Yes, This is the third time I have attempted to remake this old project of mine.
Yes, I am also aware of my track record for failing to release stuff I'm working on.
Now that we have that bit of unpleasant details out of the way I think a basic overview
is in order.
You are the chief of security at a remote research facility near the polar caps
on the recently terraformed planet of Venus, having been assigned to a
new project to create an alternate form of teleportation technology that can
allow the user to go anywhere in space-time, including other time periods and
even other universes. Things seems to going perfectly, but perfect never lasts...
as you were taking your daily hike you briefly hear the alarms from the base
and a radio message, A demonic invasion of the base has begun!
you immediately drop what you're doing, whip out your service pistol and rush
back to base, hoping to stop the demons before they get their claws on the
technology.
This iteration of The Edge of Time is not like any of the prior iterations or
even like any other mod at all due to certain odd bits of gameplay decisions,
which I shall be listing here
A rather unique scoring system coded by Zhs2 and PhantomBeta, where you get a random
powerup once you get the amount to trigger a score bonus,
inspired by the scoring system used in classic Konami arcade games
Deployable inventory items, including fan favourites such as the Morph Ovum,
an improved Flechette and cool new items such as the Golden Medikit, the Frost Ovum,
carryable Radsuits and Nightvision Goggles
Coins and Treasure items you can collect to add to your score to trigger score bonuses
New AI for certain vanilla enemies to spice things up a bit, as well as a few new foes
New Weapons, perfect for rising to the challenge!
New Maps made just for the mod
I don't think I say much else about this mod of mine, as I consider it to be currently in
an alpha state. Also the credits are currently stored away in .txt files inside the mod's
main .PK3 file since I have not yet gotten around to making a bunch of CREDIT pics and
the contents of the mod itself is subject to change, stuff that might appear in the mod
right now may be removed or altered depending on the evolution of the mod itself.
==Screenshots==
Episode 1 Venus Labs screenshots
Spoiler:
Episode 2 Ancient Egypt screenshots
Spoiler:
Episode 3 Medieval Europe Screenshots
Spoiler:
Episode 4 The End of History Screenshots
Spoiler:
==Videos== --Trailers--
--Other people's video's on The Edge of Time--
==Changelogs==
Spoiler: Beta 1.9r1 "Contra"
Former Humans now fire three shot bursts from their pistol on Ultra Violence and higher.
Consequentially, Former Lieutenants now fire seven shot bursts from their Assault Rifles on Ultra Violence and higher.
Nightmare Imps are now slightly more visible
A weird rendering bug in E3M1 with part of the water in the cistern area of the map has been fixed
Buffed the Revolver Damage by 1.25 times it current damage value
The Argent Particle Cannon now has an alternative firemode that can be toggled via the reload key
The Argent Particle Cannon's ammo cost has been further reduced from 48 to 32 cells
The rooftop ambush in E3M2 has been fixed
Spoiler: Beta 1.9 "Crisis Force"
Fixed some typos in the Help and Credits screen
Iron Litches are no longer immune to the Nailgun or the Machete
Golems and Nitrogolems now have a new appearance and the Nitrogolems sound effects have been replaced, including their attack cue sound!
The amount of glitter spawned on treasure items has been reduced
The Machete swing has been sped up, and that includes it's berserk state!
The damage on the Machete has been slightly nerfed to account for the previously mentioned change
Score Items are now worth half as much on I'm Too Young to Die and Hey, Not Too Rough
The Combat Shotgun and Double-Barreled Shotgun have been sped up by a single tic near the end of their firing animation
The E2M8 missing boss bug has been fixed
The Regensphere now gives doubled damage resistance in addition to it's health regen
Fixed the missing sky texture at the end of E2SM1
Fixed the audio delay with the diamond collecting sound effects
Lost Souls now play their klaxon sound two times instead of three
The blood throwing, self reviving Unwilling are now a shade of raw blood red
Fixed the incorrect ambient sounds on E2M5, no more grinding gears in the desert!
