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Everything posted by Pieruskwurje
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Winter's Fury - 10th Anniversary Update
Pieruskwurje replied to Pieruskwurje's topic in Map Releases & Development
Man, that really sucks. I don't know what limitations on hardware the newer versions of GZDoom have imposed, but there's a good chance that if you can't meet those minimum requirements, you won't be able to run Winter's Fury at a stable framerate at all. In fact, the older versions of the mod would be even worse off, as they didn't take advantage of new features to fake map geometry. If you're still confident you want to try it, I can provide a link to the next most recent version (2016.5). -
"Winter's Fury looks cool!" "Insanity Edged looks insane!" War never changes. I wanted you to know that I thought your edit was way funnier than it should have been. I'm glad I can keep things consistent! I 've tried to make it so it's both a direct follow-up and a separate-but-same universe thing at the same time, even if you don't play as Elliott and there's no Winter monsters around! (Unless you're talking about the original 2012 version of Winter's Fury, which I think had a different ending entirely thrown together at the last minute. 2013 onwards should be fine though!)
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Winter's Fury - 10th Anniversary Update
Pieruskwurje replied to Pieruskwurje's topic in Map Releases & Development
Thank you very much everyone who has commented; I'm very happy that you've taken the time to share your thoughts and I'd love to hear other old stories about Winter's Fury if you've got em'. Thank you. I'm going to take this opportunity to say that I am still very appreciative of the small bits of feedback you gave when Winter's Fury was in very early development; attempting to break up the monotonous snow really helped bring some of the outdoor environments to life. It makes me very happy to know that people still consider this one of their favourites, despite the age it's gotten to. I truly hope you enjoy the update! It was so long ago it feels like a different life entirely. I was still in school back then! Either way, I hope you enjoy it! My friend, you bow to no one. I've been changing the subtitle of MAP08 every time I updated this mod over the last 10 years thanks to your original comment; I am sure that this will be the last time. It's not old enough to be a classic WAD, right? Right??? I really hope you have a good time playing! That's fantastic to hear. Having a full-fledged cinematic story driven WAD was not common back in the day, where most of it was contained to the now charming mid 2000s ZDoom mods which always had difficulty with presenting it in a clean way. I fell into the same trap with early versions of the mod too, where it sometimes baffles me that people actually really liked the original 2012 version. I am ashamed to admit that I had to really tone down the intended dialogue in some of the earlier versions to the point that some elements to the story may have got lost in translation. Being constrained to centred text in one font where you couldn't even tell what was a capital letter or not forced me to try to make the dialogue lines clear and snappy, not wanting to have a giant paragraph of text appear all at once. Fortunately, the new dialogue system really helps alleviate that. Have you tried the minimised HUD or the alternate HUD? I know it's not exactly the same, but it at least gets the info to the sides of the screen (not to mention the alt HUD is fully customisable in GZDoom options, so you can at least match the colour scheme if you wanted). Thank you for the feedback! I had noticed the berserk bug where you can get an extra free shot after it expires, but decided to leave it in as was fun to use it to min-max damage output, even if it does look really dumb. I might take a look into it regardless, thanks! I'll take a look at the medikit/berserk appearance one; might have accidentally messed with the status bar too much when making the new full HUD. The change to the Autosave message is intentional. You'll find that many of the system messages have been changed (cheats, option changes), and have the same colour text as another character in the mod. Also, I can't believe GZDoom got updated again before I released this! I have no idea if everything still works on 4.10.0, but I'd assume so. -
