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Pieruskwurje

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About Pieruskwurje

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  1. Pieruskwurje

    Insanity Edged - Released

    I've uploaded a new version that fixes the previously mentioned possible softlocks, and also made some additional improvements to the menu for ease of access. Details below: Thank you again everyone for providing feedback and reporting bugs. With your help, I've been able to get the mod to be an enjoyable and clean experience for players yet to give it a shot. I'm hoping this is the last time I need to update it for the foreseeable future, but rest assured, more will be coming in the future, even if they're just quiet updates.
  2. Pieruskwurje

    Insanity Edged - Released

    Yet another one... I'll make an update soon that fixes the rest of these softlocks. Could you give me a bit more information about this? A screenshot maybe? I can't seem to reproduce this on the latest version. Thanks for playing. I'm really glad you thoroughly enjoyed it!
  3. Pieruskwurje

    Insanity Edged - Released

    Fixed. It should now just add the normal Doom chainsaw with the rest of the arsenal.
  4. Pieruskwurje

    Insanity Edged - Released

    I threw this together in a couple of minutes. It should probably work??? This has been fixed. Ironic that this softlock was caused not by a tree, but the lack thereof. Codicil.
  5. Pieruskwurje

    Insanity Edged - Released

    Another one! Good catch, easy fix. And to make it so this whole post isn't just spoiler tags, I've uploaded ANOTHER hotfix version to fix the above mentioned MAP02 softlock and a few more adjustments. I recently got to see a playthrough on stream by a player who isn't a complete god at the game, which helps give perspective on just how much of an ammo problem you can run into if you don't explore enough and use 4 rockets to take down a single lost soul. I think the updates I've done over the last two weeks mostly resolve the issue already, but it at least highlighted a few more places I could make life easier for those players. The damage has already been done, so I at least thank all the players who have had to suffer through the mod with the previous level of difficulty for medium and below. Your feedback is always appreciated. More detailed changes below:
  6. Pieruskwurje

    Insanity Edged - Released

    Made a small update mainly to fix some of the potential softlocks: I'm going to port some of the quality-of-life changes (like the menu) over to Winter's Fury too, to keep consistency. I'm really glad you had a great time playing. I, too, would like to know how other creators are able to make incredible mods in less than 10 years! I was actually talking with another person about ideas to try to make the mechanic more obvious, and somehow the idea of using a HP bar never even crossed our minds. As per the above update comments, there's now a HP bar and a bit more ammo in the room, to help guide the player in the right direction. There's at least one other character who shares your feelings. I'd feel very honoured if you would make a DoomWiki page for it! Might be worth making a cross reference between this mod and the original Insanity's Edge on DoomWiki to avoid confusion? Also good catch on the softlock; this is like, the 8th one of these that's been found related to trees. I feel embarrassed that they're still happening! I sincerely hope that the 10 years was worth the wait!
  7. (Insanitys edge) I use deltatouch  it says (pad a ) to start  I don't  know what button that is  I tried everything   so I'm unable to start via touchscreen  buttons 

    1. Pieruskwurje

      Pieruskwurje

      I've never used deltatouch before myself, but could it be expecting you to use a gamepad? The only input key you'd need is whatever the "use" equivalent is to get through cinematics (the same button you'd use to open doors, use buttons, etc). If it's the main menu you're stuck on I'm really not sure. I don't even have an android device to test on myself unfortunately.

       

      All I know is there's no special input keys that should be required beyond what you'd use for a normal GZDoom mod.

    2. Osman jiel

      Osman jiel

      OK thanks I'll keep trying

  8. Pieruskwurje

    Insanity Edged - Released

    Thanks for the detailed response and even providing suggestions for improvement, I really appreciate it. I've decided a clever way to implement this in a way that makes the fight more interesting is that initially only the centre part of the walls lower, and then after a short 10 second delay (that changes based on skill level), the rest of the walls lower. I've also reduced the difficulty of the monsters they can revive on easier skill levels. Hopefully you'll give the new version a shot and see through to the end of MAP03. In general, I've watched a couple of people play both live on streams and on uploaded video playthroughs and I've come to the decision to reduce the overall difficulty on the Medium and easier skill levels. I think this is overall beneficial since it helps the mod feel more inline with the difficulty of Winter's Fury and ensures that people playing on easier difficulties aren't being thrown in the deep end from the beginning. I still want to keep the spirit of the encounters and make it challenging, so it's not a dramatic change, but hopefully enough to keep players engaged without ramming their head against a wall. If I have to adjust it again later, so be it. if you're having trouble on the ultra-violence equivalent, it's a skill issue Detailed update notes below:
  9. Pieruskwurje

