[RELEASE] Skulldash: Expanded Edition
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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.
[RELEASE] Skulldash: Expanded Edition
I present to you: "Skulldash: Expanded Edition"!
Download now:
https://www.joshuaosullivan.co.uk/skulldash/
WHAT'S NEW:
SCORING SYSTEM
- Gain score by collecting tokens and killing enemies
- Score is multiplied by 2 if you get 100% tokens!
- Play on higher difficulties for more multipliers
21 NEW LEVELS
- 2 Bonus maps from original game have been replaced
- 19 NEW maps in the Community tier - 2 of which are intense boss fights, good luck!
- Including the hub map, there are 50 playable levels!
MAJOR LEVEL RE-WORKS
- Bosses have been improved
- Frostbound has had a major make-over
- General visual improvements on every level
HUB MAP IMPROVED
- Teleports to later tiers
- Brand new Community Tier
- 'Modern style' portals
OPTIONS ROOM ADDED
- Change your difficulty mid-game
- Remove reflections (lag reduction)
- View your high scores
CONTINUE SCREEN ADDED
- When you die you are given 5 seconds to re-try
- Let the countdown hit 0 to return to the hub map
PORTED AWAY FROM ZANDRONUM TO GZDOOM
- Much more features, etc.
HUNDREDS OF MINOR TWEAKS AND IMPROVEMENTS
SKULLDASH OVERVIEW:
Welcome to Skulldash, the fast-paced speedrun arcade mod For Doom II. The objective in skulldash is to collect the Skulltokens scattered around each level to unlock the exit.
While collecting the Skulltokens you have to race against the clock, as there is a time limit to beat – all while defending yourself from the hordes of monsters from hell.
FAST PACED GAMEPLAY:
While on the hunt for the hundreds of Skulltokens scattered across the various realms, you’re having to race against the clock! Failure to beat the level in the permitted time will cause you, the player, to be splattered into many pieces. Fear not, however, hidden throughout most levels are many secret areas containing blue Skulltokens, which add a precious five seconds to the clock.
LARGE LEVEL SELECTION:
With twenty standard levels, four boss levels, five bonus levels, a giant level-hub, a tutorial and ninteen community maps, you’ve got plenty of hours of gameplay available!
Skulldash takes you to many realms & locations, including but not limited to technical bases, aztec temples, icy caverns, in a submarine, on a series of treetops, in hell, a haunted mansion, a medieval castle, a jungle altar, high in the sky and even in space!
BOSSES, SECRETS & BONUS MAPS:
Every level has a plethora of secret areas, containing bonus equipment and Skulltokens – keep your eye out if you want to go for 100% completion – when you 100% a full tier of levels, you unlock a bonus level! At the end of each Tier (except the 1st) there is an action packed boss map.
Each boss is found in an environment crafted around their strengths and weaknesses. Bosses are often accompanied by hordes of hellspawn to assist them in taking you out. Prepare yourself to face the Lava Golem, the Dark Inquisitor, the Gate Keeper & the Overlord!
MAPPERS:
Dragonfly
- ALL MAPS, Except the following:
Capt. J3
- Water Facility
Slyor 64
- 1st half of Frostbound
Remmirath
- Token Refinery
- Mayan Mayhem
- Outpost 25/A Foundry
- Luminescence
- The Nightmare Realm
- The Skyhold
Dreadopp
- World Devastation
Tormentor667
- Sekhmet's Fury
Bauul
- Mournful Dawn
Jimmy
- The Cauldron
Xyzzy01
- Abstract Zone
AtroNx
- Molten Core
Poohlyash
- Whiteout
kyle2959
- Fight Club
SCRIPTERS:
Dragonfly
HexaDoken
Remmirath
RESOURCES:
Blastfrog
Realm667
Hexen II
Gothic DM
Scythe II
Blood
Skulltag
TheMisterCat
Scuba Steve
CC4-Tex
Xyzzy01
Dragonfly
MUSIC RESOURCES:
Jimmy
rock.freemidis.net
VGMusic.com
1024.wad
Scythe II
yakfak
Aion
Other WADs
BETATESTERS:
YellowTail
Tux
Dreadopp
HexaDoken
Eonfge
Parad0x
Blastfrog
antares031
Phade
leodoom85
SCREENSHOTS:
There's a hell of a lot of them, to view them, check out the Skulldash website, linked below.
DOWNLOAD NOW:
Skulldash Website:
https://www.joshuaosullivan.co.uk/skulldash/
Mediafire Mirror:
https://www.mediafire.com/file/jp6qvurz ... dition.zip
Re: [RELEASE] Skulldash: Expanded Edition
Besides already known fact that your project is awesome I must say that it's pretty cool when mod of a great quality uses the latest version of the engine.
Not that "use 1.8.6/2.2.0/whatever or get off" kind of things.
I would like to report a minor issue found in MAP04: player won't be teleported back after falling in black void.
That's because thing #164 Teleport Destination is missing in Easy skill. Probably a very few people are playing on ITYTD or HNTR but I'm one of them.
