JohnnyTheWolf

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About JohnnyTheWolf

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  1. Wait, Bloody Rust 3? Did Bloody Rust 2 get released while I was not looking? I remember it being announced, but the last time I checked, it was still work in progress.
  2. Awesome! Good to hear from this project again!
  3. So this is not going to be a continuation of Shadows of the Nightmare Realm storywise?
  4. I understand, but the thing is, I always play on Ultra-Violence. I do not quite see unskilled players going for the hardest setting right off the bat, unless they have a death wish - figuratively speaking. And yes, I called Ultra-Violence the hardest setting, because I consider Nightmare! to be more of a gimmick mode than a genuinely higher difficulty level. That is just me, though.
  5. Okay, I played the first few levels. So far, I am really enjoying. However, if I have one criticism to make, it is that for a mapset designed to be harder than its inspiration, it is ultimately just as easy; sure, you encounter tougher monsters and in higher quantity, but the maps I played are about as generous in terms of health, weapons and ammunition as their vanilla counterparts.
  6. Excellent initiative! I am all for projects that seek to improve upon vanilla maps. Also, I am much better at Doom than at Super Meat Boy. :P
  7. I would like to see the Nightmare Cacodemon in action. What is its actor name? Anyway, I have to say, I really like what you did with The Absolution. I was frankly underwhelmed by its D64 counterpart, so I am glad someone used this project as an opportunity to revise the level and improve it. I would even go as far as to say this is easily the best boss fight I have experienced in a Doom mapset as of yet; it is neither as ridiculously easy as a straightforward duel with a Cyberdemon or a Spider Mastermind nor as annoying as fighting the Icon of Sin. You took the best elements of both encounters and use them to make something actually enjoyable. Congrats! My only real gripe is that I just could not figure out how to get the secret Soulsphere in the Blue Skull Key area. Any hint?
  8. It has been a while since I checked this thread. I am looking forward the final release! I am also curious to see your take on the Mother Demon.
  9. Another solution: only reveal the monsters after you exit the key room and the door closes behind you.
  10. I am having trouble figuring out two secrets in MAP05, specifically the Rocket Launcher and the Blue Armor on the perpendicular ledges in the lava-filled courtyard. I am tempted to either use GZDoom's Jump ability or do a rocket jump to get to them, but I understand this is very much cheating given the project's aims. The same goes for MAP03 and the Blue Armor secret. EDIT: Spotted a small issue in MAP06. I picked a Skull Key but did not use it to open its respective door, as I killed the monsters while camping from the safety of the first Skullkey room. As a result, the Skull Key I had was still available in the room that you can access after killing the Spider Mastermind. In other words, I ended up picking it up twice. Anyway, I have beaten the demo and my opinion has not changed since my previous comment. Those six levels are incredibly well made and they feel like they would not have been out of place in an official mapset. Heck, I would even go as far as to say they are much better than the first six levels of Doom II!
  11. You would be surprised actually! Their names escape me unfortunately, but I know of at least two of them; one where you play as a demonic commander spearheading the invasion and another one where you play as a government infiltrator fighting their way past UAC defenses to uncover their experiments.
  12. I only had the time to play the first level, but I thought it was very good and I really have nothing bad to say about it. If I were to get really nitpicky, I could always argue that "Doom Zero" is a bit misleading, as the title implies this is some kind of prequel to the original Doom, but that is pretty much it. Keep up the good work! On a semi-related topic, though, just what is Red Pass Games?
  13. EDIT #1: Nevermind. It turns out I did not have DOOM2.wad in the folder and as such GZDoom was automatically loading HERETIC.wad for some reason. EDIT #2: Playing with GZDoom 3.2.0, I am no longer hearing any music, even though I still have PSXTCMUS.PK3 and PSXLOSTMUS.pk3 in the mod's folder. The game tells me it cannot find the tracks any more. EDIT #3: It seems like some of the game play options are bugged. I still get the PSX weapon select key layout regardless of what I pick and turning 'PC Aspect Ratio' on will override my GZDoom settings, making all weapons look blurry and pixelated. The same thing happens when I pick any other option than 'Map Relevent' (sic) for SSG sprites. EDIT #4: Is it me or does the latest PSX Doom TC build feature brand-new monster sounds? Every monster now has an unique pain sound and the Chaingunner sounds completely different from the other Possessed. Not that I mind the changes, but I do not recall hearing them before in previous PSX Doom TC released or even in Playstation Doom itself. EDIT #5: So it seems typing in 'replaceactor = "Spectre", "PSXNightmareSpectre"' in MAPINFO.txt does the trick.
  14. I just did, but 2.4.0 also gives me the same error.
  15. So I tried redownloading and reinstalling the mod (using the link provided by Jets), but it still does not seem compatible with GZDoom 3.2, as I get the following error message upon launch: Script error, "PSXDOOM.PK3:animdefs.txt" line 1796: Unknown texture FWATER4 So what GZDoom build should I use?