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FireSeraphim

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About FireSeraphim

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  1. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.7 "Gradius") [GZDoom]

    Thank you my dear wizzard.
  2. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.7 "Gradius") [GZDoom]

    And now to attempt to post a changelog here. [spoiler=Beta 1.7 "Gradius"] Two new levels has been added: E1M3 - Deep Into the Forest (The entrance to the second secret level for episode 1 can be found here) and E2M5 - Desert Ruins And with that, all of Episode 1 and 2's maps are complete! A few minor glitch-sploits in E2M1 have been fixed A couple of minor visual glitches in E2M6 has been fixed Added Brightmaps to most of the textures and light sources (I been on a roll with brightmap support lately!) Fixed a long standing texture issues with the firewall traps in E2M1 The pain chance of the Cyberdemons (both boss and non-boss variant) and the Spider Mastermind has been cut in half Fixed the missing intermission text for E2SM2 The Argent Channeler no longer burns through ammo so quickly! The Argent Channeler Green Argent Mode now cost 32 units of Argent Energy to fire The Argent Channeler weapon pickup now gives 16 instead of 32 units of Argent Energy The ammo amount of big Argent Cells has been cut from 64 to 32 units of Argent Energy The bug with the Argent Particle Cannon lingering BFG balls has been fixed The Argent Channeler Blue Argent Mode has been buffed slightly The Argent Particle Cannon's primary rail shot has been greatly buffed The Nailgun's projectile damage has been slightly buffed Nightvision goggles and Envirosuits are now additive like the rest of the powerups Optimized the PK3 via deleting some unused textures Optimized the png files that make up the brightmaps The smaller bushes are now destroyable Tweaked the visuals of certain Hexen trees Gore props are now breakable, they now have a chance to drop health and armor bonuses when broken [/spoiler]
  3. It's been a long time since anyone here has heard from me. As for the last few years I been working on a rather unique mod and one that is a expanded remake of one of my oldest ones; the original Edge of Time. The reason why I'm posting here is because I'm hoping to get more people interested in it. As for the premise... I will say that this incarnation of my mod is not like the previous versions that existed, especially since I want to do some interesting things to spice gameplay up a bit. I believe a summary is in order. A rather unique scoring system coded by Zhs2 and PhantomBeta, where you get a random powerup once you get the amount to trigger a score bonus, inspired by the scoring system used in classic Konami arcade games Deployable inventory items, including fan favourites such as the Morph Ovum, an improved Flechette and cool new items such as the Golden Medikit, the Frost Ovum, carryable Radsuits and Nightvision Goggles Coins and Treasure items you can collect to add to your score to trigger score bonuses New AI for certain vanilla enemies to spice things up a bit, as well as a few new foes New Weapons, perfect for rising to the challenge! New Maps made just for the mod There's not much else to be said about TEOTPC, although the contents of the mod itself is subject to change, stuff that might appear in the mod right now may be removed or altered depending on the evolution of the mod itself. I am mostly focused towards an arcade-y adventure. I might not post here as often as I do on the ZDoom forums thread for this but I sincerely appreciate any critique and feedback I can get as well as potential volunteers for such things as beta testing. ======Screenshots====== Episode 1 - Venus Labs screenshots Episode 2 - Ancient Egypt screenshots Episode 3 - Medieval Europe Screenshots ======Videos====== ------Trailers------ ------Other people's video's on The Edge of Time------ Downloads (Beta) Click here for the latest version (Beta 1.7 "Gradius")
  4. It's been ten years since I joined and four years since I last visited. Please don't make me regret this.

  5. FireSeraphim

    Doomworld Mega Project 2015 - Now on /idgames

    I might get back in later on in the year. So don't quite count me out just yet.
  6. FireSeraphim

    Doomworld Mega Project 2015 - Now on /idgames

    I think I'm going to have to drop out of this project. I have quite a few things on my plate already. But then again, I might be able to find some free time later on in the year to get back in.
  7. FireSeraphim

    Doomworld Mega Project 2015 - Now on /idgames

    I will be participating in this year's DWMP and the Map I'm working on is a sequel of sorts to my map from last year and it even continues the storyline from last year's map. I will tell you ahead of time that my map is UDMF format and that it will require jumping. I forgot to mention that in my submission from last year but I'm not going to make that mistake this year. Enough with my inane mutterings, onto the screenshots!
  8. But I digress, I will admit that I need some assistance with certain aspects of this project. Here is a list of things that I need to do and some things I need criticisms on before I can release the next public alpha of this project. I need some alpha testers and gameplay critics. My current concerns is the weapons "feel" and balance. Especially the Grenade launcher and the tweaks I did to the Chaingun. My concern with the former is that despite my best efforts the grenade launcher somehow feels weak and unpolished. My concerns with the latter is that the Chaingun might be OP. I am also concerned that I may be putting too many health bonus pickups throughout the levels so far. I still need to finish Level Two, but I need some play testers to play through it for singleplayer and co-op balancing purposes. If anyone wishes to assist me, please don't hesitate to PM me. Even If I do have a bad habit of hesitating on certain things.
  9. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    Mine has been done for quite some time now and the link is on this page a few posts up. I'm just waiting for someone to do some final bits of quality assurance testing, bugtesting and critiquing and quite frankly the lack of the aforementioned things that I have mentioned so far is baffling. Is my map that utterly unremarkable? I mean seriously. It is really that un-noteworthy?
  10. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    You need the latest SVN Revision of GZDoom, which can be found here: http://devbuilds.drdteam.org/gzdoom/ The one near the top is the latest version
  11. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    https://dl.dropboxusercontent.com/u/7624816/DooM%20Works/Releases/DWMP%20MAP28%20Near%20Final%20Beta.wad My level for this collab is complete, I just need some volunteers to do some final bits of quality assurance testing, bugtesting and critiquing. This map is in UDMF Format and was dev tested with the latest revision of GZDoom.
  12. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    @Walter Confalonieri: Thank you. And now for a couple more screenshots of my map for this collab. Kinda wish someone would edit the OP and add me to the list.
  13. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    Some screenshots of my Map for this collab. The map's name is "Fight of the Century"
  14. FireSeraphim

    Kalinus Map Projects

    I kinda already helped him out Mad Butcher (I helped him via PM), but thank you for linking this. I think anyone reading this thread will still benefit from the new link you posted.
  15. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    I see. Well what I have in mind would be more appropriate for map28. Basically a Boss rush map where you fight a few of the major bosses of the Doom engine games in this order: Cyberdemon, SpiderMastermind, Maulotaur, D'sparil, Traductus and that's about it really. (I dunno if Korax would be worth the effort since some of his attacks involve ACS)
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