Removed the Palette Flashes on all treasure items and further increased the transparency on the treasure's pickup
flashes by 10. It is now 0.30 instead of 0.40
A weird rendering bug in E3M1 with part of the water in the cistern area of the map has been fixed
The rooftop ambush in E3M2 has been fixed
The Radius of the Landmines has been greatly expanded from 10 to 24
Fixed a minor typo on the endtext for episode 2
The Heavy Chaingun windup on firing has been sped up
The Assault Rifle now has new firing sounds
The Nailgun, Combat Shotgun, Assault Rifle, Missile Launcher and Double-Barreled Shotgun's firing sound has been improved
The bullet eject lever on the Assault Rifle's reload animation no longer cocks back when reloading
The Landmines now have a small LED light on them, making them more noticeable to the player
The Landmines radius has been greatly increased
The Explosive Pods have had their health reverted back to their vanilla values
The Iron Lich encounter in E3M1 has been reworked
The sprites for the second phase of E3M8's boss has been reworked to be more unique and much more visible
The Argent Particle Cannon has it's ROF sped up slightly.
The Argent Particle Cannon's ROF between refires has been greatly sped up.
The Argent Particle Cannon's ammo cost has been reduced from 96 to 48 cells
The Argent Particle Cannon now gives 48 Cells on pickup
A minor glitch concerning a secret on E1M2 has been fixed
Spoiler: Beta 1.8r1 "Life Force"
The Grenade Launcher Mode on the the Missile Launcher has been greatly overhauled, The Grenades now fly a little
faster, does 144 damage on impact at the expense of it's damage radius being reduced to 64 unit and has an extra bounce
before exploding
Fixed a minor oversight on the breakable glass windows in E1M3
Fixed a bug with a monster teleporter on E2M5
Added more ambient sounds on E2M5
Explosive barrels now leave behind some bits of burning debris after their explosion and their HP has been cut in half
Explosive Pod's health has been reduced to 10
Fixed an exploit on E1M3 that allow for getting a key earlier
Reduced the damage of the Former Demolition Expert's rocket by one-forth of it's previous value
Made the flashing pain states on all imps and demons last an extra tic longer
Fixed the impact on dumb missiles and imp fireballs, now they don't slide down the wall during their death states!
Made the Nightmare Imps and Nightmare Spectres slightly more visible
Lost Souls now flash red and play a klaxon sound three times before they explode and their explosion is now more
spectacular!
Quickswap priority for both the Missile Launcher and the Designated Marksman's Rifle has been swapped
The Small Argent Cell's actual size has been slighty increased
The Machete has been overhauled, it is now much smoother and less janky overall.
Finally updated the Designated Marksman's Rifle sprite on page 7 of the readme screen, it is now accurate to the
current set of Designated Marksman's Rifle sprites
Spoiler: Beta 1.8 "Salamander"
Hellkites now have brightmaps
Reworked the HUD icons for bullet ammo
Rifle Ammo finally have their own HUD icons
Ammo is now removed from your inventory on entering the portals leading to episode 2 (at the end of E1M8)
and episode 2 (at the end of E2M8)
A new inventory item has been introduced: Land Mines (these things were originally cut from this project but in
light of Zikshadow's ongoing playthrough of TEOTPC and his justified lament of a lack of land mines, I have decided
to (re)implement them)
The help screen has been updated again to account for the addition of the land mines and to improve the readability
of certain pieces of text
The Credits Screen has once again been updated!
Fixed some missing items in a secret in E3M4
Fixed the BFG Autofiring for REAL this Time, I swear it!
Fixed the longstanding glitch where dying in Pojo mode killed the player instead of reverting them back to their
previous form
The Cyberdemon Lord is now briefly invulnerable when he's charging up his railgun attack
The max ammo amount of Argent Energy has been reduced from 999 to 768
The Argent Channeler Green Argent Mode now cost 16 units of Argent Energy to fire instead of 32
The Argent Challeler firemode swapping now has an audio cue in addition to slightly improved animation timings
Fixed a minor oversight where the Spider Mastermind didn't flash white when damaged
The Spider Mastermind nows has a fifty percent chance to spawn an Aracnorb Queen on death
Slightly increased the Hi-Powered Revolver's firing speed
Finally overhauled the Boss HP Meter for E1M8's Boss (Special Thanks to Zhs2 for basically reworking
the entire boss HP Meter Script from the ground up)
The miniboss for E3M4 has once again been reworked
The Officer's Pistol fire rate has been sped up slightly
The Nailgun now gives +50 Nails on pickup
Health and Armor Bonuses dropped from the Unwilling and Gore Props now last twice as long before fading away
The Heavy Chaingun now has new and better firing, windup and wind-down sounds
Further optimized Rain performance on E1M1 and E3M3
The Combat Shotgun now fires slightly faster and a little more smoothly
Spoiler: Beta 1.7 "Gradius"
Two new levels has been added: E1M3 - Deep Into the Forest (The entrance to the second secret level for episode 1 can be found here) and E2M5 - Desert Ruins
And with that, all of Episode 1 and 2's maps are complete!