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PLEASE NOTE: Winter's Fury has been updated as of the 6th of December, 2022. You can find new info and a download link in this thread. The rest of this post will be retained as is. This is a 15-ish map mod for GZDoom, split into 3 parts. I posted a beta of part 1 on here about 3 years ago, and just developed it slowly over the years. It's in a pretty finished state now, so, uh, here you go! Also, here’s a quick rundown of what’s included: -15 Maps: 3 Cinematic Maps 12 Gameplay Maps - 7 New-ish Weapons! (Not including the fist…) - Icy Monster Variants! - 7 Bosses! (And 2 mini bosses!) - Storyline! (Complete with backstory, in game dialogue, and skippable cut scenes. Except for one and a half of them. Long story. :P) ~~~~~~~~~~~~~~~~~~~~~~~~ Unfortunately, it is in this projects nature to be quite the slide show of frames on slower machines. I recommend a decent powered computer which doesn’t have too much trouble running things like Tormentor 667’s ‘The Refinery’ or Ed_C’s ‘Putrefier’. If you can’t run those, feel free to try anyway. The lag has been extremely inconsistent within testing, and you might get lucky. If you suffer from large slowdowns of your frame rate while playing, try turning off the 'Shaders for Dynamic Lights Option', or furthermore, turn off Dynamic Lights completely. Static light is implemented, so having the dynamic lights off doesn't change the way the game is played at all. It has been noted several times that turning off the dynamic lights can really help performance. Also, You can bind two keys in the control menu to turn off the snow effect and the torch effect, which also help performance, mainly on larger maps. Anyway, remember to report back on any bugs, and complain about things that are too hard. :P And now for a lot of screenshots: http://i.imgur.com/rBNF8.png?1 http://i.imgur.com/T49GH.png?1 http://i.imgur.com/7N2TK.png http://i.imgur.com/yYePs.png?1 http://i.imgur.com/V7s5H.png?1 http://i.imgur.com/ylKmx.png http://i.imgur.com/UAmK7.png?1 http://i.imgur.com/nIy11.png http://i.imgur.com/ouKRA.png?1 http://i.imgur.com/tLYVA.png http://i.imgur.com/Ysdxv.png http://i.imgur.com/bsoQ0.png http://i.imgur.com/714pB.png?1 http://i.imgur.com/tn3p1.png http://i.imgur.com/GKubd.png?1 http://i.imgur.com/3RS8V.png?1 http://i.imgur.com/VaTxA.png http://i.imgur.com/Wvy5M.png http://i.imgur.com/LvMSm.png http://i.imgur.com/vrAdj.png http://i.imgur.com/LMTJb.png?1 http://i.imgur.com/ztNED.png?1 http://i.imgur.com/q9D5T.png?1 http://i.imgur.com/YCuB8.png http://i.imgur.com/RRL7q.png?1 http://i.imgur.com/nE8kR.png?1 http://i.imgur.com/f1Nju.png?1 http://i.imgur.com/9t1Zh.png http://i.imgur.com/FrFgt.png http://i.imgur.com/ZNXYD.png
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I'm surprised Winter's Fury even works with so many gameplay mods stacked on top. Since it's not designed for any of them, you'll be bound to run into script errors in some levels but I don't think any of them will soft-lock you. I hope. Glad you're enjoying it.
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Ah, this only recently got bumped on ZDoom forums as well. What's going on right now, did the search term supernatural go up in popularity or something? That aside, the mod unfortunately had some problems around 2016/7 where the GZDoom engine started making some big changes I'd never thought we'd see. The mod still works, but a lot of the code in it is really hacky and was only bound to get worse as the mod increased in size. The introduction of ZScript inspired a big rewrite of many of the features along with other new additions such as eternity style portals. This takes a long time. It's still being worked on, but I will be honest and tell you to not hold your breath for the time being. I've been working on another project that's nearly finished lately so I hope that can tide over the eternal wait for this. I'm glad you all enjoyed the demo. I really hope you all get to play the final version one day.
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Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
Pieruskwurje replied to Tango's topic in Gameplay Mods
Great to see this released standalone. I really enjoyed Paradise with these gameplay changes so I'll definitely enjoy testing these out elsewhere! -
Thank you, this does mean a lot to me. I'm happy to know many more people will get the chance to have fun playing it. I did see this, I was contacted by the author of the article before he posted it. He also asked me to answer some brief questions about the mod in an interview format which I agreed to. I imagine this will come up as another article soon. Supposedly the Bethesda Twitch channel will be streaming a bit of gameplay from the mod too, which I will likely be asleep for... I look forward to seeing what other mods they've chosen to look at; Winter's Fury is nearly 7 years old now so that gives me faith they are capable of looking back in time to find a classic or two to talk about alongside more recent stuff.
