peewee_RotA wrote:This looked amazing the moment I saw it. I'm really sorry for missing it when it was first posted. LOOOVE chex quest!
I loaded it up last night and it's really fun, you did a great job and captured the feel of the original very well.
My big criticism is the pillars on the teleporters. It's really obscure and it seems like a secret. In fact I think I removed one on level 3 but there's really no good way to know. I spend a long time looking all over maps to remove them and have yet to do so and be aware that it happened. I strongly recommend just removing them altogether, even if they are an important part of a secret or a later puzzle that I haven't hit yet. Most players don't have my kind of patience and determination and are likely to either give up on the wad altogether, or stop caring about secrets. And as this community should be painfully aware, losing interest in exploring is one of the top 5 problems with video games today. We should be rewarded for exploring, not punished or disappointed.
Hi there!
I thought I'd set the board to notify me when replies to this topic were posted, but I never received any such e-mail. Nothing in my junk folders either, so oh well. First, a sincere thanks for playing through my wad! Not sure how much of this you finished, but I'm grateful when anyone bothers to check it out and take a look.
My goal was to capture the feel of the original–something that became my goal once it was apparent my mapping skills couldn't ascend the learning curve necessary to develop truly awesome maps given the amount of free time I had. As it stands, I probably poured over two or three thousand hours into this thing, including the time spent testing it. Giving up any more than that was out of the question, unfortunately, so I set my sights on something attainable, and that was emulating the feel of the original.
The secret areas are a little harsh, but they also come with clues–did you try typing the 'SECRET' command into the console? Some players have frowned on needing to use this, but I like the 'scavenger hunt' feel it gives, it's definitely different from other mods, and it reminds me of old-school games like Banjo-Kazooie where you could get cryptic hints that weren't a dead giveaway and still made you feel like you accomplished something. About midway through development I was considering making the secrets a little easier to find, but then stumbled upon the console command in the wiki and built them around that instead. I'm sorry if some of them are still a little difficult; my brother was my chief play tester (other than me) and he managed to find over half of them without any help or hints, so I figured they were fine.
The lack of ammo was one of the few ways I'd found to build difficulty into a game that lacked hitscanning enemies. That is intentional, and I tested all of the levels on Super Slimey! several times to ensure that there was enough ammo to get through if the Bootspoon is used on every Commonus/Bipedicus except in some cases where there are large groups. Finding the secrets makes ammo saving much easier. When testing, I was able to finish every level (save the last one) without saves on Super Slimey! and thus concluded the balance was about right. It's the toughest difficulty–it's supposed to be challenging. Gobs of Goo should match up with the level of difficulty found in Super Slimey! on the other episodes; if you haven't played through it all yet I'd recommend trying it on that. Additionally, finding the Super Bootspork in the third level makes saving ammo very easy on higher difficulties–you can find it in a secret area discussed earlier in the thread.
I don't mean any disrespect by saying it's a 20th anniversary wad. I was definitely banking on 'fun' over graphics, so I'm really sorry if I failed you on that.

Maybe try finishing it on a lower difficulty first, then trying it again on a harder one?
To Johnny's point about a walkthrough as well: I actually had recorded demos for the first eight levels but they were rendered obsolete as new versions of ZDoom became available during development, and alas I couldn't remember which version they were recorded with, so I deleted them. I'd love to record walkthroughs if someone could give me an easier way to do it than the demo system; my skills aren't what they used to be so I don't think I'd be able to beat the levels Super Slimey! without saving again.
Thanks for your comments. It's really cool to me that anyone here is playing it. Hopefully this helps; if you have specific problems other than the ammo issues, let me know.