PFL wrote: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
Yeah I like when speedrunners make some extra-ordinary tricks to sequence break some things, I like to keep such things in most of the time unless it's something that say makes the mod impossible to beat.
CorSair wrote:
Spoiler: about super-secret weapon
The super-secret weapon don't work against Francis' final form. Intended?
But works nicely against first form. Quite well hidden, though.
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.
Also, I would keep those areas open for those speedrunners.
Spoiler: Answered
Yes I wanted to troll the players who would try to break the final boss. You are the second guy from out of all people who played it to report it to me that you found the secret gun. Although I could make the final boss NOT FULLY resistant to it, I mean second form, to at least take out half of his health.
The incendiary shotgun frames could be adjusted, i'll mess with it probably on Monday.
Weird, usually pressing use in front of shopkeeper's glass did the tricks.
Anywho point is, despite that I released it as final, I plan to release updates over time, mostly bugfixes but I could introduce some new content. Because it's far easier to do that, than start an another behemoth-sized mod.
Re: Soulcrusher - Final version is out!
Posted: Sat Mar 23, 2013 7:04 pm
by PFL
This spoiler Q & A is tempting ... but I will
Edit. Map 2 was a delight. How nice the big secret is ... I managed to get around quite easily again but with full stisfaction. You can skip some steps by jumping here and there like I did before, I am thinking of the laser section, among others. This is what's fun about it too; this adds a bunch of possibilities (replayability wise). However, one little ghost prevented me from passing thru one empty space:
The other one is ok but this one is closed from both sides. That has to be fixed. Your wad is too strong to let these live.
Re: Soulcrusher - Final version is out!
Posted: Sat Mar 23, 2013 11:14 pm
by Alterworldruler
That's a weird bug, unfortunately I can't work on fixing these issues today, maybe starting tomorrow.
Re: Soulcrusher - Final version is out!
Posted: Sun Mar 24, 2013 2:26 am
by PFL
Yes
Map 3 finished. Harder. Awesome visual again and great gameplay. Tried long to open that door from the windowed no purpose room. Nothing it seems.
minor things:
Spoiler:
1- crouching makes Doomguy appear instead of ... me
2- less minor : the elevator can be activated from upstairs ! [no switch]
3- very very minor: a missing section of textures behind, well, how to explain ...
I'm enjoying this game a lot. 4 ...
Re: Soulcrusher - Final version is out!
Posted: Sun Mar 24, 2013 7:22 pm
by Ed the Bat
I got totally thrown off-track in the Admin Complex when the doors kept telling me to check the "lower-west" when the solution was apparently in the southeast section of the map. :/
Also, seeing some HOMs in the Police Station. One in an elevator, one in a restroom mirror so far.
Re: Soulcrusher - Final version is out!
Posted: Mon Mar 25, 2013 3:53 am
by Alterworldruler
While i'm gonna bugfix all the things you reported guys, I have something for you, here's something that may get implemented in the upcoming update for the dialogues
I have now ended map 4, which was excellent, again.
I have these:
Spoiler:
1- walking outside and close to the edges of the building, at the very beginning of the level, will get you killed at some point if you jump or something; seems to be considered like a fall.
2- these bars won't even stop the wind ...
3- here, we have an opened area with the message being still shown and heard (if you press use, I know, nobody presses use on an opened area but still ... )
Level 5 seems awesome from start. I'm impressed much by your wad man.
Re: Soulcrusher - Final version is out!
Posted: Tue Mar 26, 2013 2:14 am
by Alterworldruler
Okay so far all reported bugs fixed except the shotgun taking too much space, that might get fixed much later on. Because it would require updating offsets in the monster sprite/sound wad and that's 30MB alone. About the edge/instant death thing, yeah it's supposed to be considered a fall, but I have a solution for this I think, I could include in 32-pixel wide bars that if player would jump over, he would die. Now, the dialogue boxes will probably replace the boss cutscene dialogue on the March 29 update. Later on maybe the banter between Jack and Baxter will be put into such boxes as well. We'll see.
Or I may wait until PFL's done playing the wad so I can fix all the issues noted by him (fixed all of those up to now)
Note: this wad has been officially nominated for Cacowards.
Re: Soulcrusher - Final version is out!
Posted: Tue Mar 26, 2013 5:50 am
by PFL
Alterworldruler wrote:
Or I may wait until PFL's done playing the wad so I can fix all the issues noted by him (fixed all of those up to now)
Note: this wad has been officially nominated for Cacowards.
