rsl

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About rsl

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    Didn't know acid tracks were feasible in DOOM... Until now. The music is simply awesome! As for gameplay, the levels have interesting layouts and make good use of the new monsters. The only thing I found slightly subpar were the weapons... If you could improve on these and expand the levelquest, for me it would be 5 starts worth! --rsl
    This levelset more or less incorporates all the best features I am usually looking for in a megawad: balance, reasonable level size, curious and detailed architecture that does not feel overdone. One of the very best in my book! (played with my own rslfuria.zip, Operative class)
  1. I am... I have no words. I just read about it. I still can't believe it. We just exchanged messages a couple months ago, and his tone was as nice as ever... Rest In Peace, Ty. Thank You For Everything.
  2. Intriguing screens! As a long-time fan of historical level settings, I shall be glad to try this out as soon as it is released. Keep up the good work! :-D
  3. Thank you for the nice review of my own 'Chaos, Uprising'! One of the most critical parts of this mod during the making for me was decent balance, and I'm glad to know that after a lot of tweaking it seemingly turned somehow right! :-) In other news, yesterday I just uploaded the classes-enabled, new release of the mod (download at the usual IDGames location above should happen ASAP). Each of the new classes has quite unique traits, and hopefully should allow for some enjoyable Heretic co-op. Here' a sneak peek of the selection screens: Newcomer (default class): http://i.imgur.com/VwTcwKG.png Mercenary (AKA 'The Tank Brawler'): http://i.imgur.com/taFm4sQ.png Seer (Super-agile & pacifist): http://i.imgur.com/dODnYUm.png Warlock (Your Mighty Magician Weakling): http://i.imgur.com/MkRAxtG.png
  4. Hey, don't forget this one! :-) http://www.doomworld.com/idgames/index.php?file=combos/ct-suab.zip It's a great piece of work by Chronoteeth - weapon and character design at its best, although it implements a different, survival-like gameplay style. Requires EDGE 1.34.
  5. Wow, this is fascinating to say the least! :-D Seriously, I have always been a big fan of the first Alone In The Dark game, and despite the age (and polygons!) I haven't been able to relive such a creepy feeling in any other game since then - to me, the atmosphere of that house with its "descent" progression goes somehow unparalleled as of today. Only one thing, though: are you sure you don't want to consider more specific textures for this? I know you might see it as a major annoyance, but I believe the original atmosphere owes a lot to the internal beginnings-of-1900 decorations of Derceto... If you cannot reproduce exactly the original ones, some set of art-nouveau-styled motives with desaturated colours should work perfectly. So please promise you'll think about it a bit, at least! :-) Wish you the best of luck with this ambitious project.
  6. Hi! Interesting discussion you got going on here... :-) I have downloaded and listened to the podcast a couple times, and grasped most of it -- but due both to the audio quality of some parts, and the fact that English is not my mother tongue, I couldn't exactly understand a couple portions of the discussion. Do you know if some transcription (or possibility of) exists somewhere on the site? Thanks in advance!
  7. Self-promoting my own stuff: :-P http://www.doomworld.com/idgames/index.php?search=1&field=email&word=ferratos%40tiscali.it&sort=time&order=asc&page=1 Warning: some of these change the gameplay mechanics quite a bit. So far, the ones with the best community feedback have probably been 'Salvo Jettison', 'Polaris' and 'Space Amazon'. Enjoy! :-)
  8. Also "Sapphire: Orbital Research" by Tormentor667 is worth mentioning in this connection (not invasion-style, though).
  9. Just noticed this thread by chance! Yet I'm glad I read about the new system. Thanks for putting up with your patience to manage the archive, Mr. Halderman! Whoops. I probably exaggerated a bit... :-) Another good reason to state again what I just wrote above!
  10. I would like to thank Squadallah for the complete review of my own Space Amazon mod. I'm glad you appreciated it for the most part! :-) Also, I find the review layout to be extremely well-readable, and exhaustively covering all the typical aspects of a gameplay mod - all features are listed, and shortcomings are explained with sufficient detail. I'd go as far to propose it as a general template for weapon mod reviews...
  11. Heheheh! :-D That'd be a cool effect for sure. Yeah, the weapon aesthetics mustn't be very reminiscent of a Phoenix... But I liked the "mythical creatures" name trend I had set, and I just had to use that one... ;-) Glad to hear that! :-D Exactly that. And since the average power of the weapons that you get is higher, I intended to leave ammo slightly less abundant to balance this fact a bit.
  12. This is just to let you know that an updated version of the mod is available from the IDGames link in the first post: http://www.doomworld.com/idgames/?id=17215 A brief changelog of fixes and updates: - fixed offsets for 11 mm. bullets pickup sprites. - fixed appearance for 'Gryphon' ammunition. - beefed up 'Unicorn' primary fire power, improved its accuracy, and granted free-trigger use on the weapon (thanks EvilNed!). - fixed auto-cocking of 'Hydra' (does not require tap-only anymore). - made gyroscopic grenades (even) more erratic. - improved 'Phoenix' spawning rate. - made battery autorecharge even with related weapons deselected. - reduced 'Phoenix' primary fire ammo consumption, improved its effectiveness, reduced its stunning chance (now monster-dependent). - reviewed monster shock coefficients - now harder to stun with 'Phoenix' only (TazerFang uses FORCEPAIN anyway). Enjoy! :-)
  13. Thanks for all the good feedback! :-D A couple hints on what I've modified so far, according to your input: Unicorn now fires as much as you press your trigger; its accuracy has also been increased about three times with respect to the original one. Phoenix now has primary fire lasting longer due to halved battery consumption per round - also, battery is recharged even when you are not holding a battery-fed weapon. Each round does more damage because of a new, slightly radius-affecting electrical puff. On the other hand, now only the Tazer guarantees a full stun effect to any kind of monster - Phoenix only works well against former humans and imps, since all other monsters become progressively more resilient to stunning attacks. I should be able to upload the new version by tomorrow (June 11th), then only a few days to see it available from the IDGames archive and you might want to try it again! ;-)