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FireSeraphim

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Everything posted by FireSeraphim

  1. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    Thank you for trying it out. I'm glad you appreciate it.
  2. 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 Episode 4 - The End of History Screenshots ======Videos====== ------Trailers------ ------Other people's video's on The Edge of Time------ Downloads (Beta) Click here for the latest version (Beta 1.9r1 "Contra")
  3. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    This is mostly a minor gameplay improvement and bug fix update. --The Edge of Time - TPC (Beta 1.9r1 "Contra")-- Former Humans now fire three shot bursts from their pistol on Ultra Violence and higher. Consequentially, Former Lieutenants now fire seven shot bursts from their Assault Rifles on Ultra Violence and higher. Nightmare Imps are now slightly more visible A weird rendering bug in E3M1 with part of the water in the cistern area of the map has been fixed Buffed the Revolver Damage by 1.25 times it current damage value The Argent Particle Cannon now has an alternative firemode that can be toggled via the reload key The Argent Particle Cannon's ammo cost has been further reduced from 48 to 32 cells The rooftop ambush in E3M2 has been fixed E1M4 and E1M7's Red and Yellow Key fights have been slightly improved in the presentation department
  4. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    That Tower thing is the top of the Chrysler Building, far into the future. The rest of the Building is buried beneath the earth.
  5. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    Posted a few screenshots of E4M1 in the opening post. This map is one I've been fighting against when mapping it due to parts of the concept not panning out like I want and struggling to balance between Suspension of Disbelief and recognizability. The underlying concept is you start out in a cave in the year 3 Million A.D and it's kinda a riff on H.G Wells "The Time Machine" but the Time Machine you find takes you to New York in the Year 802,701 A.D and well you can kinda see my struggle if you looked at my screenshots for the far future NYC especially since I'm kinda riffing off H.G Wells a bit (and his city of choice in the novel was London). Can you imagine the challenge of envisioning NYC in the same general setting and in a doom map?
  6. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    It's been five months since I last posted a new version here, I figured the changelog would be appreciated. --The Edge of Time - TPC (Beta 1.9 "Crisis Force")-- Fixed some typos in the Help and Credits screen Iron Litches are no longer immune to the Nailgun or the Machete Golems and Nitrogolems now have a new appearance and the Nitrogolems sound effects have been replaced, including their attack cue sound! The amount of glitter spawned on treasure items has been reduced The Machete swing has been sped up, and that includes it's berserk state! The damage on the Machete has been slightly nerfed to account for the previously mentioned change Score Items are now worth half as much on I'm Too Young to Die and Hey, Not Too Rough The Combat Shotgun and Double-Barreled Shotgun have been sped up by a single tic near the end of their firing animation The E2M8 missing boss bug has been fixed The Regensphere now gives doubled damage resistance in addition to it's health regen Fixed the missing sky texture at the end of E2SM1 Fixed the audio delay with the diamond collecting sound effects Lost Souls now play their klaxon sound two times instead of three The blood throwing, self reviving Unwilling are now a shade of raw blood red Fixed the incorrect ambient sounds on E2M5, no more grinding gears in the desert! Removed the Palette Flashes on all treasure items and further increased the transparency on the treasure's pickup flashes by 10. It is now 0.30 instead of 0.40 A weird rendering bug in E3M1 with part of the water in the cistern area of the map has been fixed The rooftop ambush in E3M2 has been fixed The Radius of the Landmines has been greatly expanded from 10 to 24 Fixed a minor typo on the endtext for episode 2 The Heavy Chaingun windup on firing has been sped up The Assault Rifle now has new firing sounds The Nailgun, Combat Shotgun, Assault Rifle, Missile Launcher and Double-Barreled Shotgun's firing sound has been improved The bullet eject lever on the Assault Rifle's reload animation no longer cocks back when reloading The Landmines now have a small LED light on them, making them more noticeable to the player The Landmines radius has been greatly increased The Explosive Pods have had their health reverted back to their vanilla values The Iron Lich encounter in E3M1 has been reworked The sprites for the second phase of E3M8's boss has been reworked to be more unique and much more visible The Argent Particle Cannon has it's ROF sped up slightly. The Argent Particle Cannon's ROF between refires has been greatly sped up. The Argent Particle Cannon's ammo cost has been reduced from 96 to 48 cells The Argent Particle Cannon now gives 48 Cells on pickup A minor glitch concerning a secret on E1M2 has been fixed The Download is in the opening post as usual
  7. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    A new version of the The Edge of Time is on the horizon.... Expect a video trailer soon.
  8. I could have sworn that your name was "LightningStormXL"

