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Everything posted by grahf

  1. Yeah the music is awesome, worth a shout out for sure. BTW it appears to be on all streaming platforms - Spotify, Google Play etc. On the other hand I found the enemy speech very repetitive. And not distinctive. In good FPS games it's pretty easy to identify enemy by sound. Maybe with enough playtime in Ion Fury it's possible. But initially, not likely.
  2. Love the game so far, mostly for the level design. The enemies and weapons are ... quirky, I guess is the best way to describe them. On the technical stuff, I have bad stuttering unless I turn off vsync, after which it runs perfectly fine. Yes I'd prefer no tearing, but run at 120fps the tearing isn't horrible. Negative side: I HATE the way the weapon sprite swings side to side as you move the camera viewpoint. It feels laggy and awful. I haven't played the old BUILD games in a few years but I don't remember that behaviour?
  3. The fast non-homing projectiles from Revenants in Struggle are awesome. I hate the stupid homing attacks... With the fast projectile you can dodge quickly and fire, and not worry about getting hit in the back. It actually encourages the opposite of what OP is complaining about - I play more aggressively and faster with this change.
  4. grahf

    [FINAL RELEASE] Eviternity

    Yes, I must have got that bug too. I remember thinking that fan room was really anticlimactic and how could I have missed like 40 monsters? I could hear them as I got close to the exit. I noclipped and found them in a big empty room... So whatever trigger was supposed to teleport them into the fan room didn't work for me either (gzdoom 3.5)
  5. grahf

    [FINAL RELEASE] Eviternity

    Dehydration is crazy. Obviously it's an amazingly well-crafted map. But honestly it feels like it could be spread out into 2-3 maps easily. I think I killed 500 enemies before I got the first keycard! I finished it at 83min, and there were a fair number of reload in there so easily it took 100min total. I think it would be an awesome standalone map but I'm not sure about how it slows down the pacing in a megawad. I should also mention, I got no lag at all on this map - gzdoom 3.5, i5-3570k CPU and GTX 1070 GPU. edit: Also on Dehydration music - this is another area where epic 100min maps suffer. I like the music track for it. But my god, after 100min it is just too much of a good thing. Conversely if it was split out into smaller maps you could have multiple music tracks.
  6. grahf

    [FINAL RELEASE] Eviternity

    Agreed. Firstly on the Astral Cacos, it's a bit much combining their mobility and their massive firepower. I would be fine if they were toned down a tad. On this encounter and MAP14 in general. I really like the map, even though it's a much different style (more arena-like, than the Dragonfly exploration focus). But the difficulty is way out of wack. I finished the first episode on HMP, raised that up to UV for the 2nd episode - and finished many of the maps without dying. MAP14 is insane. I lowered it back to HMP and still it was incredibly punishing. I think the difficulty spike is just too much, such a great map and megawad deserves a bit more tuning here IMO. On that note, MAP15 is also extremely difficult. Like 1/4 of the way through on HMP, I just said screw it and IDKFA'd it. Even with BFG and full ammo the encounters were ridiculously overpowered. Obviously the map style is again quite different, this time slaughter. I think style changes are ok in a megawad but difficulty spikes are not ideal. Once I got to MAP16, everything went back to a smooth difficulty curve (on MAP18 now). Just my two cents, curious to hear how others found this section of the megawad.
  7. grahf

    [FINAL RELEASE] Eviternity

    Hey here are some screenshots I took while playing through Ep 1 and 2. Now on Map 12 - what an amazing megawad so far!
  8. The techbase textures from Map06 of Evilternity. Holy crap! The style is so cohesive, so awesome. I could see this stuff in one of those new Doom/Duke-like retro games (Ion Maiden etc) being released on Steam commercially. It's THAT good. :o
  9. grahf

    [FINAL RELEASE] Eviternity

    Played the first 4 maps and have to say this is really an incredible start! Love the textures, level layouts, difficulty (playing on HMP). Really nothing to criticize! Well maybe the maps are a little bit too dark in areas... But that could be down to my sector lighting mode. @Dragonfly what GZDoom lighting mode should I use here? I usually use 'Doom'. Also a shoutout to the musicians involved. Awesome tracks so far, as gritty and metal as MIDI can get!
  10. grahf

    [WIP] Eviternity - A Boom Format Megawad

    Really amazing this will be done in around ~5 months. I assumed something so ambitious would be done in mid-2019, if that. Incredible work Dragonfly and everyone else who helped out!
  11. grahf

    Has PBR for Doom been a disappointment so far?