A few minor glitch-sploits in E2M1 have been fixed
A couple of minor visual glitches in E2M6 has been fixed
Added Brightmaps to most of the textures and light sources (I been on a roll with brightmap support lately!)
Fixed a long standing texture issues with the firewall traps in E2M1
The pain chance of the Cyberdemons (both boss and non-boss variant) and the Spider Mastermind has been cut in half
Fixed the missing intermission text for E2SM2
The Argent Channeler no longer burns through ammo so quickly!
The Argent Channeler Green Argent Mode now cost 32 units of Argent Energy to fire
The Argent Channeler weapon pickup now gives 16 instead of 32 units of Argent Energy
The ammo amount of big Argent Cells has been cut from 64 to 32 units of Argent Energy
The bug with the Argent Particle Cannon lingering BFG balls has been fixed
The Argent Channeler Blue Argent Mode has been buffed slightly
The Argent Particle Cannon's primary rail shot has been greatly buffed
The Nailgun's projectile damage has been slightly buffed
Nightvision goggles and Envirosuits are now additive like the rest of the powerups
Optimized the PK3 via deleting some unused textures
Optimized the png files that make up the brightmaps
The smaller bushes are now destroyable
Tweaked the visuals of certain Hexen trees
Gore props are now breakable, they now have a chance to drop health and armor bonuses when broken
Spoiler: Beta 1.6r3 "Gyruss"
Fixed a missing brightmap on the Morph Ovum
Added brightmaps to the Poison Flechette, the Exploding Barrels, the Doomsphere, the Turbosphere, The Megasphere, the Regensphere, the Techbase Lamps, the Disciples and the Bishops
Improved the brightmaps for the Exploding Barrels, the Arachnotron and the The Aracnorbs
Tweaked the Aracnorb's Eye colours to be the same as the Arachnotrons
Reworked the Poison Flechette code so it dissipates sooner
Replaced the Designated Marksman Rifle sprites with ChopBlock223's DMR sprites
Fixed an alarming glitch where the treasure glitter option in the options menu did nothing
Now treasures dropped by enemies glitter as well!
New fancy explosion sprites have been added to The Cyberdemon, The Cyberdemon Lord, The Bruiser Brothers, and The Spider Mastermind
E1M8 and it's Boss Fight has been greatly improved
E2M8 Boss's Health has been buffed from 8000 to 12000
Likewise E3M4's ending miniboss has been reworked
The Bruiser Brothers and the Archvile's painchance have been reduced from 10 to 5
The Assault Rifle's now has new firing sounds, courtesy of SMarines's custom sound pack
Slightly buffed the weaker swings of the machete by one point of damage
fixed a couple of minor visual errors in E1M7 and E2M3
Spoiler: Beta 1.6r2 "AJAX"
Fixed a minor exploit/bug in E2SM2
Added brightmaps to all the Weapons, The Literal Chaos Device, All three Egg variants, the Helmet Armour Bonus, Nightvision Goggles, The Computer Area Map and the Coins
fixed some lighting inconsistencies in all of weapons
Overhauled the Argent Channeler's Firing Sound
Tweaked the Hi-Powered Revolver firing animation to be less stiff and more impactful
All Treasure Items that aren't dropped by the enemies now glitter (this can be disabled in the TEOTPC Options Menu)
The Hi-Powered Revolver and the Argent Channeler now have new firing sounds
The Hellknight's Alundran Fireball attack and the Baron of Hell's Fiendian Bolt attacks have been improved slightly
Fixed a long standing bug/oversight where the Hellkite's projectile trails also did damage
Did some minor enemy encounter touchups in episode 3's maps
Added custom crosshairs for the rest of weapons
Spoiler: Beta 1.6r1 "Super Cobra"
E1M4 Now has a Hi-Powered Revolver in one of it's secrets
The Hi-Powered Revolver now penetrates through multiple weak enemies
The following weapons now have custom crosshairs
Officer's Pistol
Hi-Powered Revolver
Combat Shotgun
Double-Barreled Shotgun
Assault Rifle
Heavy Chaingun
Marksman's Rifle
Nailgun
Argemt Channeler
fixed a minor glitch where reloading and firing certain guns caused them to eat through ammo like crazy
reverted the Officer's Pistol back to it's pre 1.6 behavior due to the change not panning out.
