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Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Wed Jan 23, 2013 3:27 am
by Alterworldruler
Spoiler: OliveD's Feedback
I'll address the concerns in here:

- The mod was originally intended to be a TC but at some point in early 2012, the artist/composer left the team for whatever reason. So i'm just salvaging what I got.
- Technically I could streamline the intro and put it in as a titlemap while leaving out the full text to a text file.
- I'm afraid I cannot improve the way the cutscenes are presented, since the artist decided to leave out of nowhere, there's nothing I can do about this, honest. I can only improve the ending. THERE were comic strips planned but since he left for lots of reasons which I find stupid, you get the idea.
- Some levels could use a bit of streamlining like STADMIN, by streamlining, I mean removing some of the redundant/useless sections.
- The pistol is less garbage than doom's pistol, it's altfire could be improved though. Try to suggest what could be done to improve it.
- People complained that the fists were too slow so I fixed it. Also the blobs on the hands, Jack is a half-human half-mutant (again the artist left before he designed the player sprites). Again, if the visuals are screwy for the fists, can't fix it either.
- There was a level scrapped between the STADMIN and STCITY because of issues with the artist, he complained too much about the scale of the mod and in result the mod was going nowhere for 2 years. I may fix this for the new public beta, but exams are holding me back from that at the moment.

Gameplay-related stuff I can tweak, when it comes to the visuals, there's nothing much I can do really and trust me, I already hit up some people before for some assistance but it didn't work out in the end. I'm left on my own now, left with what I can salvage.

Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Wed Jan 23, 2013 5:12 am
by OliveD
I see what you mean. It's mostly nitpicks, so not much to worry about, but if you want I could try to tweak the fists so the idle animation doesn't look like a seizure :P

It did seem like the lines were meant to be delivered in comic book format, and everything is very comicbook-ey. I'd offer to help but given the number of pages you have in there it'd probably take me pretty long.

I don't think the maps need to be cut down, but making directions in the levels more obvious would be nice. Maybe labeling the areas or something, I'm not sure- the only reason it irked me was because after the first pass through, empty levels are kinda boring. It was nice that you repopulated the level on the run back in some of the areas, though.

About the pistol, what I meant is that even early on it's outclassed by the shotgun (imo) and it becomes completely redundant by the time you get the rifle or whatever. It's not a big deal since the other weapons more than make up for it, but yeah, it felt like "that gun" that I'm not sure why I'm still lugging around after a couple maps. I'm not sure what you could do for it, but just making it different from the laser rifle would be good I think. Maybe make the projectiles faster, or make it hitscan?

Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Wed Jan 23, 2013 5:42 am
by Tormentor667
This looks absolutely impressive

Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Wed Jan 23, 2013 6:43 am
by Alterworldruler
OliveD wrote:I see what you mean. It's mostly nitpicks, so not much to worry about, but if you want I could try to tweak the fists so the idle animation doesn't look like a seizure :P

It did seem like the lines were meant to be delivered in comic book format, and everything is very comicbook-ey. I'd offer to help but given the number of pages you have in there it'd probably take me pretty long.

I don't think the maps need to be cut down, but making directions in the levels more obvious would be nice. Maybe labeling the areas or something, I'm not sure- the only reason it irked me was because after the first pass through, empty levels are kinda boring. It was nice that you repopulated the level on the run back in some of the areas, though.

About the pistol, what I meant is that even early on it's outclassed by the shotgun (imo) and it becomes completely redundant by the time you get the rifle or whatever. It's not a big deal since the other weapons more than make up for it, but yeah, it felt like "that gun" that I'm not sure why I'm still lugging around after a couple maps. I'm not sure what you could do for it, but just making it different from the laser rifle would be good I think. Maybe make the projectiles faster, or make it hitscan?
Yeah feel free to take a stab at the fist tweaking if you want, it will make the mod better ;).

About the comic strips, we can discuss this in PM as there's some stuff I would rather not spoil to people because it may/may not happen ;), will send a PM asap. Now for the STADMIN being confusing, I think I know how to fix this, I could make decorative paths to the most important parts of the map to visually give it away, definitely will think about how to do this.