Not that "use 1.8.6/2.2.0/whatever or get off" kind of things.
I would like to report a minor issue found in MAP04: player won't be teleported back after falling in black void.
That's because thing #164 Teleport Destination is missing in Easy skill. Probably a very few people are playing on ITYTD or HNTR but I'm one of them.
Last edited by _mental_ on Mon Oct 23, 2017 5:34 am, edited 1 time in total.
Re: [RELEASE] Skulldash: Expanded Edition
Thank you _mental_ for the comments! Regarding the bug report, well, that's a shame it slipped through the cracks! I thought I'd fixed that one since it had been reported by the betatesters. I guess you'll just have to not fall off!
Re: [RELEASE] Skulldash: Expanded Edition
I've only just got around to dabbling in this mod. It's a lot of fun and very polished. I wonder, though, if it's possible to add a slider for changing the alpha for the the HUD background. It's often quite hard for me to reading my time while in game.
- insightguy
- Posts: 1730
- Joined: Tue Mar 22, 2011 11:54 pm
Re: [RELEASE] Skulldash: Expanded Edition
Are custom weapon and monster mods going to work here?
- QuakedoomNukem Cz
- Posts: 235
- Joined: Mon Nov 30, 2015 11:27 am
- Location: Smržovka; Czech Republic
Re: [RELEASE] Skulldash: Expanded Edition
It's all pre-set, so no. But hey, railgun and BFG10k are in this, so don't complain.insightguy wrote:Are custom weapon and monster mods going to work here?
Re: [RELEASE] Skulldash: Expanded Edition
Skulldash was not designed to work with any other mods; but you're welcome to try it out for yourself and see how it plays. Due to the way the maps were specifically balanced, if you play mods which typically increase the difficulty or mess with your movement speed it might not be possible to beat the maps in the allotted time for each map. Also there's some technical reasons that may prevent other mods from working:
- Each enemy was replaced to add the scoring functionality so custom enemy packs may make you get substantially lower scores
- Each weapon was replaced to work with the Spread rune
- There's a lot of custom textures to hd texture packs would look inconsistent
- The start of a map clears your inventory and gives you only a pistol. This might work poorly in mods which use your inventory extensively.
Re: [RELEASE] Skulldash: Expanded Edition
Using GZDoom 3.2 stable unless I'm missing something... the Promised Lands boss doesn't seem to appear.
Re: [RELEASE] Skulldash: Expanded Edition
Collect all of the tokens, he appears when you do so. The tokens are around the outer edge of the map, and the inner circle. Good luck!
Re: [RELEASE] Skulldash: Expanded Edition
Well some of us have trouble with the latest versions. Me having the most apparently, so I am forced to use 2.2.0 or older or else spend $$$ buying new shit just to play Doom._mental_ wrote:it's pretty cool when mod of a great quality uses the latest version of the engine.
Not that "use 1.8.6/2.2.0/whatever or get off" kind of things.
Re: [RELEASE] Skulldash: Expanded Edition
rad thanks! can't actually download it though, the host isnt your home PC is it? so bad >_<
Re: [RELEASE] Skulldash: Expanded Edition
There's a mediafire mirror in the OP, Scubbo. Use that instead. Also, I don't have problems with the site.
EDIT: Oh, there isn't... I swear I saw one before. *shrugs*
EDIT2: I'm fucking blind hlep.
EDIT: Oh, there isn't... I swear I saw one before. *shrugs*
EDIT2: I'm fucking blind hlep.
Last edited by Someone64 on Thu Oct 26, 2017 5:57 am, edited 1 time in total.
Re: [RELEASE] Skulldash: Expanded Edition
I could bounce that back and say "Well some of us want to use new features." I understand your situation though, and it's a shame! You could try it in an older version of the GZDoom engine, it may work to an extent, although remains wholly untested by myself and the testing team on older versions.Nevander wrote:Well some of us have trouble with the latest versions. Me having the most apparently, so I am forced to use 2.2.0 or older or else spend $$$ buying new shit just to play Doom._mental_ wrote:it's pretty cool when mod of a great quality uses the latest version of the engine.
Not that "use 1.8.6/2.2.0/whatever or get off" kind of things.
No, it's paid-for hosting located in Amsterdam, if you're a decent distance away (US, Australia etc) then you might have a hard time keeping a stable / fast connection. Below I've quoted the OP, where you can download via Mediafire instead!Scubbo wrote:rad thanks! can't actually download it though, the host isnt your home PC is it? so bad >_<
Josh wrote: Mediafire Mirror:
https://www.mediafire.com/file/jp6qvurz ... dition.zip
Re: [RELEASE] Skulldash: Expanded Edition
is the old release avaliable anywhere?
- isaacpop23
- Posts: 143
- Joined: Mon Apr 01, 2013 5:26 pm
Re: [RELEASE] Skulldash: Expanded Edition
Would making the retry screen work in multiplayer be an option, because as it sits, if one player dies then you cannot restart and all are kicked out. Both making it so others could keep going after one dies, and making the restart work would be helpful. Or is multiplayer simply not supported for this?