Back to Saturn X E1: Get Out Of My Stations

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esselfortium
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Re: Back to Saturn X Episode I released! (0.99f)

Post by esselfortium »

So, April Fools is today-- er, yesterda-- um... several days ago, and those pictures were all the same room shown from different angles.

Anyway, while we're all gathered here, have a couple of actual E2 screenshots! I don't want to give too much away, but these ought to give at least a partial idea of what kinds of settings you can expect to see in episode 2.
Spoiler:
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SyntherAugustus
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Re: Back to Saturn X E1 released, real E2 shots on page 5

Post by SyntherAugustus »

As I said in the DW thread, like the use of color. Something was up with those other shots :P
Ribo Zurai
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Re: Back to Saturn X E1 released, real E2 shots on page 5

Post by Ribo Zurai »

Wow, those look like pure art! Can't wait to play it.
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MG_Man
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Re: Back to Saturn X E1 released, real E2 shots on page 5

Post by MG_Man »

I'm sorry this is a bit of a bump, but I have a few things to mention:

-I enjoyed this set a lot! Layout, texture, and music-wise. Though, I do have a few tiny gripes:
-This should have been called Back to Revenant X. It feels like Revenants are way overused, but despite that they weren't that much of a pain to deal with, except when they appear in swarms behind you in a few places (MAP06). I also wish the monsters were slower to be introduced instead of having them all mixed in within the first 7 maps or so. It makes the rest of the WAD a little less exciting.
-Suddenly archviles! They were okay in most places, but in one room (MAP06 again) where they're inside a room with tons of monsters, there isn't really a good way to dodge their attacks. It would be nice if there was a tiny bit more warning before most encounters, because they often come out of nowhere.
-There's quite a few hitscan enemies/revenants well outside of vertical FOV (bad for doom2.exe :()
-Health seems a bit stingy in about the first third or so but it could be that I suck :P
-I think the Yellow Key room in MAP06 is a bit bugged. I'm on r4220. There's a rocket box on top of a seemingly invisible wall, and there seems to be another to the right where the revenant is. What is it supposed to look like? Same deal in GZDoom, except there's quite a bit of z-fighting in that room as well (something I must say I haven't seen in Doom before)
-The train hubs were a nice little break/immersion bit, but they sortof lose their magic when you magically appear in the next map (and back) without there being a train at the destination
-The ending. Ain't it a shame? ;)

I can't gripe about the map design because it's fantastic, and there are always clues/doors opening to show you where to go next, and I appreciated that a lot.
I agree that the maps do seem a tiny bit samey thematically, but I understand this is because this is all supposed to be Episode 1 so it doesn't bother me. Looking forward to E2!
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Lippeth
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Re: Back to Saturn X E1 released, real E2 shots on page 5

Post by Lippeth »

This whole project is nothing short of classy. I don't care if I'm 50 by the time it's released, I'll play it and enjoy it!
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zygo
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Re: Back to Saturn X E1 released, real E2 shots on page 5

Post by zygo »

Just downloaded and played it... im 2minutes in to this and the detail is amazing greatwork :D
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esselfortium
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Re: Back to Saturn X E1 released, real E2 shots on page 5

Post by esselfortium »

In time for the Doomworld Megawad Club's playthrough of E1 this month, here's a long-overdue update to BTSX episode 1!

It includes:

- Entirely new MAP19: Bingo Pool Hall of Blood, a small, chaotic sandbox level. (Later maps were shifted forwards a slot, so U.S. Mustard Company is now MAP20, etc.)

- Updates and enhancements to various maps

- New graphics, including subtle SKY2 and SKY3 variants and a new menu screen

- Too many bug fixes to count (and hopefully not too many new ones)

DOWNLOAF 99i8 99i9: http://essel.spork-chan.net/wasd/btsx_e1_99i9.zip

edit: hotfixed to 99i9 to fix a couple of minor bugs that slipped through at the last minute
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Kaal979
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Kaal979 »

Pretty great atmosphere and monster traps only im
sad because i cant use my weapon replacers with it.
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Kaal979
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Kaal979 »

Pretty great atmosphere and monster traps only im
sad because i cant use my weapon replacers with it.
Didnt try the new release yet though - anyways thanks!
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Big C
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Big C »

Um, I ran Back to Saturn X just fine with Accessories to Murder alongside it...
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Kate
... in rememberance ...
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Kate »

Tips:
  1. Make sure that the mod uses PNG sprites. Doom-format paletted sprites will not work correctly due to the new palette to facilitate the extended purple range.
  2. Make sure that BTSX is loaded first, as it needs to include a copy of the monster and weapon sprites in order to use the new palette, so mods that use the same sprite names as stock weapons/monsters will have their sprites overridden.
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Ghostbreed
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Ghostbreed »

Downloading now! Looks awesome.
It IS awesome! I really enjoy this. And the music is top notch. Woah!
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Big C
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Big C »

Just wanted to say this is one of my favorite new levelsets now. Beautiful visuals, great music, great level design. And best of all, it's fun with every weapons mod I use it with. :D
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Ghostbreed
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Ghostbreed »

I duke it out using Accessories to Murder and I have a blast :D
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Average
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Re: Back to Saturn X E1 updated to .99i9 with a new map and

Post by Average »

Indeed. I'm playing through this again with Brutal Doom and even though there a couple of conflicts with the liquid textures it's still a riot! It's almost like a new Doom game... a 'Doom 64 II' if you will.
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