Soundless Mound: Demo Version [Update 9]

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Re: Soundless Mound: Demo Version [Update 8]

Postby Ravick » Sun Jun 03, 2018 1:43 am

Oh, this is so awesome! The atmosphere, the sounds, the mapset, the gameplay! You really got Silent Hill and Doom merged!

I have a new favorite mod now! :wub:
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Re: Soundless Mound: Demo Version [Update 8]

Postby CatMancer » Mon Jun 04, 2018 2:33 pm

I must say, amazing job on this one. It's rare that a game of any kind, or a mod, can get under my skin as much as this one did. I approve.
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Re: Soundless Mound: Demo Version [Update 8]

Postby chronoteeth » Mon Jun 04, 2018 11:47 pm

i wont lie a lot of the guns feel odd because by comparison to the rest of the mod seein how they're a lot of base stuff from realm667

why not give a lil bit more personality to the weapons? I think for example a good hand might fit, and the normal doomguy stuff feels out of place.

I guess in a horror mod im lookin for more stuff that makes me feel weak. Not useless mind you, but weak. Thats just my 2c on the feel of the mod.

oh and that balancing puzzle is driving me mad
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Re: Soundless Mound: Demo Version [Update 8]

Postby Rachael » Tue Jun 05, 2018 12:34 am

From what I understand, the weapons feeling clunky and weak as they are is by intent, due to the Silent Hill tropes that this mod embodies. But luckily, the mod does not really try to overwhelm you with monsters, anyhow, like a standard Doom mod would, so it is also by design that you should be able to handle it.
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Re: Soundless Mound: Demo Version [Update 8]

Postby chronoteeth » Tue Jun 05, 2018 12:40 am

its not the clunkiness. Im fine with clunky, weak by design, but theres a different kind of clunk. Its hard to explain, but what I mean by that is somethin more akin to a weapon feeling unique yet sluggish. The weapons in this, a lot due to in part by the animations and the fact that they were pre made stuff, feel like the bad kind of clunky. They feel like the author wanted to find something more chuggy than the normal weapons, but just simply used pre made assets than unique stuff.

they do the job, yeah, but they dont feel like im a weak, helpless individual, they just dont feel fun
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Re: Soundless Mound: Demo Version [Update 8]

Postby Marisa Kirisame » Tue Jun 05, 2018 5:06 am

I didn't have time to make fresh sprite artwork for the mod. I've said this multiple times. I just went with what I could find.
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Re: Soundless Mound: Demo Version [Update 8]

Postby leodoom85 » Tue Jun 05, 2018 5:26 am

@chronoteeth
Haven't you saw the OP closely and the comments what follows after that? Guess I'll be the last one to repeat that...
It's said lots of times that was lack of time due to the contest as its original purpose.
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Re: Soundless Mound: Demo Version [Update 8]

Postby R4L » Tue Jun 05, 2018 8:46 am

chronoteeth wrote:its not the clunkiness. Im fine with clunky, weak by design, but theres a different kind of clunk. Its hard to explain, but what I mean by that is somethin more akin to a weapon feeling unique yet sluggish. The weapons in this, a lot due to in part by the animations and the fact that they were pre made stuff, feel like the bad kind of clunky. They feel like the author wanted to find something more chuggy than the normal weapons, but just simply used pre made assets than unique stuff.

they do the job, yeah, but they dont feel like im a weak, helpless individual, they just dont feel fun


You could always make your own weapons.
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Re: Soundless Mound: Demo Version [Update 8]

Postby chronoteeth » Tue Jun 05, 2018 11:54 am

Marisa Kirisame wrote:I didn't have time to make fresh sprite artwork for the mod. I've said this multiple times. I just went with what I could find.


i apologize for not having read more than just the initial post, but the criticism still stands. they do the job, but down the line I think an improvement could do wonders
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Re: Soundless Mound: Demo Version [Update 8]

Postby leodoom85 » Tue Jun 05, 2018 1:43 pm

Weapon improvement can work yes but I think you're forgetting something. This is a demo of a future full-fledged TC and I think most of the asked features will be implemented in that TC, at least if Marisa wants to add it in the future...
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Re: Soundless Mound: Demo Version [Update 8]

Postby retronutcase » Thu Jun 07, 2018 2:11 am

This demo was absolutely amazing and I want to play more. Oh my god I want to play more so bad.

Marisa, do you have any other mods/maps of note you've done? I'm dying to try more of your stuff if it exists.
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Re: Soundless Mound: Demo Version [Update 8]

Postby Marisa Kirisame » Fri Jun 08, 2018 11:17 am

Well, I did MAP15 in 20 Heretics.
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Re: Soundless Mound: Demo Version [Update 8]

Postby wangman9 » Fri Jun 08, 2018 7:05 pm

hey there I'm having trouble running the game. This is the error I get https://imgur.com/a/rfseKmo

thanks in advance and thanks for all the hard work on the wad!
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Re: Soundless Mound: Demo Version [Update 8]

Postby Rachael » Sat Jun 09, 2018 12:21 am

Can people PLEASE stop posting errors with severely outdated versions of GZDoom?

Update!
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Re: Soundless Mound: Demo Version [Update 8]

Postby wangman9 » Sat Jun 09, 2018 2:50 pm

I had the newest version on the site, it might be nice if the site mentions that anything but the latest dev build is severely outdated
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