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Pieruskwurje

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Everything posted by Pieruskwurje

  1. Pieruskwurje

    Insanity Edged

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

    Insanity Edged

    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.
  3. Pieruskwurje

    Insanity Edged

    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:
  4. Pieruskwurje

    Insanity Edged

  5. Pieruskwurje

    Insanity Edged

    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!
  6. Pieruskwurje

    Insanity Edged

    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:
  7. Pieruskwurje

    Insanity Edged

    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.
  8. Pieruskwurje

    Insanity Edged

    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!)
  9. Pieruskwurje

    Insanity Edged

    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!
  10. Pieruskwurje

    Insanity Edged

    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.
  11. Pieruskwurje

    Insanity Edged

    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!
  12. Pieruskwurje

    Insanity Edged

    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.
  13. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    Heads up to everyone; I've done a small update to fix some of the bugs mentioned in this thread and included some of the improved weapons from Insanity Edged. There will be more improvement coming to the weapon pack for both mods soon! The project was originally balanced around a combination of continuous play and some maps that reset you to an 'Expected Start' (not quite pistol start, but your inventory is reset to an amount of ammo and weapons based on the map, but forced 100 health and 0 armour). I had wanted to give the ability to the player to change whether they play continuous, expected start, or pure pistol start from the settings, but I haven't included it in the latest update. I am testing it out in Insanity Edged however, so I'll probably port it over here should there be no problems with the system. There is only a backpack on the two easier difficulties. There is a BFG equivalent, but like you guessed, it's hidden! I'm glad you enjoyed it. Thanks for playing.
  14. Pieruskwurje

    Insanity Edged

    Insanity Edged is released. Download in the opening post. Please note: It is recommended that you play using the latest official release of GZDoom (tested on 4.10.0). The mod has been designed with use of Light Shadowmaps and Bloom Effect being turned on, but they are not mandatory. Insanity Edged is not designed to be played with any other addons. The mod contains a very small amount of bright/flashing lights that may be harmful for people who experience photosensitive seizures. This mod is in the same universe as Winter's Fury. I think that playing Winter's Fury first is better, but there's no reason why you couldn't play Insanity Edged first either. I truly hope you enjoy it. I welcome any and all feedback, and would love to hear about your experiences playing.
  15. Pieruskwurje

