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.
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Boss report (skill 5) - The forest boss is impossible to beat. Summoning minions with fast monsters (which is built into this setting) is guaranteed to get out of control quickly (I've encountered it a few times in other wads with similar results), and the double DamageFactor makes the ground-based homing attacks (which are hard to see or figure out) pretty much kill you outright.
Everything else so far has been manageable with at most some practice (squids are the hardest regular mob by far), the only notable difficulty spikes were both in the sunken ship - the dark treasure room with 4 fire-spitting circular mobs, and the red mini-boss that opens the Medusa doors. (both were beaten with preparation and potion spam)
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And an update on the coin situation - I did buy a stack of haste+invisibility potions when I discovered the shop, but the red skull palace brought the balance back up. I'm hovering between 1800-2000 most of the time, and in Fort Phantom I made it back up to the cap again. (although now I've deliberately emptied my supply of health+haste potions as a result of god-moding the boss, so it'll be right down again when I enter the 5th zone)
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Lastly, the haste potion has no effect on the starburst weapon - looking into this, I can see most of the frame durations are already at 1 tic...the only way to fix this would be to double all the frame durations (making it fire twice as slow) and the weapon damage (making it hit twice as hard), while reducing ammo capacity and pickup size by half. (varying weapon/monster speeds in-game have always been very difficult to implement because of the way the engine handles it)
I know I'm throwing out some criticism above, but trust me - I'm loving the wad, definitely on the same tier as BoA/Alfonzone/Square 2 in terms of recent greats.
Everything else so far has been manageable with at most some practice (squids are the hardest regular mob by far), the only notable difficulty spikes were both in the sunken ship - the dark treasure room with 4 fire-spitting circular mobs, and the red mini-boss that opens the Medusa doors. (both were beaten with preparation and potion spam)
=============================
And an update on the coin situation - I did buy a stack of haste+invisibility potions when I discovered the shop, but the red skull palace brought the balance back up. I'm hovering between 1800-2000 most of the time, and in Fort Phantom I made it back up to the cap again. (although now I've deliberately emptied my supply of health+haste potions as a result of god-moding the boss, so it'll be right down again when I enter the 5th zone)
=============================
Lastly, the haste potion has no effect on the starburst weapon - looking into this, I can see most of the frame durations are already at 1 tic...the only way to fix this would be to double all the frame durations (making it fire twice as slow) and the weapon damage (making it hit twice as hard), while reducing ammo capacity and pickup size by half. (varying weapon/monster speeds in-game have always been very difficult to implement because of the way the engine handles it)
I know I'm throwing out some criticism above, but trust me - I'm loving the wad, definitely on the same tier as BoA/Alfonzone/Square 2 in terms of recent greats.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
It's okay! Criticism is really useful, i'm currently making a huge list of things to do including more level tweaks. Will take a bit longer to come out but that's just because i need to take it slower this time.The Ultimate DooMer wrote:Boss report (skill 5) - The forest boss is impossible to beat. Summoning minions with fast monsters (which is built into this setting) is guaranteed to get out of control quickly (I've encountered it a few times in other wads with similar results), and the double DamageFactor makes the ground-based homing attacks (which are hard to see or figure out) pretty much kill you outright.
Everything else so far has been manageable with at most some practice (squids are the hardest regular mob by far), the only notable difficulty spikes were both in the sunken ship - the dark treasure room with 4 fire-spitting circular mobs, and the red mini-boss that opens the Medusa doors. (both were beaten with preparation and potion spam)
=============================
And an update on the coin situation - I did buy a stack of haste+invisibility potions when I discovered the shop, but the red skull palace brought the balance back up. I'm hovering between 1800-2000 most of the time, and in Fort Phantom I made it back up to the cap again. (although now I've deliberately emptied my supply of health+haste potions as a result of god-moding the boss, so it'll be right down again when I enter the 5th zone)
=============================
Lastly, the haste potion has no effect on the starburst weapon - looking into this, I can see most of the frame durations are already at 1 tic...the only way to fix this would be to double all the frame durations (making it fire twice as slow) and the weapon damage (making it hit twice as hard), while reducing ammo capacity and pickup size by half. (varying weapon/monster speeds in-game have always been very difficult to implement because of the way the engine handles it)
I know I'm throwing out some criticism above, but trust me - I'm loving the wad, definitely on the same tier as BoA/Alfonzone/Square 2 in terms of recent greats.
World 4 boss will be checked, either with a monster cap or with the removal of fast attributes.
I might also tweak the prices of the items.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Another pair of unreachable coins:

