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Everything posted by NovaRain
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A set of AK-ish rifle I've been using as chaingun/machine gun replacement for various mods: In-game screenshot:
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[Community Project] - Wolfhound Release v1.1
NovaRain replied to Catfoolyou's topic in WAD Releases & Development
It seems you accidentally included Doom2 IWAD and an older backup of Wolfhound-doom2.wad in the zip file. -
Station-12 topside: episode 1 [1.0 RALEASE]
NovaRain replied to NoC0ncentrate51's topic in WAD Releases & Development
I forgot to report some other issues in map08: Softlock 1: the player can cross this barrier rather easily back to the previous room, but no way to return (w/o jumping of course). Softlock 2: after lifting the bridge to the key card, if the player drops on the wrong side, there's no way to get back on the bridge. The blue keycard door to the exit actually takes the yellow keycard, which the player should already have, so one can simply skip the last 1/3 of the map. Actually there's really no blue keycard in the map, the key of the objective in the last part is also a yellow keycard. -
Station-12 topside: episode 1 [1.0 RALEASE]
NovaRain replied to NoC0ncentrate51's topic in WAD Releases & Development
Sorry for the bump, but I got stuck at the end of map09. When I run to the door leading to the exit (killed all enemies and flipped six switches), the floor in the black room raised and blocked the door. I couldn't find a way to lower it, and had to use noclip to get into the exit room. Is it intended (maybe I miss something?) or a bug? I play in GZDoom 4.11, set the compatibility mode to MBF and turn off "Disable MBF21 features". -
Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
NovaRain replied to Tango's topic in Mods & Resources
Supercharge v3.0b "No keys" version: https://www.mediafire.com/file/ti3jc6bdc8z1wtu/Supercharge_v3.0b_nokeys.rar/file Supercharge has become my default gameplay mod when playing WADs. While most of WADs work just fine or only need a simple compatibility patch (for replacing weapons mostly), I've encountered a few cases that locks don't work despite having the corresponding keys, for example Desecrated Station (broken blue key switch) and Insanity Edged (broken progress in map07). So I made the "No keys" version that doesn't replace keys/locks. No more fancy spinning keys and their unique pickup sounds, but it should have even better compatibility with WADs. It also has a few minor tweaks: Pistol clip size is now 10 (for the sake of matching a full clip pickup). Chaingun has a new pickup sprite and buffed damage (from 13 to 17, I made a simple spreadsheet comparing ammo costs between SC Pistol/AR/CGun). ================================ "Chaingun Only" mini mod for Supercharge 2.4+: https://www.mediafire.com/file/54ihoe0mo8daiua/Supercharge_CGun_only_NR.rar/file I know Supercharge itself has an option to toggle between Assault Rifle and Chaingun, but some WADs with built-in SC remove the option. This mini mod will force replace AR with CGun as long as the corresponding files still exist. Just bear in mind that using this mod might break map author's intention. -
Sorry, I got it wrong.
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Finished the mod (Sep. 6 build) and found all logs. MAP07 is a pleasant one comparing to previous two, focus more on exploration than combat, and the end is damn beautiful. To me MAP08 is kinda a downer, especially the second half, comparing to WF it's more like map07 instead of the final map08, and the first half doesn't feel climactic either. My main complaints are 1) Some sections of keys/logs hunting are awfully dark (at least for my eyes), good thing I play with a flashlight mod. 2) The doors to different sections cannot be opened freely, need to wait the script sequence to open them. I'll try playing again with Supercharge. I made a small patch to replace the weapons so with "keep inventory" it should work fine. A question about the ending:
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The red key in map03 is kinda tricky:
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I'm slowly playing through the maps, trying to get all secrets and of course the logs. I have to "cheat" by checking ACS scripts and map in the editor to figure out some of them. After the first 3 "regular techbase" maps, the combat encounters become more sinister to me until I got my butt kicked hard by Archfaults in map05. At first I was thinking "oh nice, no need to break its LOS" and suddenly found I got swarmed by monsters. D:
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There are lots of backup map files in the hotfix version, was wondering why the size increased twofold.
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If you want people to use weapon combos, IMO it's better to reduce/remove the switching animation like how Supercharge does. For now it feels cumbersome switching between between weapons, especially shotguns, so I've been using my own edits of weapons for WF/IE (mostly just buffing damage a bit). I do like the shotgun knockback, feels good for crowd control in tight space.
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Wow, the logs this time are much harder to get, not just simply hidden. Couldn't figure out how to get even the map01 one before the door closes.
