SIREN TC | v0.6 - Demo

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: SIREN TC | v0.6 - Demo

Postby DefectiveByDesign » Sun Apr 03, 2022 2:31 am

Hi, can something be done about nerfing the smoke monster? This thing ruins the mod for a number of reasons.

I watched a youtuber play this mod, which got me interested, and there was NO smoke monster in his 30 minutes of playthrough. I try this mod though, and the monster appears right after the soda vending machine. This makes me feel like the monster event is bugged out, like it wasn't supposed to happen until later, but it instead traveled through the walls and attacks the player prematurely. So that's one aspect that ruins the game, as it feels like a bait and switch, bugged AI, broken event or something.

Second point. It's basically a terry wad monster, which doesn't belong in a mod going for quality. You can't kill it, unless you maybe use console commands meant for dealing with terry wad monsters. Not to mention, nothing stops it from following you around everywhere, even at the beginning of the game, and it basically kills you no matter what and follows you nonstop through any room, which completely ruins the game. The AI isn't sophisticated enough to give the player space to enjoy the mod.

I feel like the monster should be limited to a chase sequence part of the level, and maybe killed off by an event like trapping it inside a machine. Perhaps that was the goal even, but if so, the current version doesn't work right.

I found a bug with the mod too, as saving the gzdoom config wipes out the custom keybinds. Which I didn't realize until after I changed a few settings, then wondered why the flashlight quit working. Well, apparently that was because it deletes the keybinds. Which is a problem, especially when there are a few actions that don't have keys set, and saving the config after you set them deletes the other binds for whatever reason.

Graphics suggestion: Considering that this mod is going for "dark", albeit it defaults too dark for my laptop to see anything, which is fine since I can adjust the brightness, anyways there are some other lighting mods that cast shadows when you use the flashlight. This might be something to look into, considering that would contribute to the atmosphere. That said, it wouldn't be good as an option you can't disable, because those mods tank performance on my laptop.

Other things: needs crosshair scaling option for high resolution, lean feature would be useful for this style of gameplay mod.
DefectiveByDesign
 
Joined: 05 Oct 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: SIREN TC | v0.6 - Demo

Postby ZikShadow » Sun Apr 03, 2022 5:13 am

There's a bunch of Siren system buttons scattered throughout the map that teleports it in a room and seals it for a short time. I think you can also stun it if you hit it hard enough. Anyways, considering I've beaten this mapset with Hideous Destructor of all things, it's very much doable.

https://cdn.discordapp.com/attachments/ ... -31-52.mp4
User avatar
ZikShadow
 
Joined: 13 Jul 2016
Location: Could be the chair, the floor, or the bed.

Re: SIREN TC | v0.6 - Demo

Postby RubyEyeShabranigdu » Sun Apr 03, 2022 5:50 am

This monster is just annoying!
I don't like immortal monsters!
Unless it's a survival game like Amnesia!

In my opinion of course xD
User avatar
RubyEyeShabranigdu
 
Joined: 03 Feb 2022
Location: Brazil
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Modern GZDoom)

Re: SIREN TC | v0.6 - Demo

Postby DoomwithaView » Sun Apr 03, 2022 10:49 am

Hi, There's another round of balancing coming that will make shooting it more effective as well as making the charging sounds audible from great distances so it doesn't sneak up on you.

Even in its current state you can keep it at bay with well-timed shots and often just sidestep it's attacks. It's very avoidable even in tight spaces once you learn it's behaviour. There are also the aforementioned switches to momentarily disable it. They also allow you to 'escape the area' after which it has little chance of finding you again.

I do get it: it's divisive. However, If it's too soft it's not a threat and it doesn't provide any tension.

The lighting in some areas will be revised. And the flashlight is an ongoing revision. It's a real fine balance with performance as it can cripple things on these maps pretty quickly.

Lean is definitely something I'd consider adding, I'm also weighing up a custom cover system. I'll look into the save/binding bugs. Thanks!

Edit. I do.feel like half of the initial issues with McSmoke can be revised with a bit of a tweak to the map. Better introduction where it doesn't kill you immediately, make it clearer what the switches do etc...
DoomwithaView
 
Joined: 12 Nov 2019
Discord: DitheredOutput

Re: SIREN TC | v0.6 - Demo

Postby RubyEyeShabranigdu » Sun Apr 03, 2022 11:14 am

DoomwithaView wrote:Hi, There's another round of balancing coming that will make shooting it more effective as well as making the charging sounds audible from great distances so it doesn't sneak up on you.

Even in its current state you can keep it at bay with well-timed shots and often just sidestep it's attacks. It's very avoidable even in tight spaces once you learn it's behaviour. There are also the aforementioned switches to momentarily disable it. They also allow you to 'escape the area' after which it has little chance of finding you again.

I do get it: it's divisive. However, If it's too soft it's not a threat and it doesn't provide any tension.

The lighting in some areas will be revised. And the flashlight is an ongoing revision. It's a real fine balance with performance as it can cripple things on these maps pretty quickly.

Lean is definitely something I'd consider adding, I'm also weighing up a custom cover system. I'll look into the save/binding bugs. Thanks!

Edit. I do.feel like half of the initial issues with McSmoke can be revised with a bit of a tweak to the map. Better introduction where it doesn't kill you immediately, make it clearer what the switches do etc...


Yes! That gonna be nice! :D
Siren has so much potential!
Can't wait for the next updates!
User avatar
RubyEyeShabranigdu
 
Joined: 03 Feb 2022
Location: Brazil
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Modern GZDoom)

Re: SIREN TC | v0.6 - Demo

Postby unknownradio » Fri Apr 22, 2022 8:18 am

Finished it a while ago and still amazed with how good it is. I've seen some people complaining about the smoke monster being unkillable and that it ruins the game, and I strongly disagrees. First, it's pretty easy to escape from it and there are ways to deal with this creature(using the sirens, even if it took me a while to realize it's point, but I liked that it wasn't trown in my face, disrespecting my intelligence). Also the feeling of uneasy is on point. You're always on edge. I really hope you don't remove it or nerf it. The maps design are really good, I got lost sometimes because the lack of info, but that was it.
User avatar
unknownradio
 
Joined: 22 Apr 2022

Previous

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: No registered users and 2 guests