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Everything posted by 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
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idgames Maintainer Ty Halderman Passes Away At 69
rsl replied to The Green Herring's topic in Doomworld News
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. -
[W.I.P.] Yet Unnamed Aztec/Egyptian/Greek themed WAD
rsl replied to Dislogical's topic in Map Releases & Development
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 -
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
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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.
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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.
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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!
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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! :-)
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Also "Sapphire: Orbital Research" by Tormentor667 is worth mentioning in this connection (not invasion-style, though).
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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!
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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...
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Hi everybody, just wanting to show off a new gameplay mod / weaponset of mine that recently hit the IDGames shelf: 'That Amazing Space Amazon' (requires GZDOOM 1.6.00) Download here: http://www.doomworld.com/idgames/?id=17215. Basically a modification that lets you impersonate a female space marine, who can exploit an arsenal made up of both old classics and brand new designs. The weapon roster includes: TazerFang (slot 1): your melee weapon. PRIMARY FIRE: tap for a quick knife slash, hold for a stronger one-two combo. Berserk boosts both power and speed. ALTFIRE: paralyze your opponent with electricity for about one second, so that you can finish it with the knife. Its battery autorecharges when idle; if you use this tool without enough energy, you'll have the shock handed back to you. Unicorn rifle (slot 2): like the default peashoteer, but less so. PRIMARY FIRE: shoot an accurate round, that is roughly twice as powerful as the default pistol. Do not hold the trigger, because it doesn't work! ALTFIRE: launch an acid streak on the enemy; if you consume up to four rounds, take a little time to reload (automatically). Works wonders on former humans... Hydra shotgun (slot 3): multi-stage pump-action beast. PRIMARY FIRE: shoot all shells you have loaded at the moment. Blasting zombies and imps with three shells gives extra satisfaction points... ;-) ALTFIRE: pump one shell in the shotgun, up to a maximum of three. Phoenix rifle (slot 4): a weird-but-powerful stunner thing. PRIMARY FIRE: hold to electrocute and stun enemies, until the autorechargeable battery permits. ALTFIRE: sacrifice a full battery and a few health points to create an electricity ball that travels ahead for a short time, then starts to shoot lightning like crazy - beware not to get caught by your own attack. Manticore hybrid gun (slot 5): a combination of a Nordenfelt gun and a rocket launcher. PRIMARY FIRE: hold to fire the three barrels in various (random) combinations. ALTFIRE: shoot one Torpedo missile. These missiles can avoid collisions with floor or ceiling, if their pitch permits. Basilisk grenade launcher (slot 6): acid explosives. 'Nuff said. PRIMARY FIRE: launch a gyroscopic grenade. This thing starts bouncing around like crazy, and treats foes as pinball bumpers, dealing damage after each hit. Explodes spontaneously after a while, leaving a cloud of acid gas that melts former humans. ALTFIRE: trigger immediate detonation of all released grenades via remote signal. Gryphon energy cannon (slot 7): take a plasma rifle and a BFG, stick them together, mix up their feats. Then serve. PRIMARY FIRE: fire according to the selected mode. 'BOLT' mode works like a plasma rifle, except with faster and deadlier bolts, at the cost of a little windup time. 'WAVE' mode works like a BFG, the ball is weaker and faster, but the time between rounds is reduced. ALTFIRE: toggle between 'BOLT' and 'WAVE' fire modes. The mod also sports a custom HUD (complete with a proximity radar system), and a few extra gameplay feats that I won't spoil here (but you can read about in the textfile). The obligatory screenshots roundup: http://imageshack.us/scaled/medium/268/01idle.png The starting idle stance of the Space Amazon. And please drool over the rounded health/armor fullscreen gauges! :-D http://imageshack.us/scaled/medium/15/02tazershock.png Shocking a zombie with the tazer. http://imageshack.us/scaled/medium/198/03abrupthydra.png A fully loaded Hydra shotgun - see what it does? http://imageshack.us/scaled/medium/694/04normalhydra.png Same Hydra firing (quicker) in normal mode. http://imageshack.us/scaled/medium/803/05phoenixelectrocute.png Flashing your opponent with Phoenix. http://imageshack.us/scaled/medium/835/06phoenixpoweraccu.png Remember to stay at a safe distance when invoking a "power accumulation"! http://imageshack.us/scaled/medium/585/07manticoregunning.png Firing the Manticore Nordenfelt gun. http://imageshack.us/scaled/medium/827/08manticoretorpedo.png That Torpedo missile won't crash on the floor... http://imageshack.us/scaled/medium/404/09basilisklobbounce.png Scoring a strike with a single Basilisk lob. http://imageshack.us/scaled/medium/832/10basiliskdetonate.png The nice toxic cloud spawned by a detonated Gyroscopic grenade. http://imageshack.us/scaled/medium/17/11gryphonbolt.png Gryphon's primary plasma stream... http://imageshack.us/scaled/medium/547/12gryphonwave.png ...and its secondary "Wave" attack! http://imageshack.us/scaled/medium/542/13whatisthata.png What is that mech thing on the right? Also, I'm going to die... http://imageshack.us/scaled/medium/69/14whatisthatb.png ...And that rotating symbol on the top right? http://imageshack.us/scaled/medium/21/15goreabundance.png I hope you like gore, because this mod is choked full of it. >-D Bottom line: give it a spin, and drop me a line on /IDGames if you feel to! :-)
