Phocas Island 2 Released

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chopkinsca
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Phocas Island 2 Released

Post by chopkinsca »

There shouldn't be any major bugs left (I certainly hope not). It's been uploaded to the archves and now waiting review.

It requires Gzdoom. Everything you need to know should be in the download.

Get it here from the IDgames archives.

Thank you, and have fun (I hope).
Last edited by chopkinsca on Tue Nov 14, 2006 9:34 am, edited 2 times in total.
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Nash
 
 
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Post by Nash »

Beautiful scenery, I'm loving it so far. A good break from the regular shoot and run gameplay of Doom... brings me back to the old adventure games from the 90's. :)

I only noticed one bug, but I can't seem to reproduce it. At the intro map, the path to the skill levels are blocked. I had to mash on the Use key and eventually I was let through.

Will post more as I progress, I gotta get back to playing it. :)
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Post by Nash »

Okay, two things so far:

1) Some more ambient sounds would be nice. Beached is kind of silent...

2) Not enough contrast in the lighting. Most of the caves look the same. I had to look REALLY hard to distinguish any differences. Of course, being on an LCD doesn't help, but some more lighting details would be nice. Another case was in Bosk, when I got inside that tree thing (the one with the odd bug). I couldn't tell the difference between walls and floors...
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chopkinsca
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Post by chopkinsca »

Nash wrote: I only noticed one bug, but I can't seem to reproduce it. At the intro map, the path to the skill levels are blocked. I had to mash on the Use key and eventually I was let through.
I had that one come up, but thought it was caused by something else I had removed. It's because of a script that checks the renderer and must mess up somewhere. I thought the bug was gone, since I spent a lot of time in that map.
Nash wrote: 1) Some more ambient sounds would be nice. Beached is kind of silent...
I'll see what I can do. I'm not sure what I could use though. I kind of like the silence for the most part, makes you feel alone.
Nash wrote: 2) Not enough contrast in the lighting. Most of the caves look the same. I had to look REALLY hard to distinguish any differences. Of course, being on an LCD doesn't help, but some more lighting details would be nice. Another case was in Bosk, when I got inside that tree thing (the one with the odd bug). I couldn't tell the difference between walls and floors...
In the tree I could give the main wall a different brightness. I'll see what I can do about the caves. It probably won't be much more than adding holes to the ceiling in some places. To me the caves look different, but that might be because I made them.
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Post by Nash »

For Beached, maybe some ocean sounds would be nice. Some breeze or seagull sounds maybe. Then as the player explores deeper into the island, have some forest-like sounds like crickets, birds chirping or something.

For the caves, maybe create some shadows here and there that would define the shape and colour of the caves even more. I still think it's hard to make sense out of the cave environments simply because there's not enough contrast. If you remember what skadoomer said in the Phocas Island 2 thread over at DRD... this is precisely what he was talking about.

(Foreverhood has the same problem too, IMO, but not as extreme as Phocas Island 2.)
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Post by chopkinsca »

Nash wrote: For the caves, maybe create some shadows here and there that would define the shape and colour of the caves even more. I still think it's hard to make sense out of the cave environments simply because there's not enough contrast. If you remember what skadoomer said in the Phocas Island 2 thread over at DRD... this is precisely what he was talking about.
Would you be able to take a screenshot of an area that is bad in particular? Because I know all the rocks that stick out and such, I can't see it the same way you do. I tried to alternate the textures so that rocks next to each other have contrast. Other than that, I'm mostly clueless on how to fix this.
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Post by Nash »

It wouldn't be possible for me to take screenshots of said areas because there's just too many of them. But basically, some of the more bad-looking areas are the ones where you used the same texture for the floors/ceilings and walls. If you can't find a way to vary the lighting for those, then use different-coloured textures or something at least.

I don't blame you, though... it's just the way Doom maps work. It would be nice if GZDoom supported pre-calculated lightmaps like Quake, or at least what JDoom is doing by adding the nice shadows to the borders between walls and flats.

Okay now I found a bug.

http://nash.wanzafran.com/doomstuff/phocas2.png

Sorry for the large image. If you look at the screenshot and the printed coordinates at the bottom-right corner of the screen, you should be able to reproduce this easily.

Stand and face exactly like how it is in the screenshot. Now run into the wall. You'll magically end up at the top of the cliff (where the pathway to Hallowed will be to your right).

And yeah, I turned on God mode. :oops: Some of the battles were kind of hard for me with the demons moving really fast and all...
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Post by chopkinsca »

This cave thing gives me a headache just thinking about it. Maybe part of it is because I used the evenlighting option in the mapinfo. Without it, some walls contrast too greatly. I also tried to not use the same texture where walls and floors joined. In the earlier days I wasn't as careful of this though. Also, there are two 'rock' textures that while having a different pattern, now that I look at them, are too similar in colour. I'll have a run through and try to find any walls/floors/ceilings which have the same texture. Not sure if it will fix it though.

As to the bug you found in the screenshot, I never found that. I'm not sure why it happens, but that rock you suddenly climb is mostly a 3d floor on top of a raised floor. I'll fix that, as it clearly isn't intended.

What skill are you playing on? Skill 3 is quite a step up from skill 2. If a monster is too hard on skill 1/2, I'll look into it. Skills 1/2 use a complete different set of monsters than skill 3. I want skill 3 to be quite difficult, but if you think something is far to hard, let me know.
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Post by Nash »

Don't worry about the skill settings. I just fail at it, heh. I was approaching this with a laid back adventure gaming kind of vibe that I totally forgot that the monsters are deadly. :P

Okay now I've been running around Hallowed for about an hour trying to figure out what to do. I even had to resort to the walkthrough but I STILL can't figure out what to do.

(To anyone who hasn't played it yet, don't click the spoiler!)
Spoiler:
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chopkinsca
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Post by chopkinsca »

Spoiler:
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Skunk
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Post by Skunk »

Chris you already know how I feel. Heh.

EDIT:
Spoiler:
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Post by Nash »

Spoiler:
Okay, finished it. Total playtime is about 3:11:20. The adventure elements are fun, but running around not knowing what to do isn't. >;/

I could figure out what to do in the beginning, but once it came to Retreat... it just got too big for me.

I give this WAD 7.5 out of 10 stars.

Now some questions...
Spoiler: Don't click if you haven't played it yet!
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chopkinsca
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Post by chopkinsca »

Spoiler:
And for spoiler 2:
Spoiler:
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Post by Skunk »

Hey, Chop, when did you add that? I don't remember that... I was wondering why I was missing a few pages... I'mma go play through it again.
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Post by Skunk »

Spoiler:
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