I cannot do more than 2 maps per day. I am a 5 children busy father.
Was it officially released a that time or is it for this year ? This year has great projects already ... and you're the only TC on this (my) list so far
Re: Soulcrusher - Final version is out!
Posted: Tue Mar 26, 2013 5:58 am
by Alterworldruler
PFL wrote:
Alterworldruler wrote:
Or I may wait until PFL's done playing the wad so I can fix all the issues noted by him (fixed all of those up to now)
Note: this wad has been officially nominated for Cacowards.
I cannot do more than 2 maps per day. I am a 5 children busy father.
Was it officially released a that time or is it for this year ? This year has great projects already ... and you're the only TC on this (my) list so far
Well yeah, it's been released to /idgames already as it is, however I sent an updated text file linking this zdoom thread so the players can look out for the updates in the future. Chances are, I might upload an another big update later down this year if all goes well (and that would potentially contain a level filling the plothole between level 4 and 5, in theory there may be a new boss fight in there but not sure how I can make it stand out like the rest)
Re: Soulcrusher - Final version is out!
Posted: Tue Mar 26, 2013 8:09 pm
by PFL
Understood.
5 is down. It was a long one to check for everything since you can virtually go everywhere ... things from my point of view, ...
Spoiler:
1- like in map 2, as you mentioned, map 5 can be skipped up to the final boss.
2- Speaking of him, I engaged battle with Arnold at 27 health remaining, presuming I would bite the dust. I stayed behind some wall protection and occasionally showed him my gun until he was gone, just like I had said in the dialog box. I ended the level at 27 health remaining. Might need a double check.
3- On the way to skip the level to the final boss, you will encounter this missing textures, from both sides.
4- The shop's protected window, as ALMOST ALL others are passage free. Either remove the bars texture or block it.
5- This is a good one: travelling from roof to roof , I ended on the other side of the level (the triangle roof after the big square one, left from where the cursor is), facing the entrance ... obviously locked
6- A missing section here (I forgot the overlay map) EDIT: it's from map 6 debut
7- My alltime favorite screenshot. Was so high I needed it I knew it was in this map, I felt it when I began to jump everywhere ... it was not hard to find. But very well thought.
It was another awesome map.
Re: Soulcrusher - Final version is out!
Posted: Tue Mar 26, 2013 8:37 pm
by PFL
Map 6
Very nice base. The map plays much faster than the others. I hope the story isn't inspired by your own family ... in which case I would have to call the police
Spoiler:
1- The missing texture at the start.
2- Also at the start: The door opens on a bunch of enemies. You will naturally retrieve back a bit. Then the door closes. Forever
3- Toilet mirror hallucination
4- Elevator shows signs of HOMs. The pattern changes while it (elevator) moves.
Re: Soulcrusher - Final version is out!
Posted: Wed Mar 27, 2013 2:39 am
by Alterworldruler
Right, fixed another bunch of bugs you pointed out PFL, I kept the map 5 shortcut, just ensured that it will trigger the boss fight either way . And made the shortcut not look like an area you aren't supposed to access.
My stance on speedrunner shortcuts is that they are all right as long as they do not mess with the integral parts of the story (and nope, the story isn't inspired by my family as all characters are fictional).
Apparently one of final boss's attacks do not work right, I need to investigate this.
Re: Soulcrusher - Final version is out!
Posted: Wed Mar 27, 2013 6:17 am
by PFL
I will have to try the fixed version one day or another, that's for sure.
The oncle was much harder than his son Arnold. His weapon blasts like Hell. He got me once, really fast. The next one, I ran for cover and gave him the same medecine I had previously given to Arnold. With the oscillator, it was a matter of seconds. You just don't mess with Jake.
I'll give it another run this evening. Then I have an eastern day off. Guess I will kill Francis ...
EDIT. WIP is alive
Re: Soulcrusher - Final version is out!
Posted: Wed Mar 27, 2013 10:38 pm
by PFL
Map 7.
Wow.
Spoiler:
1- The text displays fast, too fast for me this time, while in the elevator. It's faster than the previous ones I feel.
2- The elevator is not sides crouch proof. The resulting, downstairs, gets Jack surrounded by frozen soldiers.
3- While we're there, the sides (both) let you fight everyone through the glass ...
4- Here, again, you can skip many steps by jumping your way thru from almost everywhere but this time it'll mess with the doors, stuff (infighting, ...) and you can get out of the level.
5- Too much big armor (4 already)
6- IMPORTANT - One secret weapon's shot and we get this: death but stuck !!!!!