As for the pistol, now that you mention it, I could make it a hitscan weapon in veins of Heretic's default wand. As in make the projectiles of it's ridicoulously fast. It's people like you that make my day with the feedback ;)
Tormentor667 wrote:This looks absolutely impressive
Whoa you of all people to say that? Mindblown and surprised at the same time, thanks Torm for saying this.

But basically everyone, i'm far from being done with this mod, there's still a lot to do, there's still a lot I want to insert in, the show's far from over!

Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Tue Feb 05, 2013 10:17 am
by Alterworldruler
Little bump. Finished the intro remake (thus the intropmap are out so is the cutscene when the first map starts)



Warning: Typos inbound.

Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Wed Mar 06, 2013 4:38 am
by Alterworldruler
Pardon the lack of progress lately, real life issues made it very hard to work for me if not impossible, now that things are on a straight track again, i'm back working on Soulcrusher. I'm mostly working either on the new level planned for Public Beta 3 (which will deal with the plothole in the FAQ) or trying to find graphics for remaining enemies, as for sounds. I most likely will reuse what I have in most of cases. Anywho here have two screenshots
Spoiler: WIP

Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Thu Mar 07, 2013 2:29 am
by Unholypimpin
Its cool were just glad ur back to working on this great project =D

Re: Soulcrusher Public beta 2a (Now with a FAQ)

Posted: Wed Mar 20, 2013 1:12 pm
by Alterworldruler
The final's version out, check the main post for the link!

Re: Soulcrusher - Final version is out!

Posted: Wed Mar 20, 2013 2:17 pm
by CorSair
For some reason or another, haven't gone my way to download this or the first versions. Gonna rectify that immediately.

.:edit:.
Goddamn. This just looks awesome. Enemies, weapons, texturing, music... And gameplay doesn't seem bad at all. But I've just started playing second level now.
Only bit of nitpick is that ammo is way too plenty to fire, even with the harder difficulty. And maybe slightly too easy on the hardest. :P
And this doesn't seem to drain much fps either, after setting "Shaders for texture warp" off. Might well stay to play this...

Re: Soulcrusher - Final version is out!

Posted: Fri Mar 22, 2013 3:19 am
by Alterworldruler
Right since Corsair reported some few nasty bugs here and on DW, I might have to push out an update to SCMain.wad sometime soon, but I need to deal with some things first.

I might throw in something extra as well, anywho I need more feedback!

Re: Soulcrusher - Final version is out!

Posted: Fri Mar 22, 2013 5:47 am
by PFL
I'm also beginning the second. I think the exact same way as CorSair. I'll just add that not having any experience on this game like I have with Doom, I don't mind too much if it's easy or not since I'm enjoying the visual and the walkthrough. I have some other thoughts waiting, after I complete another map.

Re: Soulcrusher - Final version is out!

Posted: Fri Mar 22, 2013 8:50 pm
by PFL
Yo Alter,

I was beginning the level 2, nothing done yet when I tried this :

I guess I own the fastest time now :lol:

Re: Soulcrusher - Final version is out!

Posted: Fri Mar 22, 2013 11:18 pm
by Alterworldruler
Hahaha that's a funny shortcut, I never thought of this! Definitely not an obvious thing to do, IIRC you could to the same in level 5 when you had full health and 200 armor by jumping over one gate with a rocket launcher but fortunately you don't get that one until later if you look around :P. So fix the shortcut/not?

PS. I dare you to find the super-secret weapon in the mod

Re: Soulcrusher - Final version is out!

Posted: Sat Mar 23, 2013 5:57 am
by PFL
I would let it be. It's obvious it wasn't meant to be. It will serve a speedrunner's task.

I'll try to find it :geek:

Re: Soulcrusher - Final version is out!

Posted: Sat Mar 23, 2013 7:04 am
by CorSair
Spoiler: about super-secret weapon
I might compose screenshot gallery of places with texturing problems plus few other nitpicks some day. I'll try do it in next week, if possible. But no promises...
The Incendiary shotgun's secondary reload takes view from half of lower screen, and feels rather annoying, in my opinion.
And what's with that shopkeeper in second level? I can't find the right line or place to do shopping. The other shop in the Outer City works, though.
Speaking of the shopkeeper in second level, That glass isn't solid. :P
Also, I would keep those areas open for those speedrunners.