Re: The Edge of Time - TPC (NEW E3M6 Screenies, Pg.3)
Posted: Tue Nov 06, 2018 10:09 am
by QuakedoomNukem Cz
Those shots look really cool. Definitely looking forward to complete E3.
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Fri Nov 16, 2018 4:34 am
by FireSeraphim
The Edge of Time has finally left Alpha and has entered the Beta phase, please check it out, comment and critique it.
Spoiler: Beta 1 Changelog
Added two map,E3M4 - The Abyss and E3M6 - The Corrupted Monastery, bringing the Map count up to 21 Levels.
Completely overhauled the HUD yet again
The old bfg has now been replaced by the Argent Particle Cannon
Tweaked the monster's treasure drops
Score numbers now appear over a monster's corpse when you kill them, letting you know how many points you got from them.
Removed the Red Argent mode from the Argent Channeler
I have finally mastered CVARS, now there is an "Extra Options" menu, which currently allows one to disable the rain on certain levels
and disable enemy projectile trails for those who may suffer performance drops from either one. The Extra options menu may expand in the future.
Several quality of life improvements, such as better cinematic camera handling in E2M2, brighter map lighting in E1M2, reduced the numbers of obstructions in E3M3 and E2M6's boss arena, and implementations of boss health meters on all boss maps
The Cyberdemon Lord (E2M6's Boss) now flashes red and beeps briefly before firing off his Railgun, giving advance warning and plenty of time to dodge out of the way.
The Mini-Cyberdemon has been completely removed from the Monster Roster
Nailguns and Rockets now pass through ghostly monsters (Spectres, Nightmare Imp, Nightmare Spectres) without damaging them, they are still damaged by the rocket's splash damage.
Improved the Missile Launcher's Grenade and DUMB mode respectively.
Mancubi now take extra damage from Nails fired from the Nailgun
Further expanded on and improved the Literal Chaos Device
The Egg of Pojo has been rebalanced and tweaked a bit, making it more satisfying to use.
The Eye of Ahriman close range attack has been rebalanced and tweaked a bit, making it more satisfying to use
A new smallfont has been implemented, special thanks to Jimmy for turning it into a useable smallfont.
Beta 1 Download link can be found in the opening post!
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Mon Nov 26, 2018 10:43 pm
by galvahad
I can't seem to get the Beta open. What do I use for this one exactly? I tried GZDOOM with Doom Launcher.
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Mon Nov 26, 2018 11:31 pm
by FireSeraphim
@galvahad: Are you using the latest revision of GZDoom? (ideally it should be 3.6.0 or later)
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Tue Nov 27, 2018 5:30 am
by galvahad
Well that worked, that was silly of me. Thanks!
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Fri Dec 07, 2018 2:31 pm
by Master O
FireSeraphim wrote:
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.
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Fri Dec 07, 2018 2:55 pm
by vddicted
Master O wrote:
FireSeraphim wrote:
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.
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Mon Dec 10, 2018 11:14 pm
by FireSeraphim
@vddicted: I don't hate you, I just disagree with flat out removing the pickup and power flashes since it kinda removes a bit of visual polish, I am going to go with reducing the visual intensity of the powerup's color and making the treasure pickup flashes transparent, that will resolve the two problems he noted without sacrificing polish. Polish and good gameplay is kinda important in making a mod like mine having a snowball's chance in hell of standing out in comparison to the insanely stiff competition I'm going up against. Also allow me to let all of you guys in on a secret: One of the handful of core inspirations for my mod is classic Konami arcade games.
@Master O: Thank you for notifiying me. Also I noticed your tiny Big Core Mark I avatar.
Re: The Edge of Time - TPC (Beta 1 out now, check OP)
Posted: Tue Dec 11, 2018 4:07 pm
by vddicted
FireSeraphim wrote:@vddicted: I don't hate you, I just disagree with flat out removing the pickup and power flashes since it kinda removes a bit of visual polish, I am going to go with reducing the visual intensity of the powerup's color and making the treasure pickup flashes transparent, that will resolve the two problems he noted without sacrificing polish. Polish and good gameplay is kinda important in making a mod like mine having a snowball's chance in hell of standing out in comparison to the insanely stiff competition I'm going up against. Also allow me to let all of you guys in on a secret: One of the handful of core inspirations for my mod is classic Konami arcade games.
hey, thanks for taking notice on my changes... and i agree with you, polish is an important step to making a mod like yours, i'm not good at making art/sprites, i just messed up the things that kept me from playing futher.
I really apreciate your work, and i'm looking forward for the updates
Re: The Edge of Time - TPC (Beta 1 Revision 1 out now, check
Posted: Mon Dec 17, 2018 10:26 pm
by FireSeraphim
@Vddicted:Thank you
Anyways, I have just got done uploading a new revision of beta 1 and I would deeply appreciate critique on the gameplay and maps of the current beta. You can find the newest version in the opening post as always.
Spoiler: Beta 1, Revision 1
Added two new levels, a new E3M1 - Lest Darkness Falls and a new second secret level for Episode 3
Episode 1's and Episode 3's level order has been shuffled around a bit, most noticably E1M3 and E1M4 have swapped places
E2M1 has been slightly expanded
A (not so) new blood and gore system has been implemented. The variant of Nashgore currently used in DRLA (Thanks you Yholl for giving me permission to borrow it)
The Firing frames on the Combat Shotgun has been polished a little
The Double Barreled Shotgun's sprites has been replaced (again thank you Yholl)
The Assault Rifle's sprites has been replaced with Mike12's Assault Rifle sprites
A new Automap hud has been implemented (mostly to deal with a longstanding problem of the levelname being obscured on the automap)
The demon's leaping attack has been refined to be less janky, hopefully
The Argent Channeler's firing buildup has been sped up slightly
The Credits option is now "Guide & Credits" and now includes an brief ingame instruction manual touching on the premise, gameplay, items and weapons of the mod
Big Treasure Chests have been implemented, these are very rare and will spill goodies out when shot at. Green ones always spit out inventory items
After much consideration, The Eye of Ahriman has been removed from the mod due to it not really fitting the mod's overall weaponset and due to it being ultimately unsatisfying to use.
The Pickup flashes for the treasures have been tweaked to be transparent
The Powerup colour tints are now reduced from 0.30 to 0.10
A new inventory item has been added, The Discs of Repulsion from Hexen. Literally blast your enemies away!
Re: The Edge of Time - TPC (New Beta 1.3 out now!)
Posted: Tue Mar 12, 2019 9:18 am
by FireSeraphim
Spoiler: Beta 1.3
Added two new levels, a new E1M2 and a second secret level for Episode 1, E1SM2 (currently can only be accessed via console commands).
More shuffling of Episode 1's level order.
tweaked the Grenades from the Grenade launcher mode on the Missile Launcher to try to be more in line with the Grenades from Quake 1 and thus more user friendly.
Trees can now be destroyed for extra score points, the durability and score amounts on the trees will vary.
Thanks to Minigunner, the Officer's Pistol and Combat Shotgun now have proper DOOM hands.
The Lost Souls's explosive death's have been tweaked, making setting up chain reactions via multiple lost souls a more viable strategy for dealing with them.
Explosive Barrels now leave behind a little barrel stump as a matter of polish.
Fixed the missing gibbing sounds.
The Officer's Pistol and the Double-Barreled Shotgun now have better sound effects overall.
You know, the recent image restrictions are going to be kinda hard to work around. Anyways the newest version of the Mod is in the OP as usual. Also the mod currently has a total of 25 maps, not bad so far.
Re: The Edge of Time - TPC (New Beta 1.3 out now!)
Posted: Mon Mar 18, 2019 5:26 am
by Amuscaria
Looks fun. The music sold it.
Re: The Edge of Time - TPC (New Beta 1.3 out now!)
Posted: Mon Mar 18, 2019 8:45 am
by wildweasel
FireSeraphim wrote:You know, the recent image restrictions are going to be kinda hard to work around.
Even though the restrictions pretty much amount to "please use thumbnails and don't embed huge images"?