Soundless Mound: Demo Version [Update 10]

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Re: Soundless Mound: Demo Version [Update 9]

Postby Marisa Kirisame » Sun Nov 11, 2018 6:23 am

The entirety of sm_acs.acs is the "door script".
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Re: Soundless Mound: Demo Version [Update 9]

Postby Marisa Kirisame » Thu Feb 21, 2019 7:05 pm

To commemorate the 20th anniversary of Silent Hill's PAL release (February 24th), the Soundless Mound demo will be getting one last update. Apart from fixing a ton of bugs that have surfaced over time (some of them due to GZDoom changes), there will be a couple new surprises waiting, and some extra polishing.
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Re: Soundless Mound: Demo Version [Update 9]

Postby Rachael » Thu Feb 21, 2019 10:03 pm

Marisa Kirisame wrote:To commemorate the 20th anniversary of Silent Hill's PAL release (February 24th), the Soundless Mound demo will be getting one last update. Apart from fixing a ton of bugs that have surfaced over time (some of them due to GZDoom changes), there will be a couple new surprises waiting, and some extra polishing.

Hype!!!! Can't wait.
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Re: Soundless Mound: Demo Version [Update 10]

Postby Marisa Kirisame » Sat Feb 23, 2019 6:47 pm

Ah, I couldn't wait for doing this tomorrow morning, so here it is! Update 10 is now LIVE!

Not much has changed of the overall map itself, but I've tweaked quite a lot of things over time. First thing to note is that all the stuff that was broken due to changes in 3.7.x is now working fine again (part of this was my fault for doing some stuff the wrong way™). I've done some big rebalancing of weapons and monsters, and even added an extra difficulty setting, because hard just wasn't hard enough. There have also been corrections to pretty much any remaining parts of map geometry that weren't meant to be walkable, little tables and boxes here and there, not a big deal. In addition there's two actual secrets to find (unmarked), one of them giving a lil' tease of things to come, you will see...

Of course this doesn't end here, there's still much more work for me to do. The full TC is still happening, eventually.
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Re: Soundless Mound: Demo Version [Update 10]

Postby _mental_ » Sat Mar 02, 2019 10:33 am

With update 10 it's possible to "use" a door on the upper floor while standing near the box at 1460 -120 64.
In previous versions the staircase have different layout and this shortcut cannot be taken.
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Re: Soundless Mound: Demo Version [Update 10]

Postby Marisa Kirisame » Sat Mar 02, 2019 1:03 pm

Weird, I thought I did enforce checking switch range...

Edit: apparently not, oops. I forgot to set it for the doors. Well, I reuploaded the file with those doors fixed.
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Re: Soundless Mound: Demo Version [Update 10]

Postby Marisa Kirisame » Mon May 13, 2019 5:20 am

Hey so uh... turns out I won Joel's contest? :shock:

Since the maps were released I finally got my hands on the initial release version of it (which I had lost because I'm a dummy and didn't use git or anything to preserve old versions). It's linked in the first post now.
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Re: Soundless Mound: Demo Version [Update 10]

Postby _mental_ » Mon May 13, 2019 6:30 am

Congrats! While I never was a fan of Silent Hill, I found Soundless Mound very entertaining.
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Re: Soundless Mound: Demo Version [Update 10]

Postby Rachael » Mon May 13, 2019 8:08 am

Marisa Kirisame wrote:Hey so uh... turns out I won Joel's contest? :shock:

Congratulations!

Marisa Kirisame wrote:Since the maps were released I finally got my hands on the initial release version of it (which I had lost because I'm a dummy and didn't use git or anything to preserve old versions). It's linked in the first post now.

You could have just asked, silly. Many of us do not like the idea of permanently overwriting older versions - I am one person who had it archived, along with several other versions. :)
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Re: Soundless Mound: Demo Version [Update 10]

Postby Marisa Kirisame » Mon May 13, 2019 11:44 am

oh... welp.
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Re: Soundless Mound: Demo Version [Update 10]

Postby DabbingSquidward » Mon May 13, 2019 12:55 pm

What does the fake room cache variable do?

Edit: Completed the current version on normal and got a B rating. Do the 7 paintings serve any other purpose than unlocking Room 100? I didn't quite get the easter egg. At first I hesitated to "use" the last one because I feared it would summon a secret boss monster or something, since the items at the end would serve no purpose otherwise :P

Edit 2: I assume the other unmarked secret is the plain key, isn't it?
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Re: Soundless Mound: Demo Version [Update 10]

Postby Marisa Kirisame » Mon May 13, 2019 5:11 pm

DabbingSquidward wrote:What does the fake room cache variable do?


It's to make the fake loading screens a bit less annoying, so you don't have to wait a long time whenever you're going back and forth between some set of rooms.

DabbingSquidward wrote:I didn't quite get the easter egg.


Konami™
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Re: Soundless Mound: Demo Version [Update 10]

Postby wolfmanfp » Mon May 13, 2019 5:40 pm

Congratulations, Marisa!
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Re: Soundless Mound: Demo Version [Update 10]

Postby DabbingSquidward » Mon May 13, 2019 8:03 pm

@Marisa Kirisame

Ah, it would've been more obvious though if you used Shadow Warrior's pachinko machines :lol: :P
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Re: Soundless Mound: Demo Version [Update 10]

Postby breesk » Tue May 14, 2019 1:26 am

you did good
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