/2JNStpu.png - I was unable to find it without editor.
http://i.imgur.com/SXhcejP.png - there's a better texture than this.
http://i.imgur.com/uODJm0F.png - add +FORCEXYBILLBOARD to coins, please.
http://i.imgur.com/UdEddQK.png - is it possible to not take damage here?
http://i.imgur.com/aNuvB8y.png - for aim I'd remove bobbing.
http://i.imgur.com/pUeIsUL.png - sharp transitions between two textures are bad.
http://i.imgur.com/iK3bf32.png - uh.
http://i.imgur.com/7goiSi4.png - it's problem of 3d floors, yeah.
http://i.imgur.com/cA4maB6.png - this is the only place, there enemies spawned, iirc. There must be more.
http://i.imgur.com/0qUFe5t.png - this texture tiles badly, isn't there a better texture?
http://i.imgur.com/Xar6sPB.png - I don't know that is this. Something unfinished?
http://i.imgur.com/xJP9kFK.png - this looks out of place.
http://i.imgur.com/RBJhHUX.png - sky level and floor level are the same.
http://i.imgur.com/19RI3te.png - this isn't a creepy chateau, it's jungle.
http://i.imgur.com/hg41VCd.png - why does this door teleport to the start of area?
http://i.imgur.com/8Oxpbdz.png - this is the end at the moment, yeah?

Autoshotgun reloads too long for me. It's better to use machinegun, it deals more damage and reloads faster.
Damn, that level with clouds. It's so hard to find all red coins. But it looks awesome.
Also, can you make both HUDs the same? So I don't need to change HUD for one wad and change it back for other wads.
For shops, I expected to see some weapons, upgrades for weapons, health upgrades, useful items and other useful things, but there's just armor, health and ammo. So I wasn't using it and coins counter was at 999 for most of the time.

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Archi said:

I remember playing the first level sometime ago. Like that idea. Pretty cute fun maps, by the way.
However, there's plenty of things, which looks strange:
*things*

Autoshotgun reloads too long for me. It's better to use machinegun, it deals more damage and reloads faster.
Damn, that level with clouds. It's so hard to find all red coins. But it looks awesome.
Also, can you make both HUDs the same? So I don't need to change HUD for one wad and change it back for other wads.
For shops, I expected to see some weapons, upgrades for weapons, health upgrades, useful items and other useful things, but there's just armor, health and ammo. So I wasn't using it and coins counter was at 999 for most of the time.

Thanks for the feedback, yeah i tend to make lots of misaligns, but i'll polish every map later, so don't worry, i'll do my best to fix most of the stuff you said

http://puu.sh/b5DI5/4a21009ad0.png
Took me alot of time to complete this room,making the jumping sections interesting is hard

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The space ghost house shots look kind of boring with the same texture almost all over the walls, you can put some floating furniture there too. And instead of killing the player when he falls, get him back to where each jumping section began.

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Holy shit you have made some progress since I last checked. It doesn't feel that long ago since you started it in all honesty, but I am glad to see that it is nearing a release date.

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joe-ilya said:

The space ghost house shots look kind of boring with the same texture almost all over the walls, you can put some floating furniture there too. And instead of killing the player when he falls, get him back to where each jumping section began.


The map is still an early wip, and by the way, that was just the library room, not the entire map. About killing the player instead, sorry, but this is a level that can be unlocked only after completing all the main areas + bonus area,it's supposed to be hard and frustrating like Super Mario World's Star Road

Springy said:

Holy shit you have made some progress since I last checked. It doesn't feel that long ago since you started it in all honesty, but I am glad to see that it is nearing a release date.


Heh, thanks, some time ago i played the first beta that was released almost 2 years ago, and i couldn't believe how much this project evolved

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I downloaded this, and I'm having fun with it! I do think the first couple of levels are very difficult (especially the first, where the player has only just enough ammo to kill everything). The large golden coins that are hidden around each level are an excellent touch, and give me a good reason to explore. My favorite level so far was that beach level with the pirate ship and everything (although I have not finished yet, so there are a few levels I have yet to discover)!

However, would you consider 'hidden' golden souls in a few levels, just like there are hidden stars in Super Mario 64? Or how about souls hidden inside the hub map (unless you've already done that and I haven't found them)? Another thing I would suggest is a few more places to spend coins - I hit the cap about 10 levels in, and I was purchasing a full heal and blue armor between almost every level! It's annoying when I went into that cloud level with tons of coins, and I had to pick up coins when I already had 999 :(

Anyways, fantastic job with this project! I can't wait to see it when it's completed!

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Surreily said:

I downloaded this, and I'm having fun with it! I do think the first couple of levels are very difficult (especially the first, where the player has only just enough ammo to kill everything). The large golden coins that are hidden around each level are an excellent touch, and give me a good reason to explore. My favorite level so far was that beach level with the pirate ship and everything (although I have not finished yet, so there are a few levels I have yet to discover)!

However, would you consider 'hidden' golden souls in a few levels, just like there are hidden stars in Super Mario 64? Or how about souls hidden inside the hub map (unless you've already done that and I haven't found them)? Another thing I would suggest is a few more places to spend coins - I hit the cap about 10 levels in, and I was purchasing a full heal and blue armor between almost every level! It's annoying when I went into that cloud level with tons of coins, and I had to pick up coins when I already had 999 :(

Anyways, fantastic job with this project! I can't wait to see it when it's completed!


You're right, earlier levels need to be rebalanced, before the final release i'll spend some time polishing the older maps, including Sorbetto beach, that will get some aestethic improvements.
About the coins, well, i was planning to add a powerup shop, but i'm not quite sure atm, it could ruin the balance of some maps, expecially the boss levels

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Played some more, and I found some secret levels! Forget what I said before about not having secret souls! By the way, in the floating sky islands level (can't remember its name), there's one red coin I am missing. I've looked everywhere for it, but it does not want to be found. Is there a bug with that level, or am I missing something?

EDIT: Never mind, found it... but those red coins shouldn't really be in places like that. Perhaps moving a couple of the hidden coins somewhere more visible would be a good idea.

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Keeps crashing and corrupting my save when I save my game on the second map (bridges, missile cannons, snowy landscape, etc). I believe it was the latest version of the mod, and I don't think the fault was with the dev build of gzdoom I was using: I'm using the same gzdoom build to play Hocus Pocus Doom, and it doesn't crash at all.

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Please god tell me you've maxed out air control since I've last seen this.

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Impie said:

Keeps crashing and corrupting my save when I save my game on the second map (bridges, missile cannons, snowy landscape, etc). I believe it was the latest version of the mod, and I don't think the fault was with the dev build of gzdoom I was using: I'm using the same gzdoom build to play Hocus Pocus Doom, and it doesn't crash at all.


I don't know what's the hocus doom's dev build, but anyway, the latest august build is probably the best atm for this mod, it has never crashed for me with that and i've replayed the game alot

Jaxxoon R said:

Please god tell me you've maxed out air control since I've last seen this.


I did, it's more like Zandronum's except that you still can't bunnyhop, and anyway, since i've dropped Zandro support 80% of the maps were made with Gzdoom, basically the only maps i made when i still used zandronum are Map01-04

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