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Re: [v1.3] Doom 64: Retribution

PostPosted: Wed Sep 27, 2017 11:09 pm
by _mental_
It doesn’t matter where you will put DOOMSND.SF2 as it will be referenced via full path. In the same folder with .wad will be fine.
DLLs are for Windows only and macOS version doesn’t need them at all.

Re: [v1.3] Doom 64: Retribution

PostPosted: Thu Sep 28, 2017 12:13 am
by DoomSlayer88
Thank you...
Thank you so much bro.

Re: [v1.3] Doom 64: Retribution

PostPosted: Thu Oct 26, 2017 4:12 pm
by JohnnyTheWolf
I am currently replaying Retribution, but I am having a hard time getting all the secrets in MAP30: The Lair.

I got the Demonic Rune, the Mega Armour and the Berserk Pack, but the game is telling me I am still one secret short. What am I missing?

EDIT: The same goes for MAP13: Dark Citadel. I can only find three secrets out of four.

Re: [v1.3] Doom 64: Retribution

PostPosted: Thu Oct 26, 2017 7:55 pm
by Nevander
For The Lair, make sure you run through both wood windows in the area where the artifact is. You are missing the Plasma Rifle.

On Dark Citadel, the four secrets are the health bonus bookshelves (1), the corner wall that lowers to supplies (2), the wall that opens leading to the BFG and megasphere near the rocket launcher (3) and finally the hidden alcove with a soulsphere and a Nightmare imp (4).

Re: [v1.3] Doom 64: Retribution

PostPosted: Thu Oct 26, 2017 10:15 pm
by JohnnyTheWolf
Thanks, but where is that hidden alcove with the Soulsphere located in MAP13?

Re: [v1.3] Doom 64: Retribution

PostPosted: Thu Oct 26, 2017 10:37 pm
by Nevander
It's right along the main path towards the blue key dart room. A Nightmare Imp will come out of it when you walk by.

Re: [v1.3] Doom 64: Retribution

PostPosted: Sun Oct 29, 2017 1:39 pm
by JohnnyTheWolf
I must have killed the Nightmare Imp without noticing it coming out of the alcove.

Anyway, I have finally beaten Doom 64 for the first time and I did it with your mod, so thank you! I have to say, though: I am not sure I understand why three maps were excluded of the campaign. I mean, I get that they are a bit too experimental, but seeing how the developers had the space for those, I cannot help but wonder why they did not use it to make the campaign longer.

All in all, it was good, although a bit underwhelming in places. I have to decide where I would rank it compared to other official Classic Doom mapsets. I am looking forward the expansions! :D

Re: [v1.3] Doom 64: Retribution

PostPosted: Sun Oct 29, 2017 1:50 pm
by Nevander
I'm not sure why they made those bonus levels either. Like you said, since those levels exist, they did have room for 32 (technically 33) levels on the cartridge. Maybe they just wanted to make really hard challenge maps and didn't want to force players to do them in the main level set? I'm going with that one.

Re: [v1.3] Doom 64: Retribution

PostPosted: Sun Oct 29, 2017 1:53 pm
by JohnnyTheWolf
Have you considered altering MAP24: No Escape to give it a proper exit switch rather than just having it end automatically once you have slain the last Cyberdemon? Since it is not the last level, it does not make sense to prevent the player from finding remaining secrets and stocking up on health, armour and ammunition after the fight.

Re: [v1.3] Doom 64: Retribution

PostPosted: Sun Oct 29, 2017 9:30 pm
by Nevander
I actually already made that change for 1.4 :)

After killing the last Cyberdemon, the exit will be revealed behind where the Cyberdemons spawn.

Re: [v1.3] Doom 64: Retribution

PostPosted: Mon Oct 30, 2017 1:35 pm
by Ryuhi
as much as i liked BD64, this is now my go to version by far. Its exactly like I remember it as a kid.

It also plays surprisingly nicely with most weapons mods and monster mods I've tried, only causing a few issues I can patch out :D

Re: [v1.3] Doom 64: Retribution

PostPosted: Sat Nov 04, 2017 10:35 pm
by SNEAKY
I have an interesting question about your Wad. Will there be any plans on adding monsters and items from the Doom Absolution TC's exclusive add-on called the "Outcast Levels"? Sorry if you find this difficult to understand but Keep up the great your on your project though. I loved it.:D

Re: [v1.3] Doom 64: Retribution

PostPosted: Sat Nov 04, 2017 10:45 pm
by Nevander
Eventually I probably will, but as of now they are not priority. I want to get more maps done and put out all new maps first since that was actually sort of the original goal of the project (to have a new Doom 64 episode).

Re: [v1.3] Doom 64: Retribution

PostPosted: Fri Nov 10, 2017 4:38 pm
by SNEAKY
Nevander wrote:Eventually I probably will, but as of now they are not priority. I want to get more maps done and put out all new maps first since that was actually sort of the original goal of the project (to have a new Doom 64 episode).

Sweet. I'm looking forward to that. But I was wondering if it's OK that I can help you or at least fine if I can make addons based on the Outcast for your project after your new episode is finished & released? Sorry that you either don't know that much about what I'm talking about and find this complicated but I still loved your "DOOM 64 Retribution" mod and looking forward to your furture updates

Re: [v1.3] Doom 64: Retribution

PostPosted: Sat Nov 11, 2017 3:07 am
by Nevander
If you are asking if you can create addons for Retribution, by all means do it! More mods for my mod is what I want to see happen over time. So far we have only 1, a new Zombieman sprite set that holds a rifle.