    Cool thanks for posting! So having worked with PBR weapon sprites successfully before, do you think it's doable to 'retrofit' the Doom weapon sprites with PBR or is it a wild goose chase unlikely to be worth it?
  12. grahf

    Has PBR for Doom been a disappointment so far?

    I have seen videos of Amid Evil and had no idea the weapons are sprites. That's really impressive! I think the effect would look really cool in Doom but of course for Amid Evil they almost certainly 3d rendered their weapons and it was easy to export normal, specular for each frame. Whereas for Doom, creating normal/specular for the existing weapons would be a much bigger undertaking
  13. grahf

    Has PBR for Doom been a disappointment so far?

    Can sprites be PBR? I guess you'd have to draw a depth-map by hand for every frame? It would be interesting to see if this would be possible and how it would look.
  14. I'm halfway through Struggle and have been just blown away by the quality! Wanted to give some feedback: The balance changes to the weapons and the enemies is across the board a great change! I love that the enemies mostly have less health while being more deadly. And the weapons all feel better and more useful. For example Revenants are so much more fun and satisfying to fight without that stupid homing attack and the unpredictability of which attack they will use. Honestly if the weapon/monster changes were rolled into a mod, I would run it on Vanilla maps - thats how big an improvement it is IMO. The levels are absolutely top-tier. My favorite megawad in terms of levels is Valiant, but after Struggle I'll possibly have to re-evaluate. The progression through them, winding back and forth and opening new doors is a really cool style. My slight complaint would be sometimes the monster closets are just a bit much. Like you clear out one, and another one is right around the corner. And the next corner. Sometimes it just feels like it is impeding the flow of the level, constantly turning around and dealing with the new threat. I really like how often when opening doors you have enemies placed perfectly close together for a SSG blast, or a barrel right next to several enemies. It feels really satisfying opening a door and quickly dispatching a series of enemies and I can tell this must have been a design decision. The visuals are amazing with mostly stock assets! The difficulty is really well done. I'm playing Skill 2 and it's quite challenging but usually not frustrating. I know you were likely going for a specific look with the new weapon sprites and the intropic, but it just doesn't look right :/ The resolution is off somehow and it doesn't really fit Doom. And there are very few frames on most weapons. Personally I'd prefer to play Struggle with stock weapon sprites. Considering how awesome the rest of the package is though, it's pretty easy to look past this. Have a great weekend and thanks for your months/years worth of effort on Struggle!
  15. grahf

    Has PBR for Doom been a disappointment so far?

    I think 3d models and HD textures in an old game like Doom will always look out of place. But I echo those above who are saying that PBR materials done tastefully, at lower resolutions, can definitely add something special to a Doom level designers toolbox.
  16. grahf

    Doom Slayer Chronicles

    I don't have time to try the mod right now (hopefully soon) but I just wanted to say @bifurcator has a really amazing attitude for a modder. Taking constructive criticism and ignoring the non-constructive stuff is great to see!
  17. grahf

    Counterattack - Now on /idgames!

    Hey @Mechadon what sector lighting style did you intend this to be played with in gzDoom? I usually use 'Doom' but for this WAD that seems really dark... Just wondering your preference?
  18. grahf

    Supplice - Wishlist on Steam!

    This is definitely the WAD I'm most looking forward to in 2018. Looks so damn good!
  19. grahf

    [RELEASE] Skulldash: Expanded Edition

    Hey big congrats on the release! Couple of questions for you: Is there a cheat code to just unlock all maps? There are certain maps that I don't like as much as others and I don't feel like finishing in order to unlock more maps. The hub level has big slowdowns compared to the old version. I'm wondering if that is something that is expected? I'm running a i5-3570k and a AMD R9 290 and it drops below 60fps using Gzdoom 3.2. I'm thinking it could be because of the dynamic level previews as you get close to each map's entrance?
  20. grahf

    Skulldash Expansion - RELEASE DATE ANNOUNCED

    Really glad to see this released! High-score logging is a great addition. It seemed notable in it's absence before, for a mod so based on speedrunning. So are you saying all of the new 15 levels are classified as 'community' levels and won't be part of the regular level progression?
  21. grahf

    Site and/or forum bugs or things not working

    I am getting email notifications to updates to threads I am following, and then I click on the email link to go to the thread and there is no new message. Also, it is not sending me to the latest post in the thread but to the OP.
  22. grahf

