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About maulosiarch

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    Green Marine

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  1. maulosiarch

    Carnage Galore 3, now for GZDoom

    Thank you... I thought there was something wrong with my version of GZDoom or something like that, which makes the third hub inaccessible... but if you've removed in on purpose, I now know that it's not me! But seriously consider having a toggle option for the health bars on enemies, so they can be turned on/off in the options or something like that, because for me it personally ruins the believable aspect of a fantasy world, when a digital number counter is plastered on top of the head of every creature that you come across.
  2. maulosiarch

    Carnage Galore 3, now for GZDoom

    Hello there! I've just replayed an older version of this mod, version 1.2 it seems, and I love the look of it much more than the one I just downloaded from the link directly above this - "A wild update appears!" I only got onto it about a week ago, when I was looking for clues or a walkthrough for the first hub, and I discovered that you have been working on this old game only very recently (just over half a year ago!) From the moment I begin in that cave in the very first map, the entire palette now looks incredibly dull. I also don't like that almost all of the pickups I saw when beginning this seem to resemble nothing from the original anymore. There are still plenty of similar things, but I also seem unable to get into the third hub at all once I walk through the exit portal from the second hub/world after the battle with the Fully Matured Chaos Serpents (FMCSs) in your new update, and I can't seem to warp to it either using the "visit" commands in-game, or the "map" command in the console. I used gzdoom version 4.0.0. This was quite disappointing because I wanted to warp straight there, to see all that you have added in since the last version I have had. Also, can I make a suggestion? Can you include an option to turn off the health bars for all the enemies? (Unless it's already there and I've just missed it). I think it is a great inclusion when it comes to the battles against the boss monsters, especially the Death Wyverns, so I know if my shots actually hit it when it's flying all the way away from me on the other side of the large outdoor areas, but it's irritating for all the lesser enemies. Since I have only played the FMCSs boss battle so far, it seems to me that the bosses don't have health/hp bars though?!?!? For me, the bosses are the only enemies that I do want the hp bars for. But the main thing I thought you should know is that I am unable to access the 3rd hub at all.
  3. maulosiarch

    HEXEN: Cyrgoth's Manor - 7 Level Hub + Deathmatch WAD

    I have been running around for several hours now, having completed all of the sections available in Cyrgoth's Manor, Northern Icelands and Black Valley, and have not found a single key to make me go further. I also keep collecting planets, but have not seen the planet puzzle piece to put them on. And I'm playing version 2. Help?
  4. maulosiarch

    The Iron Forge: a Xaser/Not Jabba collab map (/idgames!)

    Is it possible to play this wad without all the (mostly horrendous) changes? I read the textfile, and realised straight away that the wad author doesn't get Heretic. It's supposed to be creepy and quiet. Hearing all the monsters roar from the first moment you fire a projectile is ridiculous - and doesn't make sense. It also means that the enemies that were purposefully placed in a room to accost the player in those very rooms is exactly the fight the player will get, rather than things wandering around from the word "go!"
  5. maulosiarch

    Community Project - Switcheretic

    What I like about Heretic, is that the ghost versions of already existing enemy types didn't show up until about 2 or 3 levels later - they really did make it seem like it was the "boss of its own type," so one realises that they aren't simply variants, but an actually designated tougher version of the standard version. Hence I think Spectres should turn up towards the latter end of the first episode - and to keep the Heretic homages coming - perhaps have a great big outdoor area swarming with them (Spectres) in the secret level, which is the same as what Heretic did for The Graveyard. As for having only lower tiered enemies used exclusively in the first episode - why not? Both the first episode of Doom and Heretic did this, and most people think these episodes were the best episodes of their respective games. I think that is what made both games so magical (and why I think Doom 2 misses the mark entirely) - they did such a great job with difficulty, without resorting to simply cramming as many strong monsters into a single area to create tension, rather than do it through the atmosphere of the game, which is what the original developers did.
  6. maulosiarch