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Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
NovaRain replied to Tango's topic in Mods & Resources
My weapons only version has already included the fix for Zandronum, so I just changed the filename to 3.0b as well. -
Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
NovaRain replied to Tango's topic in Mods & Resources
I vote for making shotty quieter to be in line with the rest, but as long as the volume levels are uniform, I can always adjust my volume knob. Thank you! You might want to check the offset of chaingun sprites, a few of them are not centered or aligned to others so I adjusted them in my weapons-only version. -
Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
NovaRain replied to Tango's topic in Mods & Resources
OK, here's my attempt for the weapons-only version: https://www.mediafire.com/file/ifuykq2zyfek0kh/supercharge_v3.0_weapons_only.pk3/file All monster sprites/sounds/brightmaps/decorate files are cleared. I also tweaked the offset of Chaingun HUD sprites and added a new pickup sprite. One known issue: when picking up the clip dropped by zombieman, it shows the same message as picking up a "full" clip, but actually it still gives 5 bullets as it should. Side note: I think the chaingun is seriously underpowered comparing to the pistol/AR. Yes, it doesn't require reloading, but that's its only advantage over AR. Currently it takes ~65% more bullets than the pistol and ~56% more bullets than AR to kill enemies in average. 15 or even 16 dmg should be more reasonable IMO. -
Waffle-Stomp - Single Map!
NovaRain replied to EduardoAndFriends's topic in WAD Releases & Development
Strange, GZDoom (4.10 & 4.8.2) couldn't start the map on my system. The errors are: Script error, "waffleV1.3.wad:MAPINFO" line 5: Unknown property 'hub' found in map definition Execution could not continue. Bad PNAMES and/or texture directory: PNAMES has 1535 entries, but W_192 wants to use entry 1536. EDIT: only the first version works, 1.2 and 1.3 have the same errors. -
[GZDOOM] BREAK// POINT// - FINAL [now on /idgames!]
NovaRain replied to Major Arlene's topic in WAD Releases & Development
Just finished the wad. It's still possible to pick up a chaingun from chaingun guys in map06 with the SC option enabled, probably an oversight (placing the normal variant instead of clip/AR dropping ones). Got my butt kicked at the boss(es) a few times. I was hoping killing one would stop the reinforcement, only to run out of ammo and overwhelmed by mobs. -
[GZDOOM] BREAK// POINT// - FINAL [now on /idgames!]
NovaRain replied to Major Arlene's topic in WAD Releases & Development
While Break Point seems taking my Supercharge settings, the "chaingun replace assault rifle" setting doesn't work. On the maps there are only placed assault rifles and the variant of chaingun guy that drops only clips on death. -
Winter's Fury - 10th Anniversary Update
NovaRain replied to Pieruskwurje's topic in WAD Releases & Development
Ah, OK. Glad that countdown is removed since I'm not good at time rush stuff. I just finished MAP07B, when trying to reach some vent, for some reason I was stuck on the slope, can't walk further or jump into it, I have to noclip moving forward a bit to reach it. -
Winter's Fury - 10th Anniversary Update
NovaRain replied to Pieruskwurje's topic in WAD Releases & Development
Just curious, is there still a countdown timer in MAP07B for a certain thing? -
Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
NovaRain replied to Tango's topic in Mods & Resources
When I tried to edit Supsercharge with SLADE, it reports "Error: Multiple entries named NLMGF0 found in /Sprites/WEAPONS/Nailgun/" on saving. Of course since the nailgun is not finished yet I can simply delete extra files, just another minor issue I encountered. -
Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
NovaRain replied to Tango's topic in Mods & Resources
Tested the weapon only version a bit and noticed a couple of issues: 1. Zombieman drops a full bullet clip on death, not a half clip like in vanilla or full version of SC. 2. The skins of Cacodemon, Hell Knight, and Arch-Vile are still replaced with the ones from SC. -
Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]
NovaRain replied to Tango's topic in Mods & Resources
Is it possible to have toggle options to use only SC weapons/monsters for a WAD? -
Astral Abstraction: Episode 1 (Demo) | Build 2
NovaRain replied to The Final Event's topic in WAD Releases & Development
I agree with Martin Howe. About the difficulty, while new weapons feel good (inf ammo pistol!), my biggest problem is the damage of projectiles from enemies seems much(?) higher than vanilla, especially Arachnotron can easily one-shot me with full (100) health w/o armor in HMP difficulty. Combining with the scarcity of armor in the game, each arena fight feels something like a bullet hell game to me, with tight tolerance of mistakes in combat. The secret level and map4 are better because of less "shut the doors and kick you inside the arena" fights, and I can backtrack using previous rooms as buffer zones. EDIT: Oh, ok, got my butt kicked by the gatekeeper hard. -
Spawn 2: Descent of Canopus Released!
NovaRain replied to Dave_Billing's topic in WAD Releases & Development
I know, but I can still check some trigger lines and secret walls in automap cheat mode to find them. It's just that I can see some secrets but couldn't figure out how to trigger them due to my inability to read ACS, for example the one in the power core room.