Lasting Light V4.1 - A Chance for More Horror? (See Pg.10)

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Hetdegon
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Re: Lasting Light V4 - The Stalker Seeks Your Blood!

Post by Hetdegon »

Yeah Doom doesn't have much in terms of horror, despite technically being horror itself. You are just too strong to be scared of the dark.
Someone at Doomworld was asking about horror-themed wads and this was pretty much the only one I could suggest. Glad to see activity in the thread actually.

Should try epic2.wad with this, actually. I was kinda thinking of maps that would fit this mod, but I always end up running Doom 1 maps for some reason.
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Josh771
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Re: Lasting Light V4 - The Stalker Seeks Your Blood!

Post by Josh771 »

Do try it, it's a pretty good match. Something about the screecher just fits right in. Just make sure you don't make my mistake of loading epic2.wad after lasting light. That gives you pretty blue skies in the dark. The courtyards don't seem out of place at all anymore.
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Ral22
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by Ral22 »

In a move I never thought I would make, I have updated Lasting Light with some bug fixes and an addition to make the Stalker slightly easier. You now have two chances against her when playing on Normal. Get caught once and she will disappear, laughing as she gives her prey one more chance. Get caught again and you'll be added to her collection. Get the latest version below or go to the main page and refresh yourself on the rules of Lasting Light.

Latest Change Log:
- Fixed a glitch with the Stalker going through walls and mid-textures.
- Added addendum to the Stalker on Normal mode, giving you a second chance to survive should she catch you.
- Added new shock images pertaining to the Stalker catching you the first time.
- Added more befitting world props. (Thanks Terminus!)

Download V4.1 here: https://www.mediafire.com/?7v6i4anz5gd5v3a
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Hetdegon
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by Hetdegon »

Oh, an update, how nice. Now that I try it again, I noticed playing with a bunch of brightmaps enabled give the stages a nice eerie touch, although it makes stages easier to navigate, which might miss the point a bit.

Also I got killed in the end room of MAP01 (Doom2 default) while idling for a few seconds (lamp turned on). I kinda expected the door to open or something when I heard the sound cue of that one monster that causes popscares, but seems it doesn't give a damn about the laws of physics, the laws of doors, and the laws of personal space. 2spooky.
Not really a complaint or a bug report (i'd rather consider it a feature given the theme), but thought it was kind of amusing.

I really like this mod. It's not scary, but I think no horror game is scary. At least this one manages to *startle* consistently. Which is more than what I can say about stuff like Amnesia (it had too many safe zones, the monster felt too scripted, and was more ugly than scary...also kinda easy to avoid). The monsters are more unpredictable than your average slenderman or Sadako ripoff, and the infinite variety of Doom maps (as well as their structure) manage to make it way more interesting than the average 2spooky Unity3D game. It's definitely a keeper in my collection.
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SouthernLion
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by SouthernLion »

Error, player grunspeed is an unknown actor property.


Tried on Zandronum and GZDoom. :(

EDIT: Had old version of GZDoom. Fixed it. lol

That did make my heart jump a few times, testing it on my .wad for fun. Nice work on this, man.
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TiberiumSoul
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by TiberiumSoul »

well time to update the blackened souls fork...


and finish my endurance map
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idGamer
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by idGamer »

Very nice work! The mod creates a very creepy experience that exceeds all but a few other Doom horror mods for me. :)
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FireHusky
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by FireHusky »

I've came back to tell how how great the mod is and the fact that you're still updating it makes me happy! :D
I've played with this mod on a map of my own that had mirrors in it, and my heart sank enough that I quit the game in fear...
Spoiler:
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idGamer
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by idGamer »

Might be a bug, but once when I was getting chased by the Stalker, I was bombarded by rorsharch (?) pictures like the Creeper does when you're near him. This might be due to the fact that immediately before the Stalker appeared, I had gotten a warning hiss from the Creeper for straying to close to it with the lantern on.

Also, I've occasionally seen the Stalker and the Screecher stuck in walls, both inactive (if only temporarily). If I find it again, I'll post a screenshot.

One other thing that's more of an amusing occurrence rather than a bug; once I was standing still when the Stalker appeared right next to me, instantly catching me. :lol:
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cortlong50
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by cortlong50 »

This sounds fun. I think I'll give it a go.
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Ral22
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by Ral22 »

@Hetdegon: Yes, the game was developed with no brightmaps intended.

@idGamer: I believe it is a glitch that occurs between the Creeper and the Stalker. If the Creeper is nearby when you activate the Stalker, the Rorschach images will continue to hit you, despite the suspension of the Creeper. I should be able to fix that, but it is low priority, since it is not game breaking.

The Stalker and the Screecher being slightly visible in the walls is a condition of Decorate action functions. It's the way ZDoom works; there is not much I can do about it.
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FireHusky
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by FireHusky »

Ral22 wrote:@Hetdegon: Yes, the game was developed with no brightmaps intended.

@idGamer: I believe it is a glitch that occurs between the Creeper and the Stalker. If the Creeper is nearby when you activate the Stalker, the Rorschach images will continue to hit you, despite the suspension of the Creeper. I should be able to fix that, but it is low priority, since it is not game breaking.

The Stalker and the Screecher being slightly visible in the walls is a condition of Decorate action functions. It's the way ZDoom works; there is not much I can do about it.
Could you possibly make an actor that checks for ceilings before actually spawning an actor in, if it touches a ceiling, it doesn't spawn an actor in? This might fix this that happened to me.
Spoiler: Stalker glitch
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TiberiumSoul
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by TiberiumSoul »

since Ral had said before that i could broadcast the Blackend Soul's Branch of Lasting Light here im posting in to let you guys know that im working on adding a little bit of action to the mod.

the only planned additions are a revolver with blessed iron bullets (because iron is bad for ghosts and sends them back from whence they came :D) and throwable flares when in lieu of lantern fuel

flares will be the more common item compared to bullets and fuel
Naitguolf
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by Naitguolf »

Excelent mod. A nice adition could be a mode where you play normally, but the only light on map is the lantern (like you always have it). Migh make the doom more scary and hellish :)

Also, any recommended map? :-)
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Deimos Anomaly
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Re: Lasting Light V4.1 - Horror Emerges Once More

Post by Deimos Anomaly »

Summon hundreds of Creepers and Screechers. Have fun 8-)

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