Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4

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SamVision
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by SamVision »

Maybe it's just a problem on my end but, is this platform supposed to move? Cus it doesn't.
[imgur]https://i.imgur.com/Oxc17mF[/imgur]
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Sinael
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by Sinael »

I really doubt anybody enjoys first person platforming with failure resulting in certain death. Sure, as people mentioned above, save scumming is a thing, but that is not an enjoyable thing, mind you. Many platforming sections in this mod infuriated me to the point of ragequit, which never happened with the first Golden Souls.
You may say that it is "fair" and "there's plenty of room for error", but it is sure as hell not fun at all.
It is the same reason why people have issues with inescapable pits and death traps on certain amateur maps, and why most good mappers add stairs or teleporters that players can use to get out.

If you want to punish the player for falling into a pit, maybe make them drop some coins, especially since everyone here seem to have them in abundance. Or maybe inflict 20 damage or so before teleporting player to the start of the section.
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SamVision
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by SamVision »

I think that more frequent checkpoints would be the best idea.
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isaacpop23
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by isaacpop23 »

Given that most people here seem to be arguing that the platforming is a pain, I'll poke my opinion in since it goes the other way. The platforming in this has been great so far, it's certainly not easy, but nothing too ridiculous. Plus, the death makes me try harder to do them the first time (whether it actually help or just makes me think it does idk).

For the saves, there's never been a need to excessively save-scum. I do my best to work just off of checkpoints, but occasional manual saves aren't that bad. Now if I find one where I need to save every other jump to get past, that's another issue (I'm currently about halfway through world 2, so maybe I haven't gotten to the painful stuff yet).

Now, I just find myself saving in between checkpoints regardless of the platforming because I realize how far back I'll have to go if I take a bad hit from something. So, my saving practices may just be more suited to things like this anyway.
SamVision wrote:I think that more frequent checkpoints would be the best idea.
This sounds like a fine idea, but things are fine whether or not it happens. I'd imagine that where the checkpoints are were planned with some effort, so changing them might be annoying.


Side note: I love the fact that there's Mother music in this. I just started running around in circles in the Caco house listening to the Magypsy theme. I love the music in this overall, but the Mother stuff just made me smile.
manero
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by manero »

I'm getting a crash in Coalescent Castle, at the big door just after two hammer bros with the checkpoint.

The error is "Could not find dialog file SCRIPT00"
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ZikShadow
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by ZikShadow »

I'm going to say it as well that I enjoyed the platforming, though then again I have never been one to dislike such mechanic in the first place even in old games.
JadedLexi
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by JadedLexi »

I enjoy the platforming, but I do have some criticisms with it. I feel like some of the ""bullet bill"" traps should be toned down a bit and the spike traps as well, their delays are too short(not every bullet bill trap, but some of them.) in my opinion. I've died to both of those more than anything else in this mod and I am on world 4 at the moment. I love everything else about this mod so far though, it's amazing and the maps have some incredible themes.
Gez
 
 
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by Gez »

One thing that annoys me: the coins spawned by slain enemies count as items, but they eventually disappear. They should call [wiki]ClearCounters[/wiki] before they stop existing.
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4thcharacter
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by 4thcharacter »

Speaking of coins, i'd like to suggest that the treasure chests that store them should be non-solid after you open them up, because there's a tendency you couldn't get the coins that ends up right underneath the chests.
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joe-ilya
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by joe-ilya »

The platforming is fine IMO, but getting the big coins is a huge risk almost every other time, you have to do some kaizo jumpix map31 precision just to get them and it gets pretty tiring, I started cheating just to get them sometimes.

Bugs so far :
Game crashes when you play with GZDoom on Software rendering.

Oriental Gardens bug, look at how it's cutoff on the right
https://i.imgur.com/VxYEQLz.png

I'm a bit on the edge whether I like this more than the first game or not because of that "big coin" ordeal.
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luigiman0640
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by luigiman0640 »

I'm kinda waiting on v1.1 before I get into this one. Wanna make sure the bigger bugs are out of the way beforehand.
Quick Edit: Not saying that this won't be fun, just don't wanna restart my save file when it goes out.
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Batandy
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by Batandy »

SamVision wrote:Maybe it's just a problem on my end but, is this platform supposed to move? Cus it doesn't.
[imgur]https://i.imgur.com/Oxc17mF[/imgur]
Find a switch
manero wrote:I'm getting a crash in Coalescent Castle, at the big door just after two hammer bros with the checkpoint.

The error is "Could not find dialog file SCRIPT00"
Hmm, could i have more info about that? Is your gzdoom updated to 3.4.1?
JadedLexi wrote:I enjoy the platforming, but I do have some criticisms with it. I feel like some of the ""bullet bill"" traps should be toned down a bit and the spike traps as well, their delays are too short(not every bullet bill trap, but some of them.) in my opinion. I've died to both of those more than anything else in this mod and I am on world 4 at the moment. I love everything else about this mod so far though, it's amazing and the maps have some incredible themes.
I will tweak Pyro Pyramid in the next release. It's the map with the most cannons (seriously, it's the peak of instadeath traps for those who are complaining about that), and by seeing people playing it i realized that it's more of a struggle than a fun map. Will be toned down!
Gez wrote:One thing that annoys me: the coins spawned by slain enemies count as items, but they eventually disappear. They should call [wiki]ClearCounters[/wiki] before they stop existing.
Aight, Noted.
4thcharacter wrote:Speaking of coins, i'd like to suggest that the treasure chests that store them should be non-solid after you open them up, because there's a tendency you couldn't get the coins that ends up right underneath the chests.
Noted.
joe-ilya wrote: Bugs so far :
Game crashes when you play with GZDoom on Software rendering.

Oriental Gardens bug, look at how it's cutoff on the right
https://i.imgur.com/VxYEQLz.png
Oriental Garden will be patched, the game is not meant to be played in software, only OpenGL
JadedLexi
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by JadedLexi »

Batandy wrote:
JadedLexi wrote:I enjoy the platforming, but I do have some criticisms with it. I feel like some of the ""bullet bill"" traps should be toned down a bit and the spike traps as well, their delays are too short(not every bullet bill trap, but some of them.) in my opinion. I've died to both of those more than anything else in this mod and I am on world 4 at the moment. I love everything else about this mod so far though, it's amazing and the maps have some incredible themes.
I will tweak Pyro Pyramid in the next release. It's the map with the most cannons (seriously, it's the peak of instadeath traps for those who are complaining about that), and by seeing people playing it i realized that it's more of a struggle than a fun map. Will be toned down!
Looking forward to updates, then. Thank you. :)
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CJacobsSA
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by CJacobsSA »

What does the switch
Spoiler:
do? I am completely stuck because I have no idea what it opened. If it's supposed to unlock one of the locked doors around the level, it didn't do so.
manero
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Re: Doom: The Golden Souls 2 | OUT NOW!

Post by manero »

Batandy wrote:
manero wrote:I'm getting a crash in Coalescent Castle, at the big door just after two hammer bros with the checkpoint.

The error is "Could not find dialog file SCRIPT00"
Hmm, could i have more info about that? Is your gzdoom updated to 3.4.1?
Yeah, I am on 3.4.1. Switching to the OpenGL renderer solved the crashes for me, although I prefer the look of the software renderers :)
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