Spoiler: Beta 1.6 "Scramble"
The Heavy Chaingun's damage has been reduced down to 12*8 (from 13*8)
Tweaked the Missile Launcher's Grenades a small bit
Added the +NoAutoFire Actor Flag to the Argent Particle Cannon, hopefully this will resolve the common complaint of accidently firing it
Slighly buffed the Mancubus, it now attacks a little sooner
Fixed a bug relating to the Archvile's Flamewave's own trails doing damage
Added XDeath frames to both the Archvile and Cacodemon
Increased the ammo cost for firing the Argent Particle Cannon from 32 to 96
Altered the Officer's Pistol to stun enemies more frequently
Tightened the Former Commando's chaingun spread
Added a new weapon, the Hi-Powered Revolver (which currently can only be found in E2SM2)
Updated the credits again
A new level has been added: E2SM2 - An Aegean Adventure (This level can be found via E2M6's secret exit)
Spoiler: Beta 1.5 "Time Pilot"
Imps Fireball post-death particles and Lost Souls post-death flame particles now do less damage
The Heavy Chaingun has been buffed again, It now does 13*8 damage per shot
Spread on the Heavy Chaingun has been tighten slightly as well.
Maximun Clip ammo capacity has been increased from 250 to 350 (from 500 to 700 if you have a backpack)
The Former Human's and Former Sargent's Projectiles has had their speed value changed to 16
The Former Lieutenant's Projectile has had it speed value changed to 24
The Former Commando's Projectile has had it speed value changed to 32
The Marksman's Rifle scoped firing mode has been slightly buffed
The sniper scope has been improved visually
A new, more transparent alt-hud has been added.
All three episodes now have unique level clear themes
Score Items are now worth twice as much on Ultra Violence and up
All Monsters score item drops have been reworked, expect more score items
A new set of score items have been added: Gems. There are four types of gems (Topazes, Emeralds, Rubies, and Sapphires) and all monsters have a rare chance of dropping a gem, also unlike other treasure items, Gems don't fade away.
The second Credits Pic has been updated
Some minor GLDEF based improvements to both the player's hitscans and the undead's
tracer projectiles have been implemented
E3M1 has been updated to fix a few possible softlock issues
A New level has been added: E2M6 - The Coastal City
Episode 1's second secret level now has entering and exiting text
The flames in E3M2 now make proper fire crackling sounds
The Player's Jumpheight and Running speed have been slightly buffed
The Missile Launcher's Grenade's now bounce on Water
The Missile Launcher's seeker mode now fires at the same speed as it's DUMB fire mode
footage of E2M4 of my mod, don't mind the few seconds of blackness at the beginning. It's mostly a tiny bit of a recording lag hiccup that resolves itself.
Re: The Edge of Time - The Producer's Cut
Posted: Fri Dec 22, 2017 8:42 pm
by PRIMEVAL
Screenshots look quite nice, and the footage looks cool. I'll have to give this a shot soon.
Re: The Edge of Time - The Producer's Cut
Posted: Wed Jan 10, 2018 12:16 pm
by FireSeraphim
https://streamable.com/se5ok
Footage of the intro cutscene for Episode 1. Don't mind the initial few seconds of black, wish most movie editors were simple and K.I.S.S compliant.
Re: The Edge of Time - The Producer's Cut
Posted: Wed Jan 17, 2018 12:12 pm
by FireSeraphim
I have released a new alpha of my mod, I will be concise and list the changes real quick
A new chainsaw replacement has been added - The Eye of Ahriman. It's a weird one but it can be rewarding to use with sufficient mastery
all of episode 2 is ready to play
some re-balancing and more polish has been applied since the previous alpha
Please play it and gimme me some comments and critiques. I am also open to people interested in mapping and coding for this.
Re: The Edge of Time - The Producer's Cut
Posted: Sun Jan 21, 2018 12:17 pm
by QuakedoomNukem Cz
Just completed Episode One: Venus Labs. Here's my thoughts so far:
Spoiler:
1. Some of the enemies seem way to powerful (Zombieman, Shotgunner, Chaingunner, and few, which I consider nitpicks), even if you're too far away from them.
2. I think chaingun should fire a little faster to tell the difference between it and the Carbine, even though chaingun is stronger, while Carbine is more accurate (possibly nitpicking again)
3. Some of the monster encounters are a bit bs, since they attack quicker than player reacts, but with the help of inventory items and score bonuses, it balances out a bit.
