Phocas Island 2 Released

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chopkinsca
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Post by chopkinsca »

Sorry for the double post, but I'm afraid this post won't be noticed if I just edit it.

I went and wrote riddles for the whole thing. I'm not sure if there needs to be more or not. The format I used is outline everything you can do on each map instead of lining up each path you can take (hard and easy).
Spoiler:
I imagine there are mistakes in there. I need to run it through spell check at least.
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Skunk
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Post by Skunk »

Here are the ones I did up...
Spoiler:
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chopkinsca
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Post by chopkinsca »

I must have been half asleep because when I read your last post I thought you meant you couldn't think of any more questions/answers. And I uploaded it already. Seems like I'm not very patient :(
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Skunk
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Post by Skunk »

Oh...
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chopkinsca
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Post by chopkinsca »

I'm currently reuploading the files with your hints instead.
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Ultraviolet
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Post by Ultraviolet »

OH SHIT. That was pretty amazing. You're a 3d-floor whore, though. :P This had a bit of a Metroid feel to me -- the location to location puzzle solving bit, at least. But it's so hard to navigate that I think there should be teleport shortcuts that open up once you've found a place. Perhaps a teleport hub area. What might also help navigation is if certain lines were hidden on the automap, but that would be a lot of work with so many lines...

Agreeing with Nash, "Beached" is too silent. Perhaps some gull noises would be in order. (Now that I read further into the thread, I see Nash has suggested pretty much all the sounds I was going to.) Also agreeing on the low contrast in caves thing, but you've varied the textures as much as would be decent looking to do, and changing the lights would just look weird. The hollow tree in Bosk is hard to navigate for a little bit, but it's not too bad to cope with.

Had a bit of inconvenience trying to use the mushroom oil on the lever. You have to be in just the right spot. Perhaps the sector could be expanded a bit (assuming you're using a check that sets the mushroom oil as usable if the player is in the sector nearby) to make it easier to hit the sweetspot.

As far as finding the key in the hanging flowerbeds goes, if the key were just a pickup item, it would save people the trouble of having to spot exactly where it is.

I don't know if I found a bug or what, but I started checking a few things in your walkthrough about midway through the game, and it mentioned an easy and a hard path. I found I was able to take bits and pieces of both. I found four coins, I think, before I decided to go hit the coin emblem thing. I could have skipped cleaning up the blood lake and the ensuing caco-fight.

I noticed in my status hudmenu that I have a ??? level, a rifle level, and a log gun level. My rifle level never rose, but that was my mainstay weapon. My log gun level rose, though I never used it. What do these levels refer to?

About the fire pits, the one on the tower in Retreat, and the one on the beach in Height: How do you start them up? I tried using fire, and I thought maybe mushroom oil might make a good starter, but I got nothing. Also noticed a redundant coin across the water from the fire pit in Height. Might not be a coin, I can't tell. What is it and what is it for? Why are there redundant coins?
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Post by JJP »

Wow! :) I've just finished playing this and it is very unique in terms of its atmosphere and gameplay; I haven't seen anything like this in Doom AFAIK. I like its non-linearity and how epic the adventure seemed, and the island setting is just awesome. It took me about 2 hours to finish this on skill 2, but I must have missed a lot of secrets. I was able to get along without the walkthrough for a while, but around Retreat, I had to resort to reading it. It's probably my fault though, and my impatience. It is nice to see that a hint textfile is being made, though, to avoid a direct walkthrough, which spoils the whole thing.

I would also agree with the others that Beached was too silent. It felt unnatural to me for some reason. The caves and the contrast seemed okay to me, though. Also, I didn't even know that...
Spoiler:
Also, I (think that I) found a bug. If I go back and forth repeatedly between Gloam and Retreat up in the caves, I instantly die for no reason. I had to IDDQD to get past this. I also got my skill setting blocked on the intro map, but you already know about that problem.

But this was an excellent WAD. I'm going to play this again to see more of the island. Good job.
:thumb:
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Ultraviolet
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Post by Ultraviolet »

Yeah, I had some similar health-related behavior on map switching. Every time I would switch maps, my health would reset to 0 momentarily, but be corrected within a second or two. Perhaps that is the root if the problem you are having.

If there were just a way to alter the player class's max health property in-game with ACS, then the hackish way it's done here could be avoided... (I'm assuming he has a script monitoring and taking health as necessary.)
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chopkinsca
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Post by chopkinsca »

Ultraviolet wrote:Agreeing with Nash, "Beached" is too silent. Perhaps some gull noises would be in order.
I did add crickets to various parts, and seagull sounds for around the beaches.
Ultraviolet wrote: I noticed in my status hudmenu that I have a ??? level, a rifle level, and a log gun level. My rifle level never rose, but that was my mainstay weapon. My log gun level rose, though I never used it. What do these levels refer to?
For the two weapons, every time you activated a weapon alter, it raises the level. Both also raise once when you fight the secret 'final' boss. The levels affect the max ammo, and how fast the ammo regenerates.
Ultraviolet wrote: About the fire pits, the one on the tower in Retreat, and the one on the beach in Height: How do you start them up? I tried using fire, and I thought maybe mushroom oil might make a good starter, but I got nothing. Also noticed a redundant coin across the water from the fire pit in Height. Might not be a coin, I can't tell. What is it and what is it for? Why are there redundant coins?
The fire pit on retreat requires you standing almost in the fire pit, and then using fire. The one on beached is related to the three cylinders you can find. There are more coins than you need so you have some choice in what ones you get.
JJP wrote: Also, I (think that I) found a bug. If I go back and forth repeatedly between Gloam and Retreat up in the caves, I instantly die for no reason. I had to IDDQD to get past this.
Hmm, I thought I fixed all those, but I guess not. This problem has been happening for quite a long time and it stopped happening to me so I thought I fixed it.
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Ryan Cordell
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Post by Ryan Cordell »

I'm playing it so far, and I was a fool for not trying it sooner. The game's great so far. Although I might be using the hint system supplied in this thread soon. Although the game does miss an ambiance track to it. It's too quiet.. :(
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Ultraviolet
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Post by Ultraviolet »

Weapon altar? So the extra log gun I found wasn't just a redundant pickup, but it was what boosted my log gun level? Why did I never find another shotgun altar? (Is there one?)
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Nash
 
 
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Post by Nash »

To find another shotgun altar in Bosk...

Mushrooms might help you.
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Ultraviolet
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Post by Ultraviolet »

Ah, very good hint-writing, Nash. :P Exactly what the hint text needs.
Spoiler:
Perhaps a hint topic "What is all this level stuff about in my status?" Would be a good place to start, and then have a couple of topics with hints like yours.
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Nash
 
 
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Post by Nash »

Well I don't think it's really that obscured so anyone can figure out how to get that shotgun. It's already uploaded to /idgames anyway...

I hope there'll be a Phocas Island III someday. And a better storyline. ;)
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Cutmanmike
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Post by Cutmanmike »

1) How bout some screens for the poor men at work?

2) Any coop support?
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