-
Content count
92 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Pieruskwurje
-
If there's exclamation marks everywhere, it's most likely you're playing in ZDoom, and not GZDoom. Alternatively, you could have an incredibly outdated version of GZDoom. If you are confident you are using GZDoom with the Doom 2 IWAD, try updating to the latest released version at the DRD Team page: http://devbuilds.drdteam.org/gzdoom/ A screenshot of where the exclamation marks are appearing could also help me identify the problem. If you need more help, don't hesitate to ask.
-
How to run Winter's furry with better performance?
Pieruskwurje replied to MeetyourUnmaker's topic in Map Releases & Development
Reducing lag in Winter's Fury is not an easy task. Most of the framerate drop comes from the size of areas combined with portals that span most of the map. Also MAP07B which can just lag to death after a while for some reason. The main two things you can do have already been mentioned, which are disabling some of the extra graphics in the options menu (the torches and the snow), or reducing resolution (not confident in this one, but others have said it improved their framerate). If you're getting unplayable lag on the early maps (MAP01, MAP02), then you won't be in for much luck later. If you're having problems on just a few of the more expansive maps (MAP05A, MAP07A, etc) most of them only lag in certain areas or don't really have any gameplay at all so it isn't the biggest issue. Hope this helps. -
https://imgur.com/a/MR4Te From HPack, Winter's Fury, and S.U.P.E.R Natural. [/shamelessplug]
-
Doomworld's Desktop Wallpaper Thread [Read the image-posting rules in the FAQ]
Pieruskwurje replied to Varis Alpha's topic in Everything Else
I got the 45 degree angle one. ;) http://i.imgur.com/cOWdsNF.png -
My bad, completely forgot to edit the link here when I updated. To make use of this bump, about a month or two ago I released an update for Winter's Fury to polish off a lot of the rough edges. Since I am lazy, I never really made a full list of changes but you can check the ZDoom thread for a brief overview of what has been messed with. Enjoy!
-
Apparent lacking popularity/legacy of (G)ZDoom WADs
Pieruskwurje replied to Tristan's topic in Doom General Discussion
Winter's Fury isn't currently on the /idgames archive. You can find the link to the doomworld thread here. In my opinion, Vermil is right to say that it has no-replay value (unless you have a burning desire to collect all 8 of the logs), and furthermore it wasn't designed for speedruns. However, like many other games that share the same atmospheric style, it works great for playthroughs and such. At the time of posting, I can count three complete playthroughs on youtube, so it's not like it dropped off the face of the planet. More to the point, how much popularity can you expect a doom mod to get? The only ones that seem to stand out as being 'famous' all throughout the doom communities are the classics, such as HR2 and AV. I can imagine that many of you have played these through, or at least revisited them in some way or another many times. The fact that they can continuously be revisited, have easy access to a quick download then insta-play, and the ability to speedrun along with playing co-op is what makes them so much more compelling. They are open to a very wide audience. Of course, there is the occasional mod which reaches out to the deep, dark corners of the internet to collect and bring with it a loyal fanbase dedicated to their one true doom mod savior, like the whole Megaman 8-bit DM thing. From my own point of view, I can still play through Winter's Fury again and again and have fun playing through each time, but the amount of times I have played each level and knowing that it was my hard work and labor which made it always inspires me to continue playing, regardless of it always being the same. Obviously that's not something that other people would get while playing. I would love for my own mod to be more popular, but I am kinda stretching the limits of my expectations saying that. It already won a Cacoward, has 2000+ downloads and a few playthroughs, so I am happy with that result. Really, I am just glad it wasn't a miserable failure. -
All three of you reviewers did quite the outstanding job, considering that the reviews have returned to their natural more-than-one-paragraph setting. Also, I feel so incredibly honoured to have my mod reviewed by Xaser! Thank you kind sir! :P
-
Finally got around to fixing a bunch of the small bugs, and so here is a version 1.1. http://www.mediafire.com/?n0dd66zfhkcq2ok It's pretty much only got small changes here and there, some of them gameplay while others are purely aesthetic. (Yeah, there is more ammo on the final boss now). If you have already played, you don't really need to get this new version. But don't let me decide for you, there is probably still plenty of secrets to find on a second play through... Thanks for the comments everyone, I hope you had some form of fun playing this mod. Now to go throw another 4 years at another project. :P
-
There is a button on the wall opposite the door. It may have been obscured by the fireball decals, it's happened a few times during the hundreds of tests of that map. :P
-
Nitpicking is good, any little issue is still an issue to be fixed. Thanks! As for the weapons, I can probably find a better sound for the SSG, but I don't think I will be touching up the sprites. I am certainly not the best sprite artist in the world(hence the ridiculous amount of re-colours), and wouldn't quite know where to start. I assume you mean that the way the small font is designed makes it hard to read. I have trouble too, the D and O end up looking pretty similar. Can anyone recommend a future style small font which goes well with the big font? Please and thank you! But anyway, thanks for the comments guys. It means a lot for you to say that too, scalliano. Thanks for all your support!
