This mod was never designed to actually allow the player to win anything and may make it literally impossible to advance through some maps. For convenience I've included a list of a few maps that seem to work better than others (but the one on the git wiki is better updated and tested).
D1: E1M1-4 not counting 9; E2M2; E3M1-3 (load doom2.wad as a pwad to fill in the missing sprites)
D2: Map01 through Map06, Map12, map14, Map15, Map31
I didn't upload that, simply linked to it. It's on the front page of the wiki
Posted: Tue Feb 20, 2007 11:14 pm
by Matt
Oh, whoops, fixed! Sorry RazTK
Anyway, because I want more replies to this to stroke my own ego (and, as a distant secondary motivation, I actually want to know the answers) I've got some actual questions about people's experience with this wad:
- Are the sounds playing correctly in 3D mode even without the disable-special-effects patch? (the easiest way to test this I've found is to go to map15 with god mode on, run into the middle field and fire one shot to catch everyone's attention)
- Is the gameplay too difficult? I deliberately geared things to be just a bit more than I personally can handle. Yes, you do have to play quite differently than you do in normal Doom, but my experience tends to be that people who are good at one style will do comparably in the other.
- Are there any weird glitches in the sounds themselves, or other bugs worth noting?
Posted: Wed Feb 21, 2007 1:02 am
by hnsolo77
im having some problems getting this to run
at first it gave me an error in line 33 of dcppawnw lump of expected ')' and i fixed that, now it tells me sprite names must be exactly 4 characters long and it is 4 characters long.
WTF is going on with this?
oh yeah im running ZDoom version 2.1.7
Posted: Wed Feb 21, 2007 1:47 am
by TomD666
The gameplay is rather difficult and I don't like how the Arch-Vile can't be killed.
But overall I do like it for some reason, it's rather neat and different from the usual doom fare
Though the alive barrels are wtfage
Posted: Wed Feb 21, 2007 2:47 am
by Osiris Kalev
@hnsolo77 - You'll need to use a version of ZDoom that utilizes custom states. There's a link for the latest version in Vaecrius's first post.
Posted: Thu Feb 22, 2007 3:17 am
by Matt
@hnsolo77: What Osiris said.
@Tom: Thanks. I'm wondering what other alternatives I should go for with the Archvile... I don't like the original death animation at all, and something about it always really stood out to me that it should get special treatment in this regard. Knowing me, though, I'll probably settle for something involving huge explosions, earthquakes, and additive translucency XD
Speaking of which, anyone killed the cyberdemon yet?
And now I just wonder how on earth to make the Industrial Zone playable with the cyberdemon... maybe I should test with real people instead of these useless bots <_>;
Posted: Thu Feb 22, 2007 7:33 am
by TomD666
Could do a huge explosion that fires out flames that resurrect the corpses! :O
Also that flaming barrel is unfair. As are the barrels in general.
Posted: Thu Feb 22, 2007 12:33 pm
by Cutmanmike
Wow. I really can't get used to this way of playing at all
Posted: Thu Feb 22, 2007 7:53 pm
by Matt
@Cutman: I can't tell if you're joking Guess I'll have to finally get around to playing those Ghoul's Forest maps after all... :O
@Tom: New update. Thanks, btw, I've wanted to do this particular death sequence for a while...
Posted: Fri Feb 23, 2007 3:30 am
by Cutmanmike
No really. I can't even get past map02 in doom2. The bleeding to death thing I can't stand, even if it is a nice effect it gives me headaches. And what Tom said about the archviles.
Posted: Fri Feb 23, 2007 6:00 pm
by Matt
Y'know, I think after a couple attempts to play without -host 1 I'm really going to have to do a few maps specialized for this mod XD
EDIT: And to clarify for those who haven't played this thing yet, you're not actually bleeding to death, though the zombies do (unless that's what you're talking about, Cutman) - it's just a persistent red flash and loss of fine motor control while moving...
Re: Hideous Destructor [last update 22 Feb 2007]
Posted: Sat Feb 24, 2007 12:23 am
by HotWax
Vaecrius wrote:Since <strike>SlayeR</strike> RazTK was kind enough to upload a binary of the SVN I decided to throw this wad out to see what you guys think.
For future reference, could you please provide a direct link to the file rather than a link to a thread with a link to a thread with a link to the file?
Thanks.
Also, using the version of GZDoom linked to in the above file, I get the following error when loading hideousd.wad:
Script error, "actors/shared/debris.txt" line 397:
Invalid state parameter a_fadeout
I think I may be needing an updated gzdoom.pk3 as well, yes?
[edit]Nevermind that, I thought I had gotten the latest GZDoom version already, but apparently not. I downloaded 1.0.22 and extracted gzdoom.pk3 from it alongside the fixed version of GZDoom, and the error now reads as follows:
Script error, "dcppawnw" line 1265:
Invalid state parameter a_setgravity
Thus far, not impressed.
Posted: Sat Feb 24, 2007 4:30 am
by Matt
You need the SVN (last one I downloaded being r490).
EDIT: Just noticed the old reference to GZDoom in the text file. Fixed.
Incidentally, I've also nerfed the archvile...
Posted: Sat Feb 24, 2007 7:11 am
by TheDarkArchon
The rifle's spare ammo count doesn't work: It shows the number of shells left, not bullets. Also for the love of all things blowy-uppy, get rid of the attacking barrels. Game play in general is far too frustrating, partially to almost-overpowered monsters and an overly slow player. The reloading animations need a ton of work though: Drop and reload isn't very convincing and there also needs to be more than the stock sounds as well as the SSG sounds don't make particularily good clip removing sounds. The mod is good on the technical side of things, though, I liked the gradually restoring your health effect once you get out of a firefight.