    The Catacombs

    It's great that you didn't put the BFG in, just because you felt compelled to (as many other designers of large single levels do). Great level progression, and the amount of ammo is perfect for the difficulty in the enemy types. The ending was a nice surprise too.
  7. maulosiarch

    Community Project - Switcheretic

    Are you going to respect the Heretic level/gaming progression? For example, I really liked that it held back on giving you all the weapons in the first episode, unlike Doom. I positively hate in Doom 2 that you get 3 weapons in the first level of the entire 32-level game (chainsaw, shotgun and rocket launcher). I honestly think that the development team should challenge themselves to NOT include the rocket launcher or the plasma gun in the first episode at all. Bonus points if (with the rare exception) you also only put the BFG in secret areas, just like the Mace in Heretic. Also, remember to make enemies exclusive in to some of the episodes as well. The Heretic equivalent of the Cacodemon (Weredragon) and the Demon (Sabreclaw) weren't introduced until episode 2, and then a rapid-firing enemy such as the Anachrotron can be used as an episode 3 equivalent to the Ophidian. Heretic also made you always pick up the keys in exactly the same order (yellow, green, then blue), so will you also be doing that?
  8. maulosiarch

    Serious Sidhe:The full encounter! 1.0 version

    The first map was very easy, but thankfully the difficulty was stepped up a little bit in the second one. I think it would have looked better if you used traditional Heretic textures instead of using the sand colour theme that came from the EgyptSOC.
  9. maulosiarch

    Hexen - Curse of the lost gods

    I found this to be very convoluted, and grand architecture got in the way of an otherwise amazing idea. For example, I personally enjoyed the little secret entrances to Tartaros the best parts of the game... they were very trippy, and I still don't know how getting the secrets in the seemingly unrelated map managed to register on the proper map of Upper Tartaros. Yorick's Skull seemed to be overall irrelevant to reaching the end stage, which I found interesting. In fact, I don't know what placing it did at all to the map, except for release a horde of Afrits. Thanks for all the fish.
  10. maulosiarch

    Name one thing Doom 16 is missing

    This is too funny for words! I love it and prefer it to the original effects from this year's game. I especially love the Mario jumping sounds, and the cartoon-character running sound. Has the game actually been fully modded this way? I want to play it this way soooooooo badly!
  11. maulosiarch

    Battle for the sphere of chaos

    Kind of silly, actually. It's Hexen in terms of classes/weapons, but everything else is Heretic. Killing D'Sparil with a 4th weapon class of a Hexen character is far too easy - if anything, there is far too much mana in the game (esp. the boss room at the end). Why Hexen textures couldn't have been used instead baffles me.
  12. maulosiarch

    The Nadir

    Slopes looked out of place here - every sloped surface could have been replaced with stairs. The only enemy I really didn't like was the Acid Golems, and the power of the Dark Gargoyle's fireball was far too great for its size. I find it is truer to the Hexen feel with its back-and-forth between levels design than many wads that have more levels than this. The new melee weapon I barely used while playing as the Mage though.
  13. maulosiarch

    The /newstuff Chronicles #502

    I downloaded the latest version of ZDoom and it worked. I am surprised that it doesn't work in the version I otherwise have, which is only about 2 years old. I guess EGP must use coding that the older version doesn't recognise. GZDoom neither. When I said it doesn't work, they both return with an error when I tried to run EGP in my older versions of ZDoom and GZDoom. I would drag-and-drop the file on the (G)ZDoom executable, select Heretic, get the Heretic loading screen and then the error would come up.
  14. maulosiarch

    The /newstuff Chronicles #502

    I've tried playing Elf gets Pi**ed in both ZDoom and GZDoom, but it seems to work in neither. Hoe are other people getting this wad to work?
  15. maulosiarch

    Most evenly matched Doom enemies?

    No mention of the Archville? I haven't really noticed these "evenly matched enemies" thing before (I'd probably be better at it with Heretic monsters), but I'd say that a Cocademon and a Hell Knight always seem to be pretty evenly matched.