    Insanity Edged - Released

    I did not think the player could get up there like that, but getting up there that early doesn't actually matter as that's the area you'd get to if you take the machine gun rather than the shotgun at the first choice. Amusing how the player just kinda rocketed up there though. I'm sad to hear that, but thank you for your honesty. While I appreciate you suggesting that the combat was only just not to your taste, I do want to try to make this as accessible to as many different players as possible and still be an enjoyable experience. I'd really appreciate if you could provide a little more info about what exactly took away from the fun so I can try to remedy that for future updates. I think there's always room to improve, so I'll take whatever feedback I can get.
  10. Pieruskwurje

    Insanity Edged - Released

    Mouselook is technically not required, but I think it's a far better experience with it on. I'll see about adding something that makes it clear to the player. It's difficult when GZDoom has so, so many options and limits your ability to enable/disable them per mod, but I do understand why they do that for most of them. I feel really dumb that it was this easy. Hopefully this will draw attention to them; I'll also make a brief comment in the brightness map perhaps? I need to see if it's possible to copy the Bloom and Light Shadowmaps options to this menu as well, to make it really easy for the player to reach all the settings they might want. I'm really happy it was a unique experience for you! If you hadn't played it already, Winter's Fury uses all the same dialogue and cutscenes style as this mod, and playing it may alleviate some of your confusion about the ending (or make it worse??? I don't know!)
  11. Pieruskwurje

    Insanity Edged - Released

    Astute observations! This was amusing to watch! Two things of note from your video: At one point you found a secret which you thought was only 1 Health Bonus; it was actually 25 or so on top of each other. Makes me think it might be worthwhile to make some custom items for 25+ or 50+ health or armour pickups? Might make secrets more diverse? Not sure. You mentioned that you believed the mod was meant for continuous playthrough; the mod has been setup so that you can play three different ways: Continuous - Keep inventory exactly as it was between levels (unless the plot demands otherwise), Expected - Gives the weapons you'd normally have at this level with a bit of ammo for each, resets health and armour to 100/0 (this is on by default), Pistol Start - 100/0 health and armour, and only the pistol with 20 bullets. It is absolutely possible to win each level like this (even when the SSG was weaker), but you need to be a psychopath about ammo efficiency and redoing Archvile/Pain Elemental fights till you get them right. Figured I'd bring this up since I'm only now realising I didn't mention anything in the download notes about this setting being a thing. You can find it in the Insanity Edged options menu if you expand it to show the full set of options. If there's a way to make the mod specific options easier to reach rather than being buried under several menus, I'd love to know!
  12. Pieruskwurje

    Insanity Edged - Released

    Nuts, shows I was in a rush to get to work this morning. I'll reupload in a couple hours without the backups. Thanks for the heads up. Edit: Fixed.
  13. Pieruskwurje

    Insanity Edged - Released

    Thanks everyone for all the feedback so far. Updated the download with a hotfix version, including: Hopefully this is able to immediately address some concerns and avoid players running into some of the same troubles you guys did. Thank you all for playing, I'm glad the general consensus is that it's enjoyable!
  14. Pieruskwurje

    Insanity Edged - Released

    I still remember as well; I feel ashamed that I have DM conversations with some people where I suggested that the mod would release in 2017. Real accurate on that one. Glad you enjoyed it despite the few issues. I'll be paying close attention to other feedback to see if any adjustments for ammo need to be made. I'll be sure to watch the whole VOD this weekend! Thanks for playing through the whole thing, and for your kind words. I'm glad that getting lost wasn't a big problem; it's a really hard thing to test when I've played these maps hundreds of times! I've been in deep turmoil about the weapons for years, stuck between "The new weapon set offers a unique and challenging gameplay experience that encourages lining up enemies or using combinations of weapons to conserve ammo!" and "nobody likes not killing pinkies in one SSG shot". To confirm, the monsters are identical, the weapons are the only place things have changed. Honesty at this point I'm not really sure what's best, so I might try out re-buffing the weapons once I get them all cleaned up into new and original sprites. I hope the rest of the mod lives up to your expectations, and that you have fun.
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