  9. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    Another month, another changelog! ====Beta 1.8 revision 1 "Life Force"==== The Grenade Launcher Mode on the the Missile Launcher has been greatly overhauled, The Grenades now fly a little faster, does 144 damage on impact at the expense of it's damage radius being reduced to 64 unit and has an extra bounce before exploding Fixed a minor oversight on the breakable glass windows in E1M3 Fixed a bug with a monster teleporter on E2M5 Added more ambient sounds on E2M5 Explosive barrels now leave behind some bits of burning debris after their explosion and their HP has been cut in half Explosive Pod's health has been reduced to 10 Fixed an exploit on E1M3 that allow for getting a key earlier Reduced the damage of the Former Demolition Expert's rocket by one-forth of it's previous value Made the flashing pain states on all imps and demons last an extra tic longer Fixed the impact on dumb missiles and imp fireballs, now they don't slide down the wall during their death states! Made the Nightmare Imps and Nightmare Spectres slightly more visible Lost Souls now flash red and play a klaxon sound three times before they explode and their explosion is now more spectacular! Quickswap priority for both the Missile Launcher and the Designated Marksman's Rifle has been swapped The Small Argent Cell's actual size has been slighty increased The Machete has been overhauled, it is now much smoother and less janky overall. Finally updated the Designated Marksman's Rifle sprite on page 7 of the readme screen, it is now accurate to the current set of Designated Marksman's Rifle sprites You can find the latest revision as usual in the opening post, as well as a new trailer!
  10. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    I almost forgot to share the changelog here, lemme remedy that. ====Beta 1.8 "Salamander"==== Hellkites now have brightmaps Reworked the HUD icons for bullet ammo Rifle Ammo finally have their own HUD icons Ammo is now removed from your inventory on entering the portals leading to episode 2 (at the end of E1M8) and episode 2 (at the end of E2M8) A new inventory item has been introduced: Land Mines (these things were originally cut from this project but in light of Zikshadow's ongoing playthrough of TEOTPC and his justified lament of a lack of land mines, I have decided to (re)implement them) The help screen has been updated again to account for the addition of the land mines and to improve the readability of certain pieces of text The Credits Screen has once again been updated! Fixed some missing items in a secret in E3M4 Fixed the BFG Autofiring for REAL this Time, I swear it! Fixed the longstanding glitch where dying in Pojo mode killed the player instead of reverting them back to their previous form The Cyberdemon Lord is now briefly invulnerable when he's charging up his railgun attack The max ammo amount of Argent Energy has been reduced from 999 to 768 The Argent Channeler Green Argent Mode now cost 16 units of Argent Energy to fire instead of 32 The Argent Challeler firemode swapping now has an audio cue in addition to slightly improved animation timings Fixed a minor oversight where the Spider Mastermind didn't flash white when damaged The Spider Mastermind nows has a fifty percent chance to spawn an Aracnorb Queen on death Slightly increased the Hi-Powered Revolver's firing speed Finally overhauled the Boss HP Meter for E1M8's Boss (Special Thanks to Zhs2 for basically reworking the entire boss HP Meter Script from the ground up) The miniboss for E3M4 has once again been reworked The Officer's Pistol fire rate has been sped up slightly The Nailgun now gives +50 Nails on pickup Health and Armor Bonuses dropped from the Unwilling and Gore Props now last twice as long before fading away The Heavy Chaingun now has new and better firing, windup and wind-down sounds Further optimized Rain performance on E1M1 and E3M3 The Combat Shotgun now fires slightly faster and a little more smoothly
  11. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    Happy New Year's everyone! I hope you'll enjoy this particular release, I have been burning the midnight oil for the last few weeks in order to get this build out before the year's end. You can find the Latest Build in the Opening Post as usual.
  12. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    Thank you my dear wizzard.
  13. FireSeraphim

    [WIP] The Edge of Time - TPC (Beta 1.9r1 "Contra") [GZDoom]

    And now to attempt to post a changelog here. ===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
  14. It's been ten years since I joined and four years since I last visited. Please don't make me regret this.

  15. 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.
  16. 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.
  17. 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!
  18. 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.
  19. [color=red]Warning: Due to the nature of the levels from the original game that this mod's levelset is inspired by (Turok - Dinosaur Hunter), platforming is to be expected as well as crouching to enter a drainage pipe leading to a secret in level five. Second Warning: This mod borrows some jungle props from TESII: Daggerfall and a single Palm Tree from Necrodome.[/color] Now that I got that out of the way, I think I should explain what this mod is about. I think I'll just qoute myself from the thread over on the Zdoom forums. But there is a slight bit more to this mod than just levels. For Instance, I have created a special category of rare "superammo" for the Shotgun, Super shotgun and Plasma rifle so far (Explosive Shells (Kyle873 helped me out on this one), and Fusion Cells. Don't worry, they have been properly balanced and they function like the alt ammo in T1. meaning that you can't swap between the normal and "super" ammo and have to use up the "super" ammo before going back to the normal ammo). Another thing that I have done is reworking the Chaingun to act more the Minigun from T1 and coding an Assault Rifle that functions like the one from Turok 1. (Don't worry, the sprites are appropriately doom styled and centered and the two aforementioned weapons have been tweaked and balanced against each other until they were just right.) as well as a proper doom styled Grenade Launcher (nope, not using the sprites from KDIZD or Skulltag, the GL's sprites are actually from OSJClatchford, still trying to make it feel right and balance it so that it does not get obsoleted by the Rocket Launcher) (Really should consider writing a changelog) Levels Done so far.The Hub (The Hub Ruins) a loose approximation of the original, with completely redesigned hub portals (100%) Level One (Ancient Canyons) Jungle/Canyon (100%) Level Two (The Deep Jungle) Jungle/Riverside/Plateau (55%) Level Three (*The Lost City Revisited) Ancient City (0%) Level Four (Currently Unnamed) Mostly outdoor Ancient Ruins (0%) Level Five (The Catacombs Revisited) Ancient Catacombs (0%) Level Six (Currently Unnamed) Treetop Village (0%) Level Seven (The Lost Lands Revisited) badlands with demonic techbase exterior(45%) Level Eight (Currently Unnamed) A sorta techbase-y demonic fortressSome older screenshots http://imgur.com/GfwXHPR,J6Pc4cV,PVeBMO0,9a9X5GA#0 And now for the who's who of people who have either helped me, gave me some resources or people who I have borrow resources from. For those of you who are now curious, I have an older public beta that you can all try out: https://dl.dropboxusercontent.com/u/7624816/DooM%20Works/Releases/T-Style%20MAP01%20Public%20Alpha.pk3
  20. 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?
  21. 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
  22. 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.
  23. 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.
  24. 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"
  25. 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.
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