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[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
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. -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
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! :-) -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
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! ;-) -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
Hi EvilNed, and thanks for the feedback! Here are my replies point by point: Yeah, in fact I already fixed the behaviour of Hydra with auto-pumping on. Automatic reloading of one shell should now happen even if you keep the fire button pressed - as soon as you release it, the pumping sequence shall start automatically. Good point. Although I decided to keep battery consumption quite the same on Phoenix purely for balance reasons, I also made the battery auto-recharge even when TazerFang or Phoenix are not selected (it's more reasonable even for DOOM-realism! ;-) ). Heh :-) To be honest, I just did the exact opposite by boosting their speed up a bit in this in-progress version... I did it because speed and rebound were intended to be the main peculiarities of these grenades, and I thought they had to be highlighted somehow, also to ease the "pinball effect" on monsters a bit more. Nevertheless, consider that you have a *small* time window to remotely detonate a grenade just after launching it - the weapon design is done on purpose to posticipate the barrels rotation sequence after each shot, whenever remote control detonation is used during that time lapse. Thanks a lot! I'm happy to hear this!! :-D -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
Thank you! :-D If you like female protagonists, I can also point you to a couple mods I created in the past: She-Redux: centered on peculiar altfires for every weapon. Also, uses reload (less Vanilla-friendly). Pagan: a limited arsenal of five weapons, but you get powerups allowing you to morph into supernatural deities for a limited time. LOL! Didn't think about that! :-D -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
Remember that with the current version, if you have Hydra automatic pumping on you need not to hold fire after the shot, or the auto-pumping function shall be skipped (this shall be fixed in the next update). Just be sure to tap the trigger. :-) As for the weapons spawning rate, I have adjusted a bit the spawners to grant the player more possibilities to get a 'Phoenix' rifle. This tool should ease things a bit before acquiring the top-tier weapons... ;-) -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
Thanks for trying out the mod! :-) Yeah, I thought it was a reasonable constraint at first (have the shotgun cock automatically only if you tap fire and immediately release it), but now I plan on fixing this in an updated release. Thanks for pointing out! :-) Have you tried the Basilisk grenade launcher? Once you find it, that should cover the role of a heavy explosive weapon - remember that you need to time the altfire correctly to detonate grenades, though. -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
A couple hints on what you've spotted so far: You can trigger automatic cocking of a single shell for Hydra; check out the custom configurable "Space Amazon" keys section at the bottom of GZDOOM's list (Options > Customize Controls). The only suitable thing I can think of is Manticore's single shot fire - the first round is more powerful and accurate. At least, until I beef up Unicorn enough... ;-) You might find a valid helper for this in the Phoenix rifle - helps you keep stunned these dudes until death, at least one at a time... :-) Thanks for your feedback! :-D Keep 'em coming... -
[RELEASE] 'That Amazing Space Amazon' by RSL
rsl replied to rsl's topic in Map Releases & Development
You're welcome! Also, keep in mind that if you need you can load the effects limiter just after the main mod, to reduce lag on the most monster-intensive maps. So... Enjoy! :-) -
Popping in to say thank you to CorSair for the nice review of 'Pagan'! Also, for those who might be interested in trying out the mod, the version you can obtain from /IDGames had already been updated to address some of the weak spots pointed out by the review (and by CorSair himself in the ZDOOM forum thread a few weeks ago). Hope you can enjoy it... :-)
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Ziff Davis Purchases IGN, Plans Shut-Down for Various Sites
rsl replied to Manc's topic in Doomworld News
*facepalms himself* Yeah, and it was quite obvious too. Thanks for opening my eyes, and sorry... :-D -
I incorporated a lot of different blood/gore systems in my own modifications (link) - problem is, they cannot be easily decoupled. For a more Vanilla-like experience, you might want to try the following ones: Revenge DOOM NG X-Marines