    Ancient Aliens - final version on idgames

    So I finished Ancient Aliens a few days ago and wanted to write some random thoughts for Skillsaw and the others who worked on this. Whether it's useful or not for you, I hope so! Absolutely Ancient Aliens is one of the best and most unique looking megaWADs out there. The texture set is really incredible. I hope it gets used in new projects! The architecture and detailing work is uniformly extremely well-done. I feel conflicted on the music. It feels like it fits well with the first episode, as well as the final few maps that revisit the temple/aztec theme (25-27). But for the space, sci-fi stuff it feels quite off. As I was running around Grey Dwarf listening to bongo and random percussion it seemed like it detracted from the experience. Doom without metal is fine, but IMO the sci-fi maps called for electronica. Whether General MIDI can pull off decent electronica is a whole other topic, however. The entire megaWAD is exploring the gameplay theme of enemies as 'turrets'. I think it's a cool idea that made for some great setpiece battles with warping Cyberdemons etc. But it felt tiring by the end. There are very few 'safe' moments where you don't have to search every corner for hiding, elevated hitscanners or Revenants. By Map 26-Egyptian Metaphysics I really had my fill of turreted hitscanners, that's for sure. I was disappointed the cloud-city theme was only used on one map! But on the other hand, this really makes that map stand out. Speaking of another underused theme, Map 32-Ossuarium Exoterre uses a dirty/rusty-red, quake3-ish bonecity theme that is extremely impressive. One of my favorite maps in the set and also one of the best-looking. Map 23- Trinary Temple, what an epic map! It brings my gzdoom to a crawl but it was well worth it. In some ways, Map 16 - Leave your Sol Behind is too good. It's probably the high point of the set, but it's only halfway through the megaWAD. I had hopes of other interplanetary travels during maps but was a bit disappointed that was never seen again. The new enemies were a mixed bag. The humanoid that shoots plasma or whatever is really annoying, can kill you in a second if you don''t see him... And he's only partially visible. The sprite animation is very rudimentary too, which doesn't fit with the quality feel of the megaWAD. I wished I had Valiant's chaingun the entire time I played Ancient Aliens.Thank you again to Skillsaw and everyone else for your hard work on this! :D
  23. I found the final fight kind of anti-climatic. It starts off easy (which is good); ramps up to very very hard when the pain elementals, mancubi appear along with a legion of imps; and then the final Cyberdemon is a cakewalk considering the abundant ammo and the cover opportunities around. If it was up to me, I'd tune down the middle section a bit and then ramp up at the end - have some other monsters accompanying the final cyber so it isn't so easy to take care of him.
  24. So I just finished it. Awesome level! :) I can't imagine what a massive amount of time must have went into this... I ended up on UV difficulty: 867 kills 4/18 secrets (I did find and finish the secret level!) 1:08 playtime (I took my time to admire the level, certainly could have done it 15 minutes quicker without much problem) Here are some random thoughts:* Architecture and lighting of the level is pretty amazing. It really shows off what is possible if level designers go zdoom-compatible. But also it takes a lot of talent and an eye for detail to pull this off. Well done! * I'd say your goal of the level 'feeling' like a 2017 game is successful. With all the lock-in fights it feels most like Doom 2016. Personally I am not sure if I prefer this straightforward level design to something like say, Valiant, though. In fact I'm pretty sure I don't. Not a knock on your level, just style preference. * The only time I got 'lost' was in the circular areas with the patterns on the ground above the secret level. One of the recessed switches wasn't easily visible with all the dead bodies. I don't really know if these switches should even be recessed? One of my pet peeves are switches that are hard to see. * My biggest problem with the level was performance. In just about every single open area, or in heavy combat my fps dropped below 30. I am almost always locked at 60fps in all other Doom levels. I'm guessing it's all the dynamic lights? My system: i5-3570k + R9 290 + 16gb RAM. I am running 1080p and everything tweaked for speed. This made the map much harder than it would have been as it was quite hard to aim consistently with low FPS. * I actually like the choice of Brutal Doom compatibility. There aren't enough Brutal Doom-specific maps and certainly none I've played of this quality. And if you play normal maps in Brutal Doom, the difficulty is off (just like playing normal Doom on this map).edit: forgot to mention I love the dynamic music... Especially on super-long levels like this it's a great idea.
  25. Here is the reddit link: https://www.reddit.com/r/pcgaming/comments/5ydeyz/the_inner_workings_of_redemption_of_the_slain_a/ What I'm saying is that in your ini, it doesn't appear that WASD are mapped to anything? When I loaded it up, it was non-mouse look and arrow keys for movement. I checked inside the .ini and could not see WASD mapped. I'm quoting the .ini control mappings below: