Just a somewhat important hotfix, folks. Check the OP for the download link.
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.
Re: The Edge of Time - TPC (Beta 1.6r1 "Super Cobra")
Posted: Sat Sep 28, 2019 1:52 pm
by FireSeraphim
The next version of The Edge of Time that I'm releasing will have further improvements on the polish side of things then I'm probably going to resume work on the maps. I really need to remedy the lack of polish in some areas of the mod.
Re: The Edge of Time - TPC (Beta 1.6r1 "Super Cobra")
Posted: Sat Sep 28, 2019 3:08 pm
by sirudoom
I like the old-school feel to this mod. its like im playing a game from the 90's except the over the top coin collecting. its kinda like sonic in that way ha
Re: The Edge of Time - TPC (Beta 1.6r2 "AJAX")
Posted: Sun Sep 29, 2019 11:11 pm
by FireSeraphim
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
Another Day, another revision. The download Link is in the OP as usual
Re: The Edge of Time - TPC (Beta 1.6r2 "AJAX")
Posted: Thu Oct 03, 2019 5:25 pm
by Tesculpture
I have just finished playing the 1.5 beta, and I did have a lot of fun. The level design reminds me a bit of Golden Souls 1/2, what with platform elements and features not usually seen in regular ol' Doom maps. The money collecting aspect certainly helps make combat a bit more challenging/frantic, with you having to make critical judgements every nanosecond as to whether to rush in close to a mob and risk death, or stay a safe distance and watch a major payout disapears into thin air.
A few things I particularly liked were:
-The Pojo Egg was a hilarious/nice idea, inverting the usual trope of being turned into a chicken being bad. Any chance a of mode where you play through the entire game as a Pojo?
-The bounce pad gameplay of Episode 3, particularly the Abyss level. People may condemn me for this, it would be nice to see a boss fight against a massive Icon-of-Sin style enemy where you have to use bounce pads to get up high enough to take a shot.
That said, I have a few concerns I want to point out:
-Imp fireballs are ludicrously powerful - on my first playthrough, the first imp of the first level literally one-shot me from 100 health! Through out the game, imps would regularly win infights against the likes of Cacodemons and Hell Knights. This didn't stop me from completing the game or having a fun time, but I wasn't sure if it was intentional extra challenge or a bug.
-The poison cloud flechettes don't lend themselves well to the gameplay. Using one (or getting one from a Literal Chaos Device) pretty negates any chance of collecting coins from the enemies you use it against, as picking them up before they fade away becomes impossible without taking damage from the cloud. If it was changed so you are immune to your own clouds, that would solve the problem immediately, but as it stands, I used the flechettes only a couple of times at the beggining then never used them again.
-Another thing about the Literal Chaos Device; you can cheese any boss fight by saving up a large number and spamming them at the boss until one gives you Archvile Flame - will a very low failure rate, it will one-hit anything/everything in your path. I recommend giving bosses resistance to Archvile Flames.
-While destructible trees are a nice touch, rewarding a player with points for destroying them kinda encourages silly behavior, like staying a level after you've found the exit/killed all the monsters, and destroying every last tree to artificially inflate your score. It's particularly a problem in Episode 2, where many levels have large numbers of points-giving trees up on high ledges around the edge of outdoor areas.
-The Heretic enemies, in particular the Gargoyles, look out of place outside of Episode 3. Granted, the Gargoyles do have a lot of features in common with Doom's demons, but the art style isn't quite right for them to slot in alongside them seamlessly.
-While some weapons, like the missile launcher, Argent Chaneler and nailgun have nice, smooth animations that make them feel weighty and satisfying, others like the assault rifle, heavy chaingun, and hunting rifle look really bare-bones, and IMO could use some beautification to match the rest.
Good luck with this, It'll be nice to see what comes next!
Re: The Edge of Time - TPC (Beta 1.6r2 "AJAX")
Posted: Thu Oct 03, 2019 7:11 pm
by FireSeraphim
@Tesculpture: I encourage you to update your copy of the Edge of Time to the newest version. I have done my best to remedy the lack of polish on certain things and you'll find that the imp's fireballs have been nerfed slighty, also the Archvile's flames are no longer as powerful as they used to be (it was mostly due to a bug I fixed where the Flame trail afterimages inherited their damage from the main Flame trail projectile, I also fixed a similar bug with the Hellkite bouncing balls).
As for the Heretic Enemies, you'll understand once episode 4 has been created and released.
Re: The Edge of Time - TPC (Beta 1.6r3 "Gyruss")
Posted: Thu Oct 17, 2019 11:07 am
by FireSeraphim
I have once again updated my mod with yet another revision. A bit more polish here and there and some bugfixes under the hood. You can grab the newest version in the opening post as always.
And now for the changelog!
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
Re: The Edge of Time - TPC (Beta 1.7 "Gradius")
Posted: Mon Nov 18, 2019 2:59 pm
by FireSeraphim
It's been nearly a month since I released an update but you'll find the wait is totally worth it. Here's the changelog.
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
As usual the dowload link is in the opening post.
Re: The Edge of Time - TPC (Beta 1.7 "Gradius")
Posted: Mon Nov 18, 2019 3:28 pm
by FireSeraphim
And a couple of screenshots of the new levels included in this build (you can also find the screenies in the OP as well!)
Re: The Edge of Time - TPC (Beta 1.8 "Salamander")
Posted: Tue Dec 31, 2019 8:44 am
by FireSeraphim
Happy New Year's everyone! I hope you'll enjoy this particular release, I have been burning the midnight oil for the last few weeks in order to get this build out before the year's end. You can find the Latest Build in the Opening Post as usual.
Re: The Edge of Time - TPC (Beta 1.8r1 "Life Force")
Posted: Wed Jan 29, 2020 1:26 pm
by FireSeraphim
I been working on this update all month, but I couldn't have possibly done it without the helpful critique and insights of people like Zikshadow and Combine_Kegan! I am ever so slightly hyped, my birthday is coming up soon (It's on February 8th and I'll be turning 30 this year). Anyways I hope all of you appreciate this revision and please leave any helpful critique you can!
Re: The Edge of Time - TPC (Beta 1.8r1 "Life Force")
Posted: Tue Apr 07, 2020 7:11 pm
by Phaeux
I've been having a ton of fun with this game so far! It's taken me a lot of deaths to claw my way through, but now I find something that no death can fix. In E2M8, the boss fails to spawn, though the music is playing and the health percentage has shown up. I'm playing on 1.8.1r, the most recent version listed here, using GZDoom on Windows 10, if it helps.
Re: The Edge of Time - TPC (Beta 1.8r1 "Life Force")
Posted: Wed Apr 08, 2020 8:36 am
by FireSeraphim
That's strange. It will be a while before I can release the next update because I have rather specific plans for it.
Re: The Edge of Time - TPC (Beta 1.8r1 "Life Force")
Posted: Fri May 15, 2020 3:42 pm
by FireSeraphim
A new version is on the horizon.... Expect a video trailer soon.
The Edge of Time - TPC (Beta 1.9 "Crisis Force")
Posted: Sat May 16, 2020 2:23 pm
by FireSeraphim
After a lengthy five month absence, a new version of TEOTPC is finally here and with it a new trailer:
And here is the changelog
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
The Download Link is in the Opening Post as usual.