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Most visually creative/beautiful megawads?
Pieruskwurje replied to Alexagon's topic in WAD Discussion
Jumping and crouching are enabled in Winter's Fury. You'll need both of them on to get past the first area. Mouselook is pretty much required too, unless you're a god with auto aim. Edit: Also worth noting that Winter's Fury is not usually considered a megawad; it only has 12 playable maps. -
Yep. It's not done yet, but the project has a similar structure to Winter's Fury, since I enjoy making these kinds of things so much. I hope you'll enjoy it.
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Nice. Something about dynamic lights in low resolution looks so satisfying.
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Cacowards 2018 - 25 Years of Doom
Pieruskwurje replied to Scuba Steve's topic in Doom General Discussion
Well done to everyone involved in this list. You've done fantastic work. Thank you for taking the time to write this and/or make maps that have appeared here. While going through the list from 100 to 1, I was wondering to myself which maps I would put on a memorable top 100 list. While I'd probably never create one, I'm happy to see so many of my own choices here like Void, Dead.Wire, the final map of Equinox, and the Mancubian Candidate. And those are just the few I can remember off the top of my head. Of course, I quietly hoped to myself that my favourite map I've ever made and would never forget would end up on this list, and I was overjoyed that it did. @Demon of the Well, and anybody else involved, thank you so much. I intend to make a map that offers an even more striking cinematic crescendo, and I'll keep this in the back of my head the entire time. EDIT: Just realized in all the confusion I posted this in the wrong thread, but same congratulations apply to the cacoward winners! -
What are some maps you've made that have been absolute nightmares to work on/build?
Pieruskwurje replied to Xyzzу's topic in WAD Discussion
Don't have a screenshot on-hand, but: https://www.doomworld.com/forum/topic/69837-super-natural-demo/?tab=comments#comment-1298850 If you enjoy pitch-black walking simulators, you can play the 4 year old tech demo. 4LAKE is the map lump name of that particular map if you just want to warp to it. It's not nearly as impressive as the screenshot makes it look, which is part of what made it such a nightmare. So much effort for very little payoff. -
What are some maps you've made that have been absolute nightmares to work on/build?
Pieruskwurje replied to Xyzzу's topic in WAD Discussion
I'm never touching this map ever again. -
Interesting maps/wads made by young people
Pieruskwurje replied to Roofi's topic in Doom General Discussion
Winter's Fury was started when I was 13, and finished when I was 17. In contrast to the thread's expectations, I think it's fairly common to see some of the best projects made at around 16~, due to having a large pool of creativity and lots of free time to bring it to reality. This at least applied to me, but probably isn't the case for everyone. All the good ideas I think of now I have to write down/draw up, otherwise I'll forget them by the time I get the chance to make them... -
Maelstrom's Heretic Element Storm and Fulgurite Edition
Pieruskwurje replied to Captain Ventris's topic in Map Releases & Development
The original version of this mod was under development in 2008, almost 10 years ago. The code must have definitely shown its old age, so great work cleaning it up. I remarkably could remember the colours of the original elements quite well, so having a few colours changed around messed me up a few times! Nothing beyond Golems and Gargoyles were spawning for me, was that intentional? I was playing in the latest development build of GZDoom. Also the DM maps seemed to be inaccessible, but I'm pretty confident I'm the one who made them (eg. Starscream). I could never forget how awful they were for DM. -
Disappearing History (2nd thread)
Pieruskwurje replied to Csonicgo's topic in Doom General Discussion
I can help you out with that. My brother was the one who made the mod, and I'm pretty confident I still have a million different copies of it buried on my old computer. I'll check soon. -
It's not possible to play Winter's Fury in cooperative. Many of the scripts and gameplay traps are designed to be for a single player only. A lot of changes would need to be made to make it coop compatible, and I don't really want to put in that effort. You'll have to settle for single player. Sorry.
