Soulcrusher 1.3 (Officially a cacowards runner-up!)

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Re: Soulcrusher - Final version is out!

Postby Alterworldruler » Thu Mar 28, 2013 1:54 am

That's a bunch of unexpected bugs, guess the secret weapon is so strong it's game-breaking hahaha. I will need to make it less ridicoulous ;)

Edit: I just killed the map 7 boss with the gun and it didn't break outside the boss health bar, you just have to step on the lift.
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Re: Soulcrusher - Final version is out!

Postby PFL » Thu Mar 28, 2013 10:32 pm

Do you get this result after the fix ? If not, consider I wasn't able to step on the lift since it was still up (the picture).

EDIT. Finished
Spoiler:

Overall IMPRESSED. Major piece of work there, no doubt. Fun, challenging and well designed too. Considering the Cacowards given over the years, yours should have been there too. Maybe some bugs prevented it, I don't know. But even so. I give you a virtual one. WOW. Don't forget: I will be playing this for sure in some years. And I will remember most part where I found something strange ... and having fun to find some places you left unfixed :-)

...
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Re: Soulcrusher - Final version is out!

Postby Alterworldruler » Fri Mar 29, 2013 1:45 am

Right, I should be able to fix up everything in next 7 days, today i'll be too busy with other stuff. The fixed main wad should hopefully bring it to the cacowards-able state. AND somebody already spellchecked the story for me, although I admit it could do with some adjustments. But I swore to myself that I would'nt rewrite the story again except the ending so eh :P

Also the boss cutscenes are skippable so large amounts of text aren't a problem really.
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Re: Soulcrusher - 1.1 Update

Postby Alterworldruler » Fri Mar 29, 2013 5:42 am

Things took faster than I thought and the 1.1 is out
Link: https://www.dropbox.com/s/3tbfjdoufj1a80e/SCMain.wad

Changelog:
- The secret gun no longer breaks boss's health bars, neither breaks the STATK boss.
- You no longer can jump out of the map on STATK
- A lot of HOMs
- Made the slot 7 gun stronger.
- One of final boss's attacks were bugged due strange default behavior of A_LOOKEX
And a lot more.

Things to come in 1.2:
- Dialogue boxes replacing current way the cutscenes are done.
- Spellchecking of the entire story.

Additional note for those who say Soulcrusher should have all-around custom graphics:
There's nothing I can do about it period, Nmn left the doom community long time ago, I asked for help of likes like
Eriance and other zdoom artists but unfortunately got no help. So could you kindly deal with it?
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Re: Soulcrusher - 1.1 Update

Postby PFL » Fri Mar 29, 2013 7:15 pm

:thumb:
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Re: Soulcrusher - 1.1 Update

Postby ibm5155 » Mon Apr 08, 2013 7:10 am

I´ll not lie, this mod would be very cool if have have a narrator for the texts from the guy :D (Like i did on cursed maze intro, you see the text ex :"Soldier, go to the teleport", and you listen the same thing :D)

I just miss some sounds on it, but well i for me if you replace some sprites like doom 3 imp for legal sprites (or even if you create some) I would really recomend this be an iwad *__* [or at least come with freedoom iwad with many things replaced by your mod]
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Re: Soulcrusher - 1.1 Update

Postby Alterworldruler » Mon Apr 08, 2013 7:51 am

ibm5155 wrote:I´ll not lie, this mod would be very cool if have have a narrator for the texts from the guy :D (Like i did on cursed maze intro, you see the text ex :"Soldier, go to the teleport", and you listen the same thing :D)

I just miss some sounds on it, but well i for me if you replace some sprites like doom 3 imp for legal sprites (or even if you create some) I would really recomend this be an iwad *__* [or at least come with freedoom iwad with many things replaced by your mod]
I considered voice acting at one point but the story isn't... properly checked yet for that.
Also I would need to replace half the sprites with something new that was not taken from any game for it to work as a custom IWAD legally. The problem is, there aren't fitting custom sprites for that, NEITHER anyone is willing to make them. So i'm screwed either way.

Note: I AM GETTING TIRED of all the complaints about lack of original sprites, how many times in the world I have to point out that I ALREADY tried to find people to do monster sprites but failed, or find fitting custom sprites over here in zdoom forums that aren't doomish and fitting. Sorry but i'm REALLY getting tired of hearing it since Nmn left and never came back.
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Re: Soulcrusher - 1.2 Update (Final!)

Postby Alterworldruler » Tue May 14, 2013 3:36 am

The new and final update is out, spellchecking wasn't done, some intended features could'nt make it in due time constraints.

This is a minor update that is intended to make this wad ready for /newstuff reviewing or cacowards (it got nominated). What is fixed:

- The shops work properly now and you can't activate two of them in a row.
- Other minor bugs

What is new:

- Some of the old story text was brought back in form of dynamic messages

Aaaand with this update, i'm calling it quits with doom modding, for an unknown amount of time to come, i'm busy with college, life and so on. The link is in the main post
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Re: Soulcrusher - 1.2 Update (Cacowards-ready)

Postby Alterworldruler » Sat Sep 14, 2013 5:51 am

Just here to declare that this mod isn't as cacowards-ready as I thought, infact one reviewer on /idgames called Zalewa (I know him) gave it a 2/5 but explained why and even played it through on youtube to show me what did I screw up. Honestly, it did hit me. How crap the level 7 and 8 are in comparison to even already a bit rush-smelling copy paste 5/6.

So long story short, i'm preparing a new update, chances are, level 7 and 8 are gonna be overhauled, if that happens, I won't put out the update UNTIL the levels are good to go and are decent. I have time until late december so I may make it :). I'm doing it to do the mod's potential justice and for the fans who liked it but were dissapointed with certain aspects that were a result of rather unfortunate string of events during it's early development.
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Re: Soulcrusher - 1.3 is in works.

Postby wildweasel » Sat Sep 14, 2013 10:07 am

Perhaps now might also be a good time to recruit help with replacing the enemy sprites as well, since that seemed to be a common complaint?
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Re: Soulcrusher - 1.3 is in works.

Postby Alterworldruler » Sat Sep 14, 2013 10:50 am

wildweasel wrote:Perhaps now might also be a good time to recruit help with replacing the enemy sprites as well, since that seemed to be a common complaint?
Well, with the gameplay done and other stuff, I guess this is the best time to ask about it, main post updated. See details in the main post on what needs to be done before Soulcrusher can become a legit IWAD.

The success of the 2.0 (aka IWAD) release is in hands of the community...
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Re: Soulcrusher - 1.3 released

Postby Alterworldruler » Thu Dec 05, 2013 9:26 am

Bump. Update released.
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Re: Soulcrusher 1.3 (Officially a cacowards runner-up!)

Postby Alterworldruler » Wed Dec 18, 2013 2:26 am

http://www.doomworld.com/20years/best3.php

That's right, Soulcrusher DID get mentioned in runner-ups, i'm so happy, it's on par with winning for me.

Well... the future might be bright for this mod after all, but not only this one...
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Re: Soulcrusher 1.3 (Officially a cacowards runner-up!)

Postby Captain J » Thu Dec 19, 2013 11:30 am

aha, there you are. Happy Cacoward Awarded! i knew it could be awarded after played this mod. i was just like playing a different game with a style.

BTW, does need any future updates? it still looks fine, though.
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Re: Soulcrusher 1.3 (Officially a cacowards runner-up!)

Postby cortlong50 » Thu Dec 19, 2013 5:21 pm

How did I miss this?
I'm gonna give this a go.
My non noticed review will arrive shortly.
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