4. Even though in alpha, the fire imps (gargoyles) from Heretic don't seem to be dropping any treasure to collect, enemies can shoot you through windows if you're close and this: https://my.mixtape.moe/reqeya.mp4
Other that that, I really enjoyed my time so far. The weapons are fun to use, each have their strengths and weaknesses, enemies are powerful, but beatable, maps are well detailed and expensive, and the score is a nice touch with its bonuses. Hoping for the full release. Good luck, man.
Re: The Edge of Time - The Producer's Cut
Posted: Sun Jan 21, 2018 12:44 pm
by FireSeraphim
@QuakedoomNukem Cz: Your current copy of the Alpha is kinda slightly out of date, I kinda updated the alpha in dropbox (just click the link in the opening post to download the latest revision).
All the hitscan firing enemies now fire dodge-able projectile tracers instead, with their damage being rebalanced to be a lot more fair.
I'll see what I can do about the chaingun though.
Intentional, the Heretic Imp and Lost Souls aren't even enough of a threat to merit them dropping score items
Aye, I'll see what I can do about the windows in the E1 maps
Re: The Edge of Time - The Producer's Cut
Posted: Sun Jan 21, 2018 1:28 pm
by Zhs2
I beat both episodes. I thought this was cool and fun, and it's not often I get to play a project where I can jump over ammo that will overfill me. And now for some feedback (tested on Ultra-Violence):
- Like QDN Cz above mentions, the chaingun feels like the exact same thing as the submachine gun but with a windup and less accuracy. I didn't check to see if it did slightly more damage or anything since using one over the other wasn't really a problem most of the time.
- There is way, way too much shotgun ammo. It takes thirteen shotgunners to bring you back to full shotgun shells, and that's with a backpack. The shotguns are weapons you can't really fire fast enough to warrant that much replenishment that fast, and even halving the amount shotgunners drop wouldn't detriment the supply. Compare to bullet weapons where bullets are fairly scarce until there are enough chaingunners to drop chainguns (10 of those fill you up, even less if those enemies also drop bullet boxes).
- The regen powerup seems criminally useless. Either you're above 100 health thanks to all of the other pickups in the world or you're dead, practically. I didn't even know what the score bonus powerup that turned your screen purple did until the later levels, and 3 health per regen period seems kinda low. Can I suggest changing this powerup up so that it is still useful when you're above 100 health, a la High Noon Drifter's Spirit Bottle? Using that item as an example: restores health faster when below 100 (e.g. 5 every regen period), but gives minimal bonuses above 100 (e.g. 1).
- This sector in E1M2 (the one with the torch in it) seems to be muted of all sound for whatever reason.
- The crate lift in E1M3 can be activated by monsters, which leads to some amusing results.
- Heretic Imp corpses apparently make stairs hard to traverse, as observed in E1M5.
- I practically stumbled into E1's secret exit without ever finding the real exit. Conversely, E2's secret exit is pretty well hidden. I guess this speaks for the difficulty of either secret level, though.
Re: The Edge of Time - The Producer's Cut
Posted: Sun Jan 21, 2018 3:39 pm
by FireSeraphim
Already buffing it.
I'm doing what I can about it, it's just that in my playthroughs I often found myself sorta wanting for shotgun ammo. Can you tell me which maps have it really bad on excess shotgun ammo?
I have expanded the time on the Regensphere to 45 seconds and upped the healing to five per second.
Nothing I can do about that (E1M2 abuses the hell out of interactive portals and sound doesn't carry between the interactive portals).
I could have sworn that I fixed that.
Just now fixed it (I hope).
I'll see what I can do about E1M2's normal exit.
Re: The Edge of Time - The Producer's Cut
Posted: Wed Jan 24, 2018 1:17 pm
by QuakedoomNukem Cz
Just finished Episode 2 - Ancient Egypt, here are my opinions:
Spoiler:
The crushers in E2M1 are able to fall of their track and go straight through walls and kill the enemies.