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While GZDoom 2.1 isn't the latest version, I've tried Winter's Fury out on the older versions and it still works fine on my end. If other heavier GZDoom mods still work for you, the only reason I can think of is that your download got corrupted, but even that is a bit of a stretch. Also, when you run Winter's Fury, it shouldn't give you the option to choose the Hexen IWAD, it should just instantly load Doom 2, unless you're using a launcher. Also, are you trying to run Winter's Fury with any other mods enabled? That might cause problems too. Don't forget about things in your skins folder that automatically load, if you have one. That's all I can think of for now. I hope you can get it to work.
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Hmmm. When you say 'booted out', I assume that means you get no error message at all, and it just closes? No sound in those 5 seconds either? Do other GZDoom specific mods work? Either way, it would be helpful to know the exact version of GZDoom you are using, along with your computer hardware. Whatever additional information you can give me that I can't know from my end can help.
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I've updated the download link at the start of the thread with a new version (2016.5) which fixes a few bugs that have cropped up in the newest official build of GZDoom. https://www.dropbox.com/s/vopkdkwl8ymnkvo/Winter%27s%20Fury%20v2016.5.zip?dl=0 The new version of GZDoom released earlier this month inspired me to find the time to play through this again, with all the new graphical effects turned on to see just how far I could make the FPS drop. If you feel like it (and have a strong enough computer), try it out! It's really pretty. http://i.imgur.com/WrOqB4c.png http://i.imgur.com/sIZgNB1.png http://i.imgur.com/c1QLMAO.png
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Why are so many high profile mods not in /idgames?
Pieruskwurje replied to Hell Theatre's topic in Map Releases & Development
The reason I haven't uploaded Winter's Fury to the archive is because I have updated it occasionally since the release, and I don't know when I intend to stop updating it. As I learn more techniques, I like going back and improving aspects of the mod that were much rougher in their initial versions, and while it has always been in a solid, up-loadable state, there may come a time in the future where I disagree with that. But, as many have pointed out in this thread, it's problematic that it doesn't have a permanent place to reside if I was no longer around to maintain it. The text file says others can distribute it, so maybe if I stop replying to PM's or every single Winter's Fury related topic, someone can go and upload it for me! Jokes aside, I remember being hesitant about it back in 2012 due to the mod breaking some of the upload rules, and I believe it still technically does. The FAQ states that wads that have MP3/OGG files that were not originally created for them will be rejected, but I've seen tons of mods on the archive that break this rule, so I guess this one isn't a major concern? It's also over 50mb, so I think I'd need to get permission from the archive maintainer? Of course, I haven't uploaded something to the archive since 2009, so I'd have to figure out how to do it again as well... -
Hey, thank you for the kind words. To see other people get enjoyment from this even 3+ years after the initial release is heartwarming. (Mind you, it's been updated extensively since the original). I kinda always thought to myself that the story could be viewed as 'canon', if people wanted to. Then again, it's pretty easy to say any wad is canon with what little story we have to run on! Either way, future entries within the same timeline as Winter's Fury may make the connection a bit more shaky, but I've tried to make it hold up as best I can. Also, if you haven't done so already, you can find a whole new side to the Winter's Fury story by finding hidden data logs (viewed in the console) within many of the levels... I visit the forums too much (2-3 times a day normally...), but I am a lurker at heart, so sometimes it just seems I come out of the blue. I only really respond to things that directly concern me, such as your post and that of the person before you. Regardless, it's nice to see a long time Doom fan like yourself enjoy my project. I don't know if there's a way to really find out when I release something new, unless you can friend a user and be emailed when they make a post? I would already have my next project done if I actually stopped being lazy, so it's coming soon!