Winter's Fury
Forum rules
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.
- Patriot1776
- Posts: 425
- Joined: Sun Jun 29, 2008 10:24 am
- Location: Moonshine Still, North Carolina Mountains
Re: Winter's Fury: Finished!
There is ONE issue I've experienced so far when playing Winter's Fury with AtM: at the end of Map 4a: Burnout, when one of your marine buddies are supposed to give you a plasma rifle, when playing with AtM, you don't receive it because of course AtM replacing the plasma rifle with a chaingun that's equally powerful. I just usually give myself the chaingun at the beginning of Map 4b.
On the potential of breaking cinematics, so far the only thing I've seen is that the player's skin changes to the vanilla one in all cinematics after the first one when playing with AtM, which isn't really issue. Still on the watch for things though.
On the potential of breaking cinematics, so far the only thing I've seen is that the player's skin changes to the vanilla one in all cinematics after the first one when playing with AtM, which isn't really issue. Still on the watch for things though.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Winter's Fury: Finished!
I just kicked Baphomet's hellish ass with the sawn-off! Do I feel awesome now or what?! xD
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: Winter's Fury: Finished!
winters fury + ww-doomnukem = happiness
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Winter's Fury: Finished!
It was, sadly (?), the only way for me to complete the mod
- Captain J
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Re: Winter's Fury: Finished!
well, i say i agree with you. because winter's fury's weaponry is bit weak to against with demons though. i mean, if you want to kill pinky with the super shotgun from this wad, you'll need to shoot it twice rather then once. because that weapon's damage got nerfed little, micro, nano bit. but good thing is those weaponries are has a fastest rate of fire, specially rocket launcher. now that weapon was true weapon to over kill.
still, i perfer ww_doomnukem's weaponry. sorry about that.
still, i perfer ww_doomnukem's weaponry. sorry about that.
-
- Posts: 126
- Joined: Thu Sep 30, 2010 2:04 am
- Location: Australia
Re: Winter's Fury: 1.2 Polish Update
After a long year of procrastinating and engineering, I have finally reached that point where everything starts to slow down again, so I can put out more work. Something which I have wanted to do for a while is update Winter's Fury, because there were still a few bugs here and there along with weirdly designed areas and hard gameplay in random places. So this patch is designed to 'polish the hell out of it'. I intended to release it on the anniversary of its original release, but I finished early.
For the TL;DR's, the download is right here:
https://www.dropbox.com/s/vopkdkwl8ymnk ... 5.zip?dl=0
About a month ago, I went back and played through the entire thing. My ability to properly design doom mods has grown significantly over the previous year, and hence my eye for quality sharpened somewhat. I ended up finding a lot of things I didn't like, and hence decided to change them. There were a few things which I felt I would discuss with you guys as well, as I believe they were discussed quite a bit during the development of Winter's Fury.
In particular:
Bosses:
While I still really enjoy fighting the bosses again and again and again, regardless of how long it takes to kill them, a lot of people disliked the grind style of the later bosses. Most notably of course, the triple threat boss fight at the end. I don't particularly want to change too much about the actual design of the fights, so I figured the best idea would be to simply scale their health by difficulty level.
If anyone has any superior ideas, or any comments to make on the current state of the bosses in Winter's Fury 1.2, please do so.
Ammo:
The way that I constructed ammo balance throughout the mod led to problems with some players. I believe this is because through my many years of playing Winter's Fury, I adapted to using the weapons incredibly cost-efficiently; I would shoot demons once with the SSG before finishing them with the machine gun, I would deliberately line up enemies knowing that they would all die from one SSG blast, I would use single well-placed rockets wherever possible, etc.
I have rebalanced it slightly by trying to be, uh, stupider, while testing. Or in other words, I try not to apply these strategies and re-balance the ammo accordingly. If anyone has any opinions on the ammo balance in Winter's Fury 1.2, please feel free to comment.
Story:
Yeah, the story was written by a 13 year old. Literally. 5 years ago I had the 'AMAZING' plan for the story that was kind of presented in Winter's Fury, but it pretty much involved so many clichés that players simply drowned in them. Even after release, I wasn't really happy with the way I made the story, but due to not caring I just left it as it was.
After working on S.U.P.E.R Natural for a year, and listening to an enlightening radio piece on Tango.tv, I simply couldn't stand it anymore. When I went back and played through Winter's Fury, I decided that it was a MUST that the presentation of the story be raised in quality, so for those who care it is bearable, and for those who don't it is ignorable.
Turned out that it’s really hard to make any kind of significant story, but at least it’s a bit less cliché.
However, as an added bonus, the story is much more 'continual' than before, and lets the player come to their own conclusions about things.
VA:
I originally decided against voice acting because I felt the mod was already large enough in file size and didn't need to waste anymore of people's download. Also, it would be troublesome if I decided to keep those voices and then re-use the character later in another mod if the original VA wasn't around anymore.
However, I came up with the idea of adding an extra optional download for the sound files, which would just run with Winter's Fury and give voice overs. I haven't done it yet, and I haven't really put any thought into how I would make it work with the current way the dialogue is presented, but if enough people wanted it (and if I had some volunteers!) I would figure it out.
(Yes, that includes pre-volunteers.)
Feel free to voice your opinion on this too, of course.
So, if you haven't played through Winter's Fury before, or you've been looking for an excuse to replay it, now is a better time than ever. Please leave comments about your experience playing through, and have fun. Again.
Screenshots (arguably outdated):
For the TL;DR's, the download is right here:
https://www.dropbox.com/s/vopkdkwl8ymnk ... 5.zip?dl=0
About a month ago, I went back and played through the entire thing. My ability to properly design doom mods has grown significantly over the previous year, and hence my eye for quality sharpened somewhat. I ended up finding a lot of things I didn't like, and hence decided to change them. There were a few things which I felt I would discuss with you guys as well, as I believe they were discussed quite a bit during the development of Winter's Fury.