Also, I believe FleshSporeTentacleUp/Down shouldn't have the COUNTKILL flag, since after the fleshspore's death they just become inert. Since they have the "Monster" combo, they just need -COUNTKILL added.

Also, I believe FleshSporeTentacleUp/Down shouldn't have the COUNTKILL flag, since after the fleshspore's death they just become inert. Since they have the "Monster" combo, they just need -COUNTKILL added.
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- Posts: 23
- Joined: Fri Jun 29, 2018 10:34 pm
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
i literally just entered Tower Rewot. I haven't even left the first room, but based on the level name, and the music, I already know how this will work, and I already love it. you never cease to amaze, Batandy
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- Posts: 23
- Joined: Fri Jun 29, 2018 10:34 pm
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
but the sky/floor does not kill you sometimes when the temple is flipped, like the first room after you flip, and the one after that. minor glitch, but very noticeable when you get stuck and have to fly back up.TheLemonLimeBrony wrote:i literally just entered Tower Rewot. I haven't even left the first room, but based on the level name, and the music, I already know how this will work, and I already love it. you never cease to amaze, Batandy
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Having a blast with the full release so far with some minor issues but there more personal nitpicks than major issues. probably the only thing I am having diffculty with is finding those big coins since I am not that savvy when it comes to finding secrets.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
You can get out of bounds In Port paradise from by jumping on these clusters of trees and onto the blue roof, can get you stuck. I thought it led to a secret big coin at first

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Edit: On further review you can skip the 2 switches leading to that locked up 3rd Big coin by hopping on the orange building next to it, jumping down, then rocket jumping out...So I was kinda right lol

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Edit: On further review you can skip the 2 switches leading to that locked up 3rd Big coin by hopping on the orange building next to it, jumping down, then rocket jumping out...So I was kinda right lol
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Rocket jumping out... Yeah, i rocket jumped often and found some secrets and big coins. When it doubt, blast your ass to the sky and make your dream come true!
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Noted all of these, thank you very much!
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1

Thank you so much for making this mod-a, Batandy. It was really a long trip to save his fluffy friend. My Total Clear time is 16:46:34, beaten with Galactic Veteran difficulty.
Spoiler: Spoiler really.Two Cents; It was 100% Fun trip. 10% Hellishness, 20% Fan service, and 80% is Nostalgia that you won't never forget.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
hey, loving this so far.
got to the port level, but went back for more of them big coins. can't figure out how to get the third one on the first level. i got the following ones:
got to the port level, but went back for more of them big coins. can't figure out how to get the third one on the first level. i got the following ones:
Spoiler:no idea how to get that third one or even where it is. may i please have a hint?
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
It's around the vicinity of the switch that activates the elevator (the elevator where a heart is located underneath it).mentha wrote:hey, loving this so far.
got to the port level, but went back for more of them big coins. can't figure out how to get the third one on the first level. i got the following ones:
Spoiler:no idea how to get that third one or even where it is. may i please have a hint?
You just have to look very carefully.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Can't reach the east end of the underground section in MAP25 (Chilly Cliffs). I stopped at the middle of this section, all paths are blocked with semi-transparent ice walls. WTF?
- Wiw
- Posts: 769
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
I've gotten stuck into this, really enjoying it so far!