-
NOOOOOOOOOOOOOOOOO ...Fine... They're in the mail... Thanks for finding this anyway. :P I understand what you mean. Really I only went with the teal as the new blue to offer some kind of interesting colour use, which otherwise would have blended too closely with the already monotonous grey, leaving little colour variation. I know it ain't very realistic, but then again the vegetation is a weird green colour instead of purple-ish and brown. So rule-of-cool applies I guess? Heh, cool. :P Thanks for all the comments so far guys, I am taking notes for a 1.1 version sooner or later.
-
Cacowards 2012 nomination thread
Pieruskwurje replied to John Smith's topic in Map Releases & Development
http://www.doomworld.com/vb/wads-mods/62496-winters-fury/ :P -
Shamelessly copied from Zdoom forums :( EDIT: Updated this picture to one that looks alot better. Winter's Fury Another one of my various side projects which I shouldn't be working on, but am doing so anyway :P This will be a 8 map mod for GZDoom. The maps have rather fast paced action, with scripted sequences and of course, boss fights. They can be a bit difficult, but with enough ammo to get you through. The levels are rather short, as they are each split up into 3 parts: Part 1: MAP01:90% Complete MAP02:70% Complete MAP03:15% Complete Part 2: MAP04:0% Complete MAP05:0% Complete MAP06:0% Complete Part 3: MAP07:0% Complete MAP08:0% Complete There is also some little pointers in the mod to teach you about certain aspects throughout the levels. This mod also features replacements for all the weapons, making some faster and others more dangerous. Not only will there be these weapons, there is a whole new set of demons just waiting for you to slaughter. Some backstory: This mod is set a few years after the first demon invasion (Doom1 and Doom2). The UAC is on constant watch of activity of demons on earth and mars. The UAC have been completely paranoid more demons could come at any moment, and are finding new technology to defeat them, such as Cybergaze 2.1x and their other secret projects that you, Corporal Elliott Morse shouldn't know about. You are a part of one of a vast amount of Specialist teams, designed to find and hunt down remaining demons. The latest signal has come from Siberia, inside a fictional mountain named Mt. Baphomet where ironically, the remains of the Giant demon spawner, the icon of sin, Baphomet, whatever you want to call it, was buried in a vault far below the mountain. Within and around the mountains perimeter are hundreds of Pre-Demon war facilities that the UAC took as their own during the first war against the demons. All information about the base has been classified since. A minor team was sent to deal with this signal's inconvenience. That team never returned. Now, the UAC are beginning to panic. They decide to send in one of the most elite teams they could muster. Leaded by Brigadier General Andrew Luke, this team makes no mistakes. You are part of this team, after showing outstanding skill in all areas. You didn't think you were that good. The leader of Alpha squad in your team, and friend from the Pre-Demon War times, Corporal Markus Dirnberger, believes that the UAC did genetic experiments on demons here. You also owe him 17 dollars. You think he is crazy, but the General almost believes him. He knows from first hand experience, that the UAC always lie. For our mission, they want us to go in, find the problem, terminate it, and get out. Simple, huh? The General expects us to follow these orders exactly. He doesn't even want to know what the UAC have done here. What the UAC actually have done here has saved the lives of thousands... ...But now, it has condemned the life of your team, and possibly the rest of the earth to the demon threat once more. Or something much worse. And now for some screenshots: Old Screens: http://i33.tinypic.com/2m3k2mu.png http://i34.tinypic.com/nzhwzl.png Posted these in the WIP thread a bit back. New Screens: http://i46.tinypic.com/14nvxs.png http://i46.tinypic.com/htspyc.png http://i45.tinypic.com/2zq9z4i.png http://i50.tinypic.com/nfnqlk.png http://i50.tinypic.com/k3t00p.png http://i46.tinypic.com/vhgcis.png http://i50.tinypic.com/ip065t.png I will release a public alpha as soon as map01 is complete. Until then, comment away!
-
I have not been able to complete too much work on this project, due to things like Stronghold and Blocks of Doom 2, but I guess I should give an update while I am here. And of course, Screenshots speak better than words. http://i45.tinypic.com/2zq65xi.png Better sky now? http://i45.tinypic.com/16j4fa0.png Very WIP. http://i45.tinypic.com/2liamwx.png And this room.
-
There we go: http://i47.tinypic.com/2jesbxu.png That function worked like a charm, Graf :) Still could use some work to blend into the sky better, but this is a start. Offtopic: Also, 100000 WADs and Mods post.
-
Okay, the fog will be fixed. I think I got enough people telling me that :P Gameplay is rather fast at sometimes, Then at othertimes it stops you to fight a big battle or clear out a huge room. There is alot of cinematic sequences in the mod to spice up the script functions. Lots of monsters coming out of walls and spawning in aswell. The flow progresses with how the story goes. There is dialoge story that you can skip through, which goes with the flow. But anyway, thanks for the comments everyone :)
-
Thanks for all the comments on Insanity's Edge. I may in the future make an updated version with some revamped areas, less cramped rooms, better balancing, and tearing down that horrific jumping part. When I think back on making that jumping part, I still wonder what the hell was going through my head :P But anyway, I hope everyone who played it had fun.