Pirate Doom! - House of Mojo 06/05/14

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ShadesMaster
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by ShadesMaster »

"Grog Factory" always loved that name, inspired for an Austin Powers fanstory I wrote with Fat Bastard running a restaurant called 'Grog Factory' LOL!!!!
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Captain J
 
 
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by Captain J »


well, the real GROG means...yup, for manly pirates.
tiagoruback
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by tiagoruback »

Congratulations, man! I've never had so much fun with a Doom mod! The atmosphere is superb and the level design is awesome. Also, I'm very impressed with the details of shadows, scenery and song selection.

I am a very dedicated player, and I have found every secret of every level until "Dead Men Tell no Tales". I have searched every inch of this level, and I have found only 10 secrets. The map says there's 11 secrets. My item and kill count is already 100%. Help! This mod is so great I want to know every little detail of it!

Thanks in advance for the help, and forgive my poor english.

edit
so far, I have found the following secrets:
Spoiler:
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Arch
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by Arch »

Hey Tiago! Glad to read this. Looks like the missing secret is a wall in the revenant ruins, you can use a wall to grab a wine bottle there.
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Captain J
 
 
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by Captain J »

well good thing is you spoiled that secrets. because i love finding secrets myself withont any help.
tiagoruback
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by tiagoruback »

Thank you very much, Arch! I did found the secret you mentioned, but for some reason the GZDoom 1.8.2 doesn't recognize that spot as a secret.

Anyways, if you say that wall is a secret, I'm satisfied. Now, if you excuse me, I'll grab my cutlass and storm the Baron Castle!

Looking forward for the final map! If this mod doesn't win a Cacoward this year, I'll never enter Doom World again! Arrr!
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Arch
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by Arch »

That secret only counts if you grab the bottle, you probably had full health. It won´t count as a secret anymore, because there´s always a chance players don´t pick it.

Did you maxed all maps??! :shock:
tiagoruback
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by tiagoruback »

About that bottle of wine, you're right. Full health, no secret!
And yes, I maxed out all 13 levels in a week. Did I say all? Forgive me, but there are "magical forces" stopping me from getting 100% kills in the circus, hahahahahaha!

I really like the sense of progression of the maps. I really feel I'm in a cohesive world, in an epic pirate quest. Favorite levels: I like them all, but my favorite ones are the "Melee Island" and "Where Evil Pirates Fall". The map "Melee Island" made me play Secret of Monkey Island again.

Battleships! and the Sunken Ship are amongst the most creative maps I've ever seen. Booty Bay has a gorgeous outside design, too, and the music made me play Outlaws again. Man, all levels are really fun. Looking forward for the final one! (Please say there will be more maps!)
Last edited by tiagoruback on Tue Aug 13, 2013 11:19 am, edited 1 time in total.
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Captain J
 
 
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Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Post by Captain J »

tiagoruback wrote:I maxed out all 13 levels in a week. Did I say all? Forgive me, but there are "magical forces" stopping me from getting 100% kills in the circus, hahahahahaha!
if you have a unstoppable killing spree, you can open the colsone and type one thing and press enter; 'kill monsters'. and i thought it's pretty useful.
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Arch
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Re: [WIP GZDoom] Pirate Doom! - looking for beta testers

Post by Arch »

Last map is finished! Before I release it, I would like to know if there´s somebody interested in beta testing this.
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Re: [WIP GZDoom] Pirate Doom! - looking for beta testers

Post by Captain J »

i'm so agree to testing for stronger bosses or hard platforms.
tiagoruback
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Re: [WIP GZDoom] Pirate Doom! - looking for beta testers

Post by tiagoruback »

I would be glad to be a beta tester! But I will be absent until Tuesday, 20 Aug.

I'm from Brazil, my native language is portuguese and I can understand English very well, but I'm not awesome in writing in this language. Nevertheless, I would be glad to help.
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Ed the Bat
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Re: [WIP GZDoom] Pirate Doom! - looking for beta testers

Post by Ed the Bat »

After beta testing is completed to your satisfaction, I'd like to volunteer to give the internal code a once-over and see if there's anything that can be fixed up (formatting, updating deprecated methods, etc.)!
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Arch
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Re: [WIP GZDoom] Pirate Doom! - looking for beta testers

Post by Arch »

That´s very nice, Ed!

For some reason, I cannot send PMs anymore. I made a topic about it, with no answers. So, could Captain J and Tiago send an email to darchvile@hotmail.com so I send the wad to you?

I´m finishing the ending now, the only things still missing are the credits screen and help (f1) screen. I would like to know if some kind native english speaker could give a look on the texts, it´s not much, I promise!
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Ed the Bat
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Re: [WIP GZDoom] Pirate Doom! - looking for beta testers

Post by Ed the Bat »

Arch wrote:I would like to know if some kind native english speaker could give a look on the texts, it´s not much, I promise!
I could do that, too!
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