Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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TheLemonLimeBrony
- Posts: 23
- Joined: Fri Jun 29, 2018 10:34 pm
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
In MAP24... Aren't I supposed to use the teleporter to go back and get a big coin after breaking the blocks in the "Dark World"? Because the teleporter won't allow me to go back, teleports me to the very same spot in Dark World.
EDIT: Video proof: https://youtu.be/NKciiEGJqNQ
EDIT: Video proof: https://youtu.be/NKciiEGJqNQ
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Yeah, it's already been addressed and will be fixed in the next version. Sorry, i just put the wrong script number by mistake. If you want to go back just find another teleporter and noclip to the previous area.pagb666 wrote:In MAP24... Aren't I supposed to use the teleporter to go back and get a big coin after breaking the blocks in the "Dark World"? Because the teleporter won't allow me to go back, teleports me to the very same spot in Dark World.
EDIT: Video proof: https://youtu.be/NKciiEGJqNQ
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
whats the intended method of getting into venom villa's
Spoiler:area?
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
It's worth mentioning thatCaptain J wrote:Spoiler:
Spoiler:
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
I've had loads of fun with the mod so far, but am I the only one who has serious performance issues in MAP24? All the other levels ran perfectly OK, even the previously mentioned MAP45, but MAP24 is literally unplayable for me 
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
MAP24 is one of the heavier maps of the game, i made sure to keep it over 30 fps as i don't have a strong build myself (gtx 760), but if you struggle, consider lowering the resolution and remove any post processing effectMainMan wrote:I've had loads of fun with the mod so far, but am I the only one who has serious performance issues in MAP24? All the other levels ran perfectly OK, even the previously mentioned MAP45, but MAP24 is literally unplayable for me
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Softpoly + cellphone resolution did the job. I got HD4870 for almost 10 years now, but I still didn't expect Doom to be more graphically demanding than Crysis 
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Now that I've completed it, some generic feedback.
The most annoying platforming was when the platforms were very small and either slippery or intermittent. Here's a good example of place I didn't enjoy:
I've also sometimes gotten stuck inside those intermittent blocks, after jumping just a tiny bit too soon and falling partway through them just before they solidify. Basically I've savescummed a lot through these platforming sections because I would have ragequitted if I had to rely only on the checkpoints.
It's even worse when you have to repeat a gauntlet several times. Having the ability to open shortcuts should be more frequent. Likewise, disabling traps once you've successfully passed them, so that you don't need to worry about them anymore when backtracking, would be nice.
The monsters introduced in the hell world (hellions and aracknights) do not drop coins. Intended? It seemed inconsistent.
The most annoying platforming was when the platforms were very small and either slippery or intermittent. Here's a good example of place I didn't enjoy:
I've also sometimes gotten stuck inside those intermittent blocks, after jumping just a tiny bit too soon and falling partway through them just before they solidify. Basically I've savescummed a lot through these platforming sections because I would have ragequitted if I had to rely only on the checkpoints.
It's even worse when you have to repeat a gauntlet several times. Having the ability to open shortcuts should be more frequent. Likewise, disabling traps once you've successfully passed them, so that you don't need to worry about them anymore when backtracking, would be nice.
The monsters introduced in the hell world (hellions and aracknights) do not drop coins. Intended? It seemed inconsistent.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Pumpkin Pathway.
1. How to get the last coin? I managed to get it only by an extremely precise vertical rocket jump.
2. It would be better to mark three exits with three different colors, e. g. black, blue and red.
3. "Do not shoot my pumpkins"
and you actually need to shoot one of them

1. How to get the last coin? I managed to get it only by an extremely precise vertical rocket jump.
2. It would be better to mark three exits with three different colors, e. g. black, blue and red.
3. "Do not shoot my pumpkins"
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Especially if a golden spider is near such a platform. I don't remember the exact map, I'll post when I reach this place.The most annoying platforming was when the platforms were very small and either slippery or intermittent
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
That ice section has been addressed and will be revamped in 1.2.Gez wrote:Now that I've completed it, some generic feedback.
The most annoying platforming was when the platforms were very small and either slippery or intermittent. Here's a good example of place I didn't enjoy:
I've also sometimes gotten stuck inside those intermittent blocks, after jumping just a tiny bit too soon and falling partway through them just before they solidify. Basically I've savescummed a lot through these platforming sections because I would have ragequitted if I had to rely only on the checkpoints.
It's even worse when you have to repeat a gauntlet several times. Having the ability to open shortcuts should be more frequent. Likewise, disabling traps once you've successfully passed them, so that you don't need to worry about them anymore when backtracking, would be nice.
The monsters introduced in the hell world (hellions and aracknights) do not drop coins. Intended? It seemed inconsistent.
I'm also gonna tone down those intermittent blocks in the sections with the bottomless pits.
- Captain J
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
And yes, you're not the only one who have suffered by such tricky platforming, as i mentioned before.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
In such cases I quicksave at each stable point.
