Winter's Fury

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Re: Winter's Fury: 1.2 Polish Update

Postby Major Cooke » Thu Apr 10, 2014 10:48 pm

Map05A: There's two D.A.R.K.ness's. When you exit out into the massive outdoor area, look off to the distant right. If anyone has noticed this before the 1.2 update, his position was never removed from there.

Also, you can "kill" darkness by shooting at it with explosives in the beginning of the map.

Spoiler: Darkception!
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Re: Winter's Fury: 1.2 Polish Update

Postby LostSkull » Fri Apr 11, 2014 9:51 am

Major Cooke wrote:
Spoiler: Darkception!

Gimme that shotgun!
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Re: Winter's Fury: 1.2 Polish Update

Postby Captain J » Fri Apr 11, 2014 10:12 am

it's from aeons of death, so you gotta type the cheat; idkfa or idfa and select the shotgun slot and there ya go, have fun with aeons of death.
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Re: Winter's Fury: 1.2 Polish Update

Postby LostSkull » Fri Apr 11, 2014 10:24 am

I will
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Re: Winter's Fury: 1.2 Polish Update

Postby Major Cooke » Tue Apr 15, 2014 4:39 pm

It's not that easy. :P
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Re: Winter's Fury: 1.2 Polish Update

Postby TiberiumSoul » Tue Apr 15, 2014 6:54 pm

Right because if I recall correctly AEoD has inventory limiters IE you can carry X ammounts of slot Y weapons but if you want that shiny new weapon Z that just dropped from an enemy you'll have to drop something else to be able to grab it
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Re: Winter's Fury: 1.2 Polish Update

Postby Captain J » Wed Apr 16, 2014 2:51 am

unticking a weapons limit always helped the gameplay, to me. though.
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Re: Winter's Fury: 1.2 Polish Update

Postby Lycaon » Sun Mar 20, 2016 10:07 pm

Ok, this is my new favorite wad together with BoA. This is just massive, and it has everything I expect to see in modern Doom projects (all the things you don't normally see): Boss fights, Characters, narrative, cutscenes, visual effects, new weapons, new monsters, and most importantly, a unique style. This engine has potential for all of these things and almost nobody seems to take advantage of it, instead they prefer doing what's been done a million times already. I'm not saying everything should be like this, but come on, there are far to few projects like this. I'm loving every bit of this. I'm currently at the part after you are saved by the colonel, that was pretty epic, I raised my arms and nearly screamed when the music kicked in and you see the marines standing on the SUV. Nice touches everywhere, I can't say how much I'm liking this enough.
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Re: Winter's Fury: 1.2 Polish Update

Postby cortlong50 » Sat Mar 26, 2016 3:12 am

uh....well this looks bad ass.


downloading.


edit: every time that i try to run it i get a crash on my video card oddly enough that says the application needs to close?


edit again: never mind, played it with the newest gzdoom build and it started right up.



edit third time: if you dont get a cacoward for this...someone is getting their dickhole smashed.
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Re: Winter's Fury: 1.2 Polish Update

Postby Lycaon » Sun Mar 27, 2016 1:48 am

This is positively the most epic wad i have ever played
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Re: Winter's Fury: 1.2 Polish Update

Postby BFG » Mon Mar 28, 2016 5:33 am

was following development of this years ago when there was a photo of an aqua Duke Nukem alien. I thought the colors of this mod were beautiful. I can now finally play it! it's a shame that this thread has been quiet since 2014, I thought maybe there's an update.
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Re: Winter's Fury: 1.2 Polish Update

Postby Pyroscourge » Mon Mar 28, 2016 5:57 am

cortlong50 wrote:edit third time: if you dont get a cacoward for this...someone is getting their dickhole smashed.


Winter's Fury won a Cacoward already in December 2012.

BFG wrote:was following development of this years ago when there was a photo of an aqua Duke Nukem alien. I thought the colors of this mod were beautiful. I can now finally play it! it's a shame that this thread has been quiet since 2014, I thought maybe there's an update.


Then you may be surprised to know that I do update the mod every now and then, the most recent of which being about 6 hours ago! I don't post about it since they really aren't massive changes, just bug fixes and slight adjustments here and there. The biggest update was back in late 2013, where I polished the mod's original rushed form from the 2012 release, and since then I've added a few notable changes, like the redesign of a few areas in MAP03/MAP04A/B, a working berserk power-up, brightmaps for the monsters and weapons, and even an improved puzzle in MAP07B.

Either way, thank you for the comments everyone. Knowing that you're enjoying the work that I wasted part of my life on makes me feel much better about it even existing in the first place. Thank you all very much, and I truly mean that.
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Re: Winter's Fury: 1.2 Polish Update

Postby Ed the Bat » Mon Mar 28, 2016 9:40 am

A new update! Perhaps I won't need to keep the experimental build I made for you so many years ago, anymore.
Code: Select allExpand view
gameinfo
{
   playerclasses="WinterPlayer"
}

Aww, you've made me so happy! :D
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Re: Winter's Fury: 1.2 Polish Update

Postby cortlong50 » Mon Mar 28, 2016 10:38 pm

Pyroscourge wrote:
cortlong50 wrote:edit third time: if you dont get a cacoward for this...someone is getting their dickhole smashed.


Winter's Fury won a Cacoward already in December 2012.

im an idiot
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Re: Winter's Fury

Postby Oniria » Fri Jul 14, 2017 3:58 pm

I just registered to be able to post this here.

I was rly looking forward to playing this but upon loading the wad with the latest gzdoom I keep getting a very fatal error.

It doesnt even load (as in going ingame), all I can hear is some wind sounds and it shuts off with a fatal error message.

Ive tried some older versions, namely 2.4.0 , wich causes the same thing.

I dont know wth is going on but Im bummed and dissapointed. :cry:

Anything to try to resolve this would be of great help.
Id be sorely dissapointed if I have to resort to skip playing this althogether.
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