Make a small time window (maybe 0.5 s) when both groups of blocks are active.I'm also gonna tone down those intermittent blocks in the sections with the bottomless pits.
Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
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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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
When I use "silent" teleporters, I can see (and shoot) the monsters on the other side, but they do not see me (e. g. lost souls remain active) until I cross the teleporter line. Is it a GZDOOM bug?
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
No, it's a known and normal limitation of the type of portal used.
Linked portals would work better (monsters would be aware of them), but there are additional constraints to using them which means it might not be possible to change the levels to use linked portals.
Also, silent teleporters are another feature entirely, which doesn't let you see or shoot through them.
Linked portals would work better (monsters would be aware of them), but there are additional constraints to using them which means it might not be possible to change the levels to use linked portals.
Also, silent teleporters are another feature entirely, which doesn't let you see or shoot through them.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Huge fan of the original Golden Souls, and I feel like this one trumps it in every way. I've just beaten the second boss, and so far I've gotten the gold pistol and gold shotgun upgrades.
This feels like you gave it everything you had. The levels have been challenging and beautiful, and a ton of fun. Making the jumps bigger is a welcome improvement. Can't wait to finish it. I'm aiming for 100%!
This feels like you gave it everything you had. The levels have been challenging and beautiful, and a ton of fun. Making the jumps bigger is a welcome improvement. Can't wait to finish it. I'm aiming for 100%!
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
I ended up quitting in the second world, too much saving is necessary to get through a lot of obstacles and the big coins especially, too many death risks everywhere, it got tiring TBH, I can't take it, not to mention loading takes a lot of time.
- Captain J
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
If you think that's not challenging enough, you should give Super Meat Boy a try.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
Golden Souls 2 V 1.2 Released!
https://www.moddb.com/mods/doom-the-gol ... souls-2-12
This will be my last post-launch update, at this point all the major bugs have been patched and i'm gonna take a break and work on other stuff (might come back and patch it further later on!)
I've completely reworked some sections of the earlier maps thanks to all the feedback you gave me, i'm very grateful and want GS2 to offer the best experience possible!
Changelog:
https://www.moddb.com/mods/doom-the-gol ... souls-2-12
This will be my last post-launch update, at this point all the major bugs have been patched and i'm gonna take a break and work on other stuff (might come back and patch it further later on!)
I've completely reworked some sections of the earlier maps thanks to all the feedback you gave me, i'm very grateful and want GS2 to offer the best experience possible!
Changelog:
Code: Select all
-Map Changes:
-Green Plains
*Second coin is easier to find
*Removed misleading lake in death pit
*Fixed wrong bottom texture for the moving platform
*Shortened wall near the switch to make platforming easier
-Groovy Grotto
*First coin is easier to get
-Oriental Garden
*Entirely reworked mid-section with much bigger platforms
*More detail added
-Calescent Castle
*Removed coin misplaced inside lava
-Land with No Name
*First coin is easier to find
*Water is now lava in the canyon section (So the player won't try to jump down anymore)
*Added sign that gives you a hint near the water well
-Arid Abode
*Made secret exit slightly easier to find (more visible hint)
-Lilac Landscape
*Made platforming inside the temple easier (bigger platforms, less spikes, no more cannons)
-Relic Ruins
*Removed crushers in first section to improve the levels' flow
*Fixed being able to be killed while exiting the level
*Made third quicksand maze more obvious to find
-Port Paradise
*Fixed several locations where the player could get out of bounds
-Beautiful Bay
*All the main switches now show what they actually do (much like in later levels)
-Spooky Sunken Ship
*First main switch shows what it does
*Removed spikes in jellyfish room
-Moonlight Morass
*Tree branch platforms are bigger
*Normal exit doesn't require you to swim in poisonous water anymore
*Shortcut to final section doesn't require you to swim in the poisonous waterfall anymore
-Venom Villa
*Added more clues to make the player understand that the first skull switch can be pushed again
*Fixed various map-related console error messages
-Fort Phantom
*Made it easier to enter the skull doorway before the Red Phantom's room
*Fixed being able to jump through the windows near the switch that unlocks the Red Phantom's room
-Mount Mirror
*Fixed second mirror not working correctly
-Chilly Cliffs
*Bigger platforms in mid-section
-Arctic Alcazar
*Changed blue skull switch to red skull, this avoids not being able to instantly collect every coin for the world (since the blue skull is found in the next world).
-Crescent Moon Manor
*Reduced the number of ghost platforms
*Ghost platforms now emit a sound while appearing/disappearing, this GREATLY helps the player with the timing
-Tower Rewot
*Fixed being able to stand on sky-death pits
-Damp Depths
*Fixed misplaced vegetation
General:
-Raised prices of the items you can buy at the shops
-Golden Cowboy Shotgun reload loop patched (It was calling the wrong script)
-Starshooter's Alt Fire can't push pushable blocks anymore
-Fixed Big coin failing to spawn after killing gold crab (For good this time, hopefully!)
-Fallen Knight doesn't fast-spawn skeletons at higher difficulties
-Falen Knight's underground skeletons don't one shot the player anymore
-Hellions and Hell Arachnotrons now drop coins as intended
-Fixed "Could not find dialog file SCRIPT 00" error message
-Removed +COUNTKILL flag from Flesh Spore's Tentacles
-Fixed Invisibility Potion's name
-Fixed typo in Berserk Potion's description
-Fixed typo in one of the Art Gallery's descriptions
-Spider Jewels are now displayed on the automap (Not the golden spiders, just the jewel they drop)
- Captain J
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
Supernova update, Batandy! Thank you so much for fixing such problems we pointed out. I hope it's now much easier for other players.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
I'm still playing the original release, just beat the ice boss. Though, taking me awhile because I stream it and reading the updates some of the areas would be TONS easier. I literally just made this account just to say that I've enjoyed the first and this golden souls. Thanks so much for making these!
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
Green Plains: what is this???
- Randumb
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
According to SLADE3, that seems to be a punishment for playing with Brutal Doom.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
I unironically knew about this back when the mod was still in it's very first demo phases. Really, It's brilliant lmao.Randumb wrote:According to SLADE3, that seems to be a punishment for playing with Brutal Doom.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
But I don't use Brutal Doom or any other additional mods, I only typed IDDT to see the whole map.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
That's because it's a room that only activates if you are running the mod with brutal doom, otherwise you might just see it from the automap with that specific cheat codesiealex wrote:But I don't use Brutal Doom or any other additional mods, I only typed IDDT to see the whole map.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.2
Silhouette Sunset: coins spawned by monsters are shiny and all other coins are dark. Is it correct?