
@SamVision: Thanks!
Hi, thank you for playing and testing.Turin Turambar wrote:Seriously, where are you supposed to find the Soultaker?
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Amuscaria wrote:@TheBellTolls: most HF maps have a tele that opens when the player reaches near the end of the map. This is meant for coop so a respawning or joining player doesnt have to run all the way across the map to catch up to other players. It doesn't serve any other function.
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Amuscaria wrote:and only randomly with GZDoom 3.7.2, but not 4.1.
TheBellTolls wrote:These two areas, despite being out of the way and requiring hidden walls to access, aren't tagged as secrets.
TheBellTolls wrote:I honestly could not figure out how to access this secret
TheBellTolls wrote:Also even after tagging that one, I was still missing the final secret.
Ashtiel wrote:I registered for an account on here just to say that I really love this mod. Seeing MrIcarus' video on it inspired me to actually play a Doom mod for once and I'm glad I chose this one, even if it made me realize how much I suck at Doom but I still really enjoyed myself despite getting my ass kicked.
The sprite work is phenomenal, the maps are tightly designed/interconnected despite their size, and the new enemies are interesting (especially those Sentinels).
I feel like my only complaint is the missile barrage from the Hellsmith boss might be a bit much? I get he's the big bad and meant to stomp you into the dirt but his other attacks are manageable. When the missile barrage pops off, the missiles seem to home in on the player or have this weird cluster effect and kill me within seconds even with mostly full armor and hugging the arena's cover. I'm guessing it's the splash damage killing me. This is without me hunting all over M8 for the extra power-ups like Juggernaut which would probably make the fight a bit easier, of course.
It's far from a deal breaker though, and I definitely plan on doing another playthrough on a higher difficulty soon enough. Hyped for the full version!
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