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Re: Doom Slayer Chronicles

PostPosted: Fri Sep 07, 2018 3:36 pm
by Glaice
Is there a changelog from 1.0.1 to 1.1 when it comes out?

Re: Doom Slayer Chronicles

PostPosted: Sun Sep 09, 2018 7:25 am
by Josko
Major Cooke wrote:Personally I think the mod can do without the whole oxygen thing. Just something I never liked about Doom 3 in particular as well.

Perhaps another thing to consider implementing, harder mob waves. I don't mean just increasing the numbers. I mean increasing the difficult monster types. Cyberdemons, archviles, spider masterminds... I'm the kind of player who eats Dark Tartarus for breakfast. I love that map set which has so many cyberdemons and spider masterminds.

Map "Die Hard": Please insert some hints as to what the passwords are for the switches. It's greatly annoying that I have to try and guess what the password is over and over again for each key card.

Time lord is incredibly overpowered. I believe that should be the Hell's End reward tier instead of healing. Healing should come a lot sooner.


I agree about Time lord, it needs a shorter duration aswell, maybe 6 seconds, with aeons of death I triggered the time freeze all the time, and with Iron will I was constantly filled with Pentagrams of Protection lol! And sometimes it would turn me into demon morph.

The rank perks needs to be reworked, most are useless and some overpowered and with AeoD most rank perks didnt do much like killing machine, vitality but I modified it so they work now.

Stronger enemies would be nice aswell as a system to not let monsters spawn right behind or next to player, having good spots to camp would be fun or atleast a map for camping and holding ground

Re: Doom Slayer Chronicles

PostPosted: Sun Sep 09, 2018 7:30 am
by Josko
Major Cooke wrote:Cyberdemons, archviles, spider masterminds... I'm the kind of player who eats Dark Tartarus for breakfast. I love that map set which has so many cyberdemons and spiderminds.


You are real doom slayer! MORE BRING ME MORE!

Re: Doom Slayer Chronicles

PostPosted: Sun Sep 09, 2018 10:42 am
by neoworm
I don't want to be that guy but... This is bad. The wave based gameplay was really bad idea.

Graphics are stunning, but that's pretty much all. Any potencial atmosphere is instantly killed when the coundown to next wave comes up. I just can't immerse myself at that point. Also the level-up screen is annoying.
The first 3 maps are the cheapest arena gameplay that bores me to death. I had to search the map for last spectre to progress further multiple times and in this visually rich enviroment it's actually really annoying. Than Colloseum comes and it jumps from boring straight to frustrating. The arena is actually good with the shifting walls and stuff, but since the mod relies on respawning ammo pickups it's not ballanced properly and I had to run around to wait for ammo to spawn for at least rocket launcher. When I got to the escort mission and I just gave up.

I can guess that it's made like this so the levels, that had to take forever to make, last longer. But it just doesn't work. There are ways to make small levels last longer and be interesting at the same time, but not like this.

Re: Doom Slayer Chronicles

PostPosted: Mon Sep 10, 2018 12:27 am
by FrankADG
Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?

Maybe cancelled.

Re: Doom Slayer Chronicles

PostPosted: Wed Sep 12, 2018 10:16 am
by Josko
FrankADG wrote:
Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?

Maybe cancelled.


Lol why would it be cancelled? They said they were working on version 1.1 right away, I hope they add new map areas or map packs for Doom slayer chronicles, the fallen cementary map is way too short, they should add a huge cementary with lots of graves and a big catacomb underground 8-)

Re: Doom Slayer Chronicles

PostPosted: Wed Sep 12, 2018 3:40 pm
by Jigstraw
I tried to run this with Metadoom v5.1 and couldn't get past the first level due to monsters failing to spawn in. I tried restarting three times, and was met with the same result all 3 times.

Re: Doom Slayer Chronicles

PostPosted: Thu Sep 13, 2018 1:09 pm
by Glaice
FrankADG wrote:
Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?

Maybe cancelled.


That's an extremely pessimistic way of looking at things, considering how the other guy is still working on it.

Re: Doom Slayer Chronicles

PostPosted: Fri Sep 14, 2018 11:50 am
by FrankADG
Jigstraw wrote:I tried to run this with Metadoom v5.1 and couldn't get past the first level due to monsters failing to spawn in. I tried restarting three times, and was met with the same result all 3 times.

Monsters spawned at level?

Re: Doom Slayer Chronicles

PostPosted: Fri Sep 14, 2018 1:46 pm
by scalliano
Not feeling it.

Fired the mod up vanilla style and found myself constantly dying due to being stuck with only the pistol and being pretty much unable to defend myself. Got pinned down in the one room in the graveyard map that wasn't spawning monsters and was reduced to waiting for the enemies to funnel through the doorway until I ran out of ammo. This wasn't helped by the fact that one of the pinkies' corpses was perched on the wall inset and obscuring my view.

I see the ambition, but the gameplay is lacking for me and none of GZDoom's spanking new bells and whistles can make up for that. Horde mods require a degree of free movement to be fun, but I was constantly getting caught on extraneous bits of scenery trying to evade incoming attacks, all the while screaming at the TV "for feck's sake, gimme a bloody shotgun already!"

I dunno, maybe it gets better later on, but I can't use a pistol for that long. KDiZD put paid to that level of patience a long time ago.

Re: Doom Slayer Chronicles

PostPosted: Fri Sep 14, 2018 10:14 pm
by Get Phobo
I had no problems finishing it on UV skill. But the constant arena-style gameplay was boring. I'd prefer a normal multi-level wad with the colosseum as one of the maps.

Re: Doom Slayer Chronicles

PostPosted: Sat Sep 22, 2018 5:46 am
by Naitguolf
Amazing graphics, but I am sorry, because unfortunately invasion mode are not my cup of tea, nor arenas games kind of. . A pity, as the visuals are great, but after 5 minutes, I am done with it... Hopefully a normal campaign will be made in the future.

Re: Doom Slayer Chronicles

PostPosted: Sat Sep 22, 2018 5:58 am
by Enjay
I'm sorry to say that I'm in the same boat as many other commenters: visually it's stunning, very complete with loads of work gone in to that aspect of it: very impressive.

However, the invasion/wave style of gameplay really isn't to my taste in general (and very few mods have managed to pull it off successfully - "Stronghold" being the most obvious one to get it right IMO) and I don't feel that this mod has done a particularly good job of making, and keeping, invasion mode interesting. Like many others, I suspect, after a while I just got bored, froze all the enemies at the console, no-clipped around the maps looking at the scenery and then quit.

Re: Doom Slayer Chronicles

PostPosted: Sun Sep 23, 2018 2:43 pm
by el armadillo2
"Attempt to change CVAR 'gl_lens' outside of menu code"
Help?

Re: Doom Slayer Chronicles

PostPosted: Sun Sep 23, 2018 10:39 pm
by Blue Shadow
What version of GZDoom are you using?

Starting with development build g3.6pre-86-g58c6614c0 (September 16th), GZDoom errors out if an engine's CVAR is changed from outside menus (on mod level). In older versions, it silently blocked the change to the CVAR.