    Insanity Edged

    Insanity Edged is completed. I have a couple of people I know personally doing some internal testing, but I wanted to reach out to the community to see if I could maybe grab 1 or 2 people to play through it as well. It's been a long time since I've released a project, so I want to make sure it's not as messy as Winter's Fury was on release! If you're interested in doing some testing playthroughs within the next few days, please send me a message, and we can discuss further. Thank you for your patience. I'm going to leave the part in the opening post where I said "~2 months" back in December. How on earth do some of you make stuff so fast!?
  16. S.U.P.E.R Natural Everybody has a story. Sometimes, these stories are part of a larger whole, a piece of history in the making. Sometimes, we even remember the people's names, and what they did. Perhaps these are the people who lived life to the fullest. Perhaps they will be the only ones who have maintained a purpose even after they are gone. But regardless, everybody has a story, as simple as it may be. Inside each larger one there are countless smaller ones waiting to be told. Sometimes these stories have a bigger impact than anyone will know. But sometimes, just sometimes, regardless of what happens, a story will make no change. Their story is not important. It is nothing at all. Sometimes, our stories have no meaning. And sometimes, our stories mean something to us, and us alone. Sylvius Leonard left his home, with no story, and with no intention of making one. So tell me again, how does his story go? So I've been developing this for a year and a half over on the ZDoom forums with video teasers and other weird cryptic posts, but recently I released a demo for it, and now I'm just looking for more feedback from you guys. But first of all, an introduction. Inspired by the likes of TCotD:A, RTC-3057, and Rain, S.U.P.E.R Natural is a free roam single hub, designed to be full of survival horror elements, for GZDoom. Horror isn't the easiest thing to make, and even harder in Doom, so I've focused more on the atmosphere of the mod rather than trying to make you scared. Hey, it might work anyway, but that really depends on the player. Like most games of the same kind, you have no weapons. Your only way of survival is running and hiding, or maybe, if you're lucky, being a bit clever with your surrounding environments. The small number of enemies you face are (usually) randomly generated, and will attempt to kill you in just a few hits. Health is regenerating, as enemies are technically infinite too. Just from this paragraph, you can probably tell if this mod is something you would enjoy, considering this is a Doom forum. If you're not really a fan of these things or the genre in general, you can try it out anyway, if you feel like it. The hub is planned to be 20+ maps, with the demo having 5 (6???) areas accessible. In the demo, you play an introductory section of the mod, taking you through a linear path of nonlinear maps to finish a small story segment. At the end of the introduction, you would be taken into the main part of the game, where you can choose to go anywhere, do anything, and trust anyone. S.U.P.E.R Natural has a story to follow, with only a bit of it seen in the demo. If anything, the introduction just hints to what you can expect from the full game, introducing many of the supernatural entities you may or may not be familiar with already. It's set in the same universe as Winter's Fury, and in fact acts as a prequel to the events at Mount Baphomet, all occurring after the events of Doom 2. Over the development of S.U.P.E.R Natural I came up with some story ideas I wanted to put into place, which combined with my hate for some of the earlier levels in Winter's Fury, caused me to do the big update to it last November. If you haven't played that update and are interested, you can get it from the thread here. Anyway, like I halfheartedly indicated in the paragraphs of text at the start, I can't tell you any story from this mod. It's up to you to create your own story depending on what you do, where you go, and who you trust. What this means is that the mod has multiple endings, so three cheers for replay value. Obviously, you can't really do much of this in the demo intro, so you'll have to wait a bit for this. So, that's all well and good, but much like any other mod I make, there are some problems: - This mod is big. File size big. Much like Winter's Fury, I've taken full advantage of some of the features GZDoom gives you and that has caused a radical increase of file size. The UDMF format maps are pretty large too, surprisingly. Regardless, the ZIP file itself is almost 100MB, so make sure to download it knowing it can knock a bit off your monthly limit. I should add that the ridiculous file size isn't because of ludicrous mp3 additions (there's only, like, two pieces of music), but because of other crucial aspects of the mod. I apologize in advance. - This mod is big. Map size big. Which means once again, your frame rate will hurt sometimes, regardless of how good your system is. If you could comfortably play Winter's Fury (30+ FPS most of the time) then you should be able to play this. I'm working on some other ways to improve frame rate, but they aren't in the demo (you can turn off reflective flats though, because those eat up so much frames it isn't funny). - This is a mod based on the aspects of Horror. If you don't like the genre, you should play it anyway, and tell me what you think. I'm always open to suggestions and improvement, even though I'm horribly lazy and probably won't change anything but texture misalignments. You never know though! To emphasize further, this is survival horror, with less focus on the horror, and more on atmosphere. You don't get any guns and have regenerating health, so I don't really blame you if that puts you off. - The mod is dark. Well, not really. Make sure to edit your brightness settings accordingly, there's even a screen before you start playing which helps you do just that. Try Sector Light Mode 'Bright' and then mess with gamma level for some good results, but it may not be the same on all your monitors. And I can't think of anything else to add. The download is below. Note that you need the latest development version of GZDoom to play. https://www.dropbox.com/s/qzxprhsa8579jol/S.U.P.E.R%20Natural%20Demo.zip?dl=0 Alright, don't forget to tell me what you think of the mod after you've played. Or before you've played. Good luck. Screenshots below. They might be a bit dark on some monitors. Sorry. https://i.imgur.com/Nnd3QgK.png https://i.imgur.com/uiSUKI3.png https://i.imgur.com/KvXnh1S.png https://i.imgur.com/Uu7FLSN.png https://i.imgur.com/3DqtpKN.png https://i.imgur.com/6gG8Zo2.png https://i.imgur.com/pA1Oetl.png https://i.imgur.com/GJawdco.png
  17. Pieruskwurje

    Share Your Sprites!

