[Release] The Ultimate Torment & Torture (v1.02.1 Final!

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TheDarkArchon
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Post by TheDarkArchon »

wildweasel wrote:TDA was just talking about how he hates the flamethrower. Does that help you figure it out?
That post was made by Cutman, not me. :P
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Cutmanmike
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Post by Cutmanmike »

Dammit stop playing lawyers and get back on topic :P

(speaking of, I've almost beat PW3... YAY FOR IMPORTS)
Ninja_of_DooM
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Post by Ninja_of_DooM »

I lol'd when I heard the marine say "Deja vu!" in episode 4 level 2. So I got a cameo of sorts afterall. You forgot the big hole and cellar area. :p I didn't think to try checking the grave stones either. I'll have to do it later. :)

By the way, the 'edge of chaos' section was very similar to what I had in mind for HTI3 at one point. Props for you managing to pull the idea off. I've got a lot of real life commitments nowadays ( <--- mi amor, "My sweetheart" I've been learning Spanish too ) and I've got big plans for my future in the next 2 years which will see me wiping the proverbial slate clean and starting a new life with a new job in another country and depending on how things go, I won't be alone either. It's already been set in motion so now it's just a matter of time. Yay!

So in short, HTI3 will never see the light of day. End of life story update-age. :p

It's good to see I didn't waste script code putting words of encouragement into the HTI2 TITLEMAP either. :D I was wondering when this was due to be released. I only found out when I checked the Newdoom front page and scrolled through the news section. :p
Last edited by Ninja_of_DooM on Fri Sep 14, 2007 5:07 pm, edited 3 times in total.
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Nash
 
 
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Post by Nash »

So what is HTI2 anyway?
Ninja_of_DooM
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Post by Ninja_of_DooM »

It's the sequel to HTI. (Hell's Twisted Influence) A pair of maps I made inspired by Torment and Torture. You'll know what I meant by the 'deja vu' thing when you play the first one. HTI2 was also the WAD to make use of the TITLEMAP feature, seeing how the new ZDoom build which included it was released around the time HTI2 was almost finished.
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Tormentor667
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Post by Tormentor667 »

Hey guys, could anyone of you be so kind and write a little news item on Doomworld for me?! :)
http://www.doomworld.com/vb/news-submissions/
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Zippy
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Post by Zippy »

Alright, I got around to playing and finishing this.

Very, very good work. Fantastic job. While Tormentor things have always tended to be very good, I think this, out of all the latest ones, is definitely the superior effort. Good architecture and level design, nice flow, and fun to play.

I didn't really play the original Torment and Torture episodes (I think maybe I tried the first one?) so I can't really compare what's different or better. I think some of the great points about this one, aside from the solid standard aspects already mentioned, are the good use of weather effects and the mixed locations. I'll be honest in that the three screenshots in the first post just look like stock Tormentor shots and are uninteresting to me, but the wad itself does a very good job of providing variety and interesting changes of location.

As for criticisms, there's naturally nothing so bad as to make it not excellent, but the things that were foremost in my mind:
  • Difficulty - I played it on hard, and the difficulty was lacking early on. This actually started to correct itself in the second half. While ammo was just a little too far on the high side and there weren't many challenging fights early on, the second half or so had the ammo just about right and had a nice comfortable difficulty.
  • DECORATE monsters - Like KDiZD, I felt several of the monsters were pointless in that they didn't really do anything. E.g. the satyrs and cybernetic demons are basically just demons, etc. They're basically the same thing as guys that are already there but with highly superficial differences. I think it would have been better either to include less cloned enemies or mix up their DECORATE more.
  • There's a lot of kinks. A lot of them. None of them are really big, big problems which completely ruin things, of course. The problem is with so many little kinks it removes the feeling of polish and professionalism. I know there were quite a few, but some of the things I remember off the top of my head:
    • There was a secret with a rocket box and some rockets close to the lava but stepping in the sector with the rockets would not only tell me that a secret was revealed, but it would kill me instantly as if I had touched the lava.
    • There was a platform revenants would shoot at me from but it was easily reached by jumping. Landing on the platform killed me instantly.
    • Looking at some ceilings from certain angles would cause them to vanish or glitch a little.
    • The flame thrower occasionally sticks around after being picked up.
    • I walked off a cliff (I think before the portal to the edge of chaos), landed at the inescapable bottom and didn't die.
  • It would have been nice to have subtitles for the voice acting.
Again, very solid effort, very good map set, and very good job.

Also, I was surprised to find myself listed in the credits.
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Tormentor667
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Post by Tormentor667 »

Thx Zippy for the kind words, glad that you liked it :) Most of the bugs are fixed for 1.02 which should be the final version of this and the one that I will put up to the archives. Conc. the flamethrower that stays: I have no idea why that does happen :(
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Serious Cacodemon
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Post by Serious Cacodemon »

Tormentor667 wrote:Thx Zippy for the kind words, glad that you liked it :) Most of the bugs are fixed for 1.02 which should be the final version of this and the one that I will put up to the archives. Conc. the flamethrower that stays: I have no idea why that does happen :(
Check to make sure that the old Flamethrower thing still isn't there. The old Flamethrower thing looks nothing like the Flamethrower that can be used. Be sure to check that it's not being spawned by the script or is placed inside the map. I'm talking about the one in the mines area of Episode 3 where the Yellow key is found at.
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Matt
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Post by Matt »

Alright, so after finding out just what was causing those little white flecks in GL mode I finally got around to running through a couple maps with -nomonsters and I have two comments:

First, having noticed the huge disparity in framerate in the first map, I take back my previous comment about gameplay and express no opinion about that until I can play it on another computer.

Second, O_O.

Still no idea about the flamer though.
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Marcus101RR
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Post by Marcus101RR »

Where to find the pyrocannon?
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Marcus101RR
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Post by Marcus101RR »

Carnevil wrote:
Gez wrote: So, GZDoom is the one and only port that is currently able to run TUTNT.pk3. Skulltag should join it on this lofty perch, but probably not before beta 6 (Torr said that custom states are unlikely to make it to beta 5).
They're in and it works in ST now.
The only problem is that A_SpawnItemEx is completely new to ZDoom and has not been added yet, with that in mind, UTNT.PK3 just started to use that and skulltag is incapable of running this wad untill its added. And as far as decorate goes. Those Kamikazi with bombs dudes will certainly lag as Skulltag tends to skip frames with decorate monsters. See "MARINEST.WAD" for invasion skulltag.

Why is that? Why can it not be as smooth as cheating on zdoom online?
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Tormentor667
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Post by Tormentor667 »

Just uploading the final v1.02 :)
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Post by Tormentor667 »

Final #1 Release, v1.02
Same Link, same Download, different File!
mrphysics
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Post by mrphysics »

Marcus101RR wrote:Where to find the pyrocannon?
Spoiler:
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