For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Introducing Golden Spiders!
Golden Spiders can only be found in the ghost house levels and there'll be 10 of them for each level, you can spot them by listening to their unique sound (like OOT's skultulas)
When you kill a golden spider, it drops a skull jewel, be sure to pick it up...
...because it's Madame Cacò's favourite jewel, and she might reward you if you give her all your jewelry
Holy mother of video games <3 Stop teasing me :'( I can't wait for this ! Excellent work, love the golden skulltulas "easter egg" though I guess they will be a new mechanic for some maps so easter egg is not really the word, oh anyway. And the design. Man, now I wish some company would made a lighthearted/violent FPS with such mechanics. Keep up the good work, loved the first one no doubt I will love it.
Won't bump two topics at once so i'll also say good job for the Definitive Edition of GS1 The plants are really much more fair and less of a pain. The new jumping mechanics makes everything so clean (died a few times, but I never felt like it was because of some crappy physics or external causes).
SamVision wrote:I just finished the first one. Excellent mod but a few things stuck out as not very good. The level design was as times very trial and error, not in an obstacle course way but for example in "Lucy in the Sky With Red Coins", I had to cheat to find one of the red coins because it was hidden completely out of sight, mandatory secret switches and prolonged backtracking notwithstanding. The secret levels were also kind of assholish, I mean if they are obstacle courses why should there be enemies? In the first one there was a cyberdemon battle! Now that was just a dick-move! Speaking of dicks, you should try and make the teleporters into green pipes, seeing how this is a Mario themed mod it would fit well. That being said some of the levels were indeed amazing, "Dark Side Of The Moon" in particular was fantastic.
Even if this is a pretty old quote I'll use it as reference to give you some of my feedback too. I kind of agree with the Lucy in the Sky level, although I personally didn't have to cheat. It was jsut atiny bit hard to find
Spoiler:
(there was a difference in that the cloud border was much wider on the platform, but I really had a hard time with it)
. The plant used to be too hard but that was fixed in the Def Edition. And one last mistake in my opinion was the battle inspire by the Crayon Creek level in the final boss level. You're just thrown in there without expecting anything and suddenly you're having 2 revenants shooting at you, a cacolich (and 2 hidden, which depending on your luck, could come into the fight earlier than expected) and the Shy Guys-inspired guys shooting at you too. And you can't go back. Now for some people like me, and I'm probably not the only one, who do ALL of their wad without manual save except at the start of levels, this can be a pain I thought the battles in the secret levels unexpected but not particularly hard (well okay, to be fair, I discovered the first secret level AFTER finding the paint/railgun, so the Cyberdemon was really MUCH MUCH easier for me xD although with the design I expected it. I mean, you see a huge empty thing that could look like an arena, what could it be used for except fighting a Cyberdemon? Maybe putting a weapon/golden souls amount limit would have been a good idea to prevent unequipped player to go in there in the first place.
Edit : My bad, I have a suggestion. And it's about the secret levels Could you please add secret zones trigger when you get Big Coins and when there is a secret exit to a secret level This way we can at least now if we 100%ed the level and if there's a secret exit to look for! Wouldn't have known there were secret levels if I hadn't read a review of the WAD !
Batandy wrote:Seems kinda pointless since you can quicksave, but i guess i could add some autosave linedefs... hmm...
Kinda useful for people like me who never save mid-level, if you have the intention for the player to not be able to make the whole level without saving, then autosave. I don't imagine how I could have gone through Ultimate Torment and Torture without the autosave =O
DevilBlackDeath,thanks for your feedback, expect another version of GS1 that fixes those level-related issues pretty soon .
Tormentor667 wrote:Dude, just out of curiosity, but when do you expect a first release of this?
Heh, the problem is that due to the hub-world map structure, releasing tons of versions would make people get bored since you'd have to replay everything to get to the new stuff unless you cheat your way through or use changelevel. I'll probably wait after I've got more content, there's still tons of work to do and world 2 isn't even complete yet
One more thing i forgot:
Since this is a "minor" collectable pickup, and there wasn't enough space on the hud's main windows, you can see the amount of skull jewels by toggling the inventory
Oh, just a last word of advice (literally since I just finished the bonus levels, just rushed the entire wad in 2 days). Avoid areas that look like they're reachable but make you fall in a deathpit :
Spoiler:
Make it clear that it's not accessible, even if the area is clearly of no interest (areas that look reachable and seemingly have no interest are often secrets after all ). Also, in the last ghost house (the bonus one), One of the plants stuck to the ceiling in the library was not visible before being in a place where she could push you off the ledge, maybe I looked wrong, but I tried everything to see her before she can actually hurts the player and found nothing the only way is to prep your auto shotgun and shoot it as you see it. Also, maybe some experienced mappers could give advice on that, but the door that closes upward in this same level makes the player stuck if he is in the way while it's closing (at least on GZDoom 2), using noclip fixed it for me however. So maybe you could force the player to noclip if he stands in the way until he's in or out or whatever, I'll let any good mapper tell you how to fix it, because that was a nice effect, so seeing it again would be cool
Tormentor667 wrote:Understandable anyway, it's something to Look forward to
Yeah, especially considering the quality of GS1. This looks like a hell of an improvement.
By the way, I want to start modding Doom, and I saw your mod was in pk3 format, do you mind if I decompress it to learn from your mod ?
Batandy wrote:The Plants have been nerfed, yes. ... the painchance is higher.
Just wondering, is this still planned? Painchance looked fine to me. Even the nailgun and its low rate of fire stunlocked the plant. The HP nerf looks like a good idea though !
I've read today about the death of Nintendo's CEO Satoru Iwata, it was a shock for me, he was an icon, like Miyamoto and Reggie, i remember when i was 11 and i started following the 2007 E3 conference with Iwata presenting all the cool stuff, it's really sad to think that he's not here anymore, we truly lost a great person that worked on titles like Earthbound, Pokemon , Kirby and Smash.
I've decided to dedicate this project to him
GS2 is all about Nintendo,this project wouldn't be here without all those great games, this is the least i can do.
This is truly a huge loss for the industry. It's thanks to Nintendo and as such partly thanks to Iwata that video games are such a big industry today and came in our homes in the first place (at least they made it much more common).
It disgusts me that many game news site focused on the fact that Nintendo will get a new boss and maybe renew themselves in the process... They could have at least respected his memory for a day. Glad at least someone did it !
Carbine Dioxide wrote:What did I do to get on the credits?
I used some of your spritework, i can't quite remember the specific sprites used because i added lots of stuff in the last few months
anyway, world map update, i've added a new sea texture, beach and mountain stuff.
It'll probably go like this: Grassland - Desert - Beach - Mountain - Hills/Sky - Haunted Forest - World 7 (Still have to decide) - Hell
4 main levels for each land, + some secret levels. The finished mod should have like 50 levels, it's a hard task, but i really want to succeed