    This is absolutely incredible, both how it looks, and how quickly you threw this together! I want to discuss this further with you in DMs, but I wanted to let everyone else know how much I love this.
  18. Pieruskwurje

    Share Your Sprites!

    ...Would you let me replace it with the new one when you're done? The day I realised it was really just two Duke shotguns slapped together still haunts me the same way, but I never had the heart to change it. The new one looks awesome, so I'd feel blessed to use that instead.
  19. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    No, you have the right idea. Push the monsters around, jump over them, kill them, the choice is yours. Those Mancubi are there to force the player to learn that before moving on to the rest of the level.
  20. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    An amusing anecdote: While researching how to disable textures being visible on the automap for select sectors, one of the first google results was another project thread where a similar problem was noted and a solution given. That project was one of mine. I've done a rough job to at least block out the portals and skyboxes so future versions should be able to leave this setting on without complete destruction of immersion. Thanks for pointing it out! No rush! If you ever find a cold winter evening with nothing else to do, it'll be there.
  21. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    Unsure if there's anything I can do to improve the appearance of the mod when using the Uncharted tonemap since it's such a drastic change. That said, I can implement a way to change the alpha of the shadow behind the cinematic text; the current option only affects the in game dialogue (floating text or the ones that appear at the top of the screen). I just figured it would never be needed since the cinematics were designed to have the box 100% opaque to begin with! Each obituary is rewritten in the LANGUAGE lump to remove the code that pulls in the player name and just replaces it with "Elliott was ...." Simple as that! I'm glad that you are finding interesting ways to make the weapon set work together. Considering how many players love using the SSG to kill a pinky in one shot and now struggle to do so, I have never been confident about the nerfs to it and changes to other weapons. Your feedback is appreciated. I wanted the lost souls to not infight either for consistency, but it's apparently not so simple to give A_SkullAttack a damage type. If anyone knows a good way to handle this I would love to know!
  22. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    Something's definitely not right there. Could you please provide a screenshot (or video if that's easier) of the problem since I'm not even sure where to begin looking into this otherwise.
  23. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    Seems that slope was a little glitchy. You can make the jump in, but it's kinda dumb so I'll just add invisible 3D floors so you walk up it like stairs. Good catch!
  24. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    The countdown timer was removed; you can now explore the map freely. That map was changed the most out of anything in the update, so there's definitely much more to explore.
  25. Pieruskwurje

    Winter's Fury - 10th Anniversary Update

    Just wanted to let you know that this worked, thanks! While there has been performance improvements put into the mod, I think GZDoom requirements in general have become more steep as time has gone on. While I'm glad the people you showed it to enjoyed it, I hope you're able to enjoy it yourself one day! Thanks for the comprehensive playthough! I hope you had fun. One big thing that stood out to me in terms of compatibility was that you played without mouselook, which led to a camera issue at the start of MAP07B. I've written up a fix for this one so it shouldn't change your angle if you're playing without mouselook. That's awesome to hear, considering that keeping it consistent was a big deal in my mind when working on it. It's really easy to scope-creep with the rate that GZDoom keeps adding new stuff these days. I remember your videos! The dub you put in was kinda awesome, although I definitely would have done the voices of the characters differently. I remember being most surprised that all the extra addons you played with didn't softlock the mod at some point! The backpack is deliberately not used on any difficulty above Frostbite (Hey Not Too Rough). If you do play on the two easier difficulties, there is a backpack spawn at the start of each part (MAP01, MAP04B, MAP07A). This was done in the original versions and is the same in this updated version. There's a snippet in the credits that says that the UAC no longer sanctifies the use of category 7 firearms, so of course there's no BFG! Or at least, not in this time, or this place, but maybe somewhere else...
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