You're able to get stuck behind the two pillars in E2M2 (i see what you did with the level name )
The final fight in E2M5 and E1M6 feel rather underwhelming, when you give the player too many power-ups, along with the BFG replacement, maybe give them some more health (?) [possibly nitpick, you may ignore it]
The Super Arachnotrons are WAY TOO OP, they can pretty much insta-kill in some instances, nerf their damage output
Also, the stairs in E2M5 need to stay down a bit longer, so players can make it in time
SECRET LEVEL SPOILERS:
Spoiler:
Episode 1's secret level exit takes to Map03 of Doom 2 instead to E1M3
These two Moai heads don't attack you at all: https://my.mixtape.moe/tauufd.mp4
There's not much I can do about the polyobjects in E2M1 unless someone can show me what I'm doing wrong exactly, At the time I didn't remember the existence of the Restart; acs command for the script running the polyobjects and as a result had to resort to an ugly franken-hack of a method involving using a bastard hybrid of "boom scripting" and an active acs linedef
two pillars? I don't know what you are talking about. Please send a snapshot.
I'll see what I can do about it. Personally I though I did a good enough job with the episode boss, considering that the Cyberdemon Lord is legitimately deadly
I'll see what I can do about the DPS on the Enhanced Arachnotrons
it's supposed to be that way, you're supposed to be quick about entering them but I'll see what I can do
strange, I'll just have to fix those
Re: The Edge of Time - The Producer's Cut (Alp. 4.8 Update!)
Posted: Wed Jan 24, 2018 7:47 pm
by FireSeraphim
I have gone ahead and fixed several problems and implemented several things suggested by the testers so far. This isn't a huge update but it will have to do until Episode 3 is released.
CHANGELOG
Increased the firing speed of the heavy chaingun
buffed the regeneration sphere (by it's healing per second amount from 3 to 5 and by increasing the heal time from 30 seconds to 45 seconds)
fixed the crate lift in E1M3
fixed the bug with the death states for the gargoyles, did you know that the Gargoyles from Heretic actually don't call A_Scream or A_NoBlocking in their death states in vanilla heretic? apparently I needed to add A_ScreamAndUnBlock to both their Death and XDeath states and that is what was causing the problem with their corpses and the stairs in E1M5
added another regular exit in E1M2 that's much more easily found
did what I could about the crushers in E2M1
buffed the end fights of E2M4 and E2M5 respectively
nerfed the DPS of the enhanced arachnotrons
fixed some lingering problems regard E1SM1 and E2SM1
Re: The Edge of Time - The Producer's Cut (Alp. 4.8 Update!)
Posted: Mon Jan 29, 2018 11:37 am
by Zhs2
As an empirical test, I changed Former Sergeants up a bit to drop shotguns containing half their normal ammo. (Map-placed shotguns still give a full eight shells, to mimic the vanilla behavior.)
Actor ShotgunDrop : WeaponGiver
{
DropItem "CombatShotgun"
Weapon.AmmoGive1 4
Inventory.PickupMessage "You got the Combat Shotgun. (+4 Shells)"
States
{
Spawn:
SHT3 A -1
Stop
}
}
After playing through the first episode again on Ultra-Violence I couldn't find a single map where I was seriously deprived of shells because of this. There are enough drops in all those maps and enough ambient shotgun shell pickups to keep your shotguns fed, and this is not including the fact that you have at least 2 other ammo types to spend from at all times if you do run out of all 100 shells. Still playing through Ep. 2 again, and off the top of my head only one map allowed me to run out: the Ep. 2 secret map.
It also seems prudent to mention that I rarely if ever find myself using the double-barrelled shotgun. The combat shotgun provides a steady, controllable DPS at better range, while the DB seems more useful only for a surprise attack (rare those are) or on tightly-knit groups of weaklings. In fact, I should mention that the ton of Frost Ovums around will take out a big foe much faster than any shotgun - in addition to being great grenades to toss into a pit below you...
The Edge of Time - The Producer's Cut (Alp. 4.8r2 Update!)
Posted: Tue Jan 30, 2018 1:46 am
by FireSeraphim
this is a rather small changelog, not enough for major revision change
CHANGELOG
reduced the number of shotgun ammo drops all over episode one's maps (I can't do much about episode 2's maps due to the way the pottery from Hexen is implemented, the underlying problem being that GZDoom Builder does not support arg0str outside of hexen for actors that inherit from the breakable pottery from hexen, so I end up having to edit the pottery and their drops in SLADE3. there's also a secondary problem where if I save a map that has the pottery with SLADE edited arg0str's in GZDoom Builder, GZDoom Builder will delete all the arg0str's I placed on the maps and it's a real pain in the arse to deal with since quite a few of E2's map have hexen pottery and/or actors that inherit from hexen pottery)
reduced the ammo of ammo gained from boxes of shotgun ammo from 20 to 16
tightened the spread of the double barrel shotgun to make it more useful
added pickup flashes for all the inventory items that didn't have em already