In particular:
Bosses:
While I still really enjoy fighting the bosses again and again and again, regardless of how long it takes to kill them, a lot of people disliked the grind style of the later bosses. Most notably of course, the triple threat boss fight at the end. I don't particularly want to change too much about the actual design of the fights, so I figured the best idea would be to simply scale their health by difficulty level.
If anyone has any superior ideas, or any comments to make on the current state of the bosses in Winter's Fury 1.2, please do so.
Ammo:
The way that I constructed ammo balance throughout the mod led to problems with some players. I believe this is because through my many years of playing Winter's Fury, I adapted to using the weapons incredibly cost-efficiently; I would shoot demons once with the SSG before finishing them with the machine gun, I would deliberately line up enemies knowing that they would all die from one SSG blast, I would use single well-placed rockets wherever possible, etc.
I have rebalanced it slightly by trying to be, uh, stupider, while testing. Or in other words, I try not to apply these strategies and re-balance the ammo accordingly. If anyone has any opinions on the ammo balance in Winter's Fury 1.2, please feel free to comment.
Story:
Yeah, the story was written by a 13 year old. Literally. 5 years ago I had the 'AMAZING' plan for the story that was kind of presented in Winter's Fury, but it pretty much involved so many clichés that players simply drowned in them. Even after release, I wasn't really happy with the way I made the story, but due to not caring I just left it as it was.
After working on S.U.P.E.R Natural for a year, and listening to an enlightening radio piece on Tango.tv, I simply couldn't stand it anymore. When I went back and played through Winter's Fury, I decided that it was a MUST that the presentation of the story be raised in quality, so for those who care it is bearable, and for those who don't it is ignorable.
Turned out that it’s really hard to make any kind of significant story, but at least it’s a bit less cliché.
However, as an added bonus, the story is much more 'continual' than before, and lets the player come to their own conclusions about things.
VA:
I originally decided against voice acting because I felt the mod was already large enough in file size and didn't need to waste anymore of people's download. Also, it would be troublesome if I decided to keep those voices and then re-use the character later in another mod if the original VA wasn't around anymore.
However, I came up with the idea of adding an extra optional download for the sound files, which would just run with Winter's Fury and give voice overs. I haven't done it yet, and I haven't really put any thought into how I would make it work with the current way the dialogue is presented, but if enough people wanted it (and if I had some volunteers!) I would figure it out.
(Yes, that includes pre-volunteers.)
Feel free to voice your opinion on this too, of course.
So, if you haven't played through Winter's Fury before, or you've been looking for an excuse to replay it, now is a better time than ever. Please leave comments about your experience playing through, and have fun. Again.
Screenshots (arguably outdated):
Spoiler:
Last edited by Pyroscourge on Wed Oct 26, 2016 1:29 pm, edited 4 times in total.
Re: Winter's Fury: 1.2 Polish Update
If I might make a suggestion, maybe you should weaken the Ice Arch-Vile a little bit. I always thought his ice dart attack was a little too powerful.
That is, if it isn't too late to make a suggestion.
That is, if it isn't too late to make a suggestion.

Last edited by idGamer on Wed Nov 13, 2013 8:14 pm, edited 1 time in total.
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: Winter's Fury: 1.2 Polish Update
Ahh, was kinda hopin' the playerclass declaration would finally get moved to MAPINFO where it belongs, and away from the demon that is KEYCONF... =P
Anyway. On the whole, I very much liked the previous release of this, but a lot of sections made my computer just go to shit, from the extreme levels of actors and dynamic lights/weather effects. The machine I own now is more powerful, so maybe I'll take the opportunity to play through this again.
Anyway. On the whole, I very much liked the previous release of this, but a lot of sections made my computer just go to shit, from the extreme levels of actors and dynamic lights/weather effects. The machine I own now is more powerful, so maybe I'll take the opportunity to play through this again.
- Player701
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- Posts: 1710
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Re: Winter's Fury: 1.2 Polish Update
Let's see how will it lag on my 2.5 years old laptop... 
By the way, I was able to finish the previous version on the hard difficulty level, but I had lots of trouble with the final boss. It's good news that bosses were weakened.

By the way, I was able to finish the previous version on the hard difficulty level, but I had lots of trouble with the final boss. It's good news that bosses were weakened.
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: Winter's Fury: 1.2 Polish Update
Is there a version without the custom weapons? The polaris winter themed weapon pack fits really well with this, and I wouldn't mind using that.
- Ed the Bat
- Posts: 3060
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Re: Winter's Fury: 1.2 Polish Update
There should be nothing to stop you from loading that on top of this.chronoteeth wrote:Is there a version without the custom weapons? The polaris winter themed weapon pack fits really well with this, and I wouldn't mind using that.
-
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- Joined: Fri Jul 03, 2009 1:47 pm
Re: Winter's Fury: 1.2 Polish Update
Is it possible for the file be reuploaded somewhere else? My computer seems to hate Google Drive and won't finish the download, ever.
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: Winter's Fury: 1.2 Polish Update
You'd think, but for some reason some things conflict with eachotherEd the Bat wrote:There should be nothing to stop you from loading that on top of this.chronoteeth wrote:Is there a version without the custom weapons? The polaris winter themed weapon pack fits really well with this, and I wouldn't mind using that.
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
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Re: Winter's Fury: 1.2 Polish Update
Ah, that's unfortunate. 'Fraid I don't know about this polaris pack, but I do know Winter's Fury weapons are spawned simply by using the 'replaces' keyword upon the original Doom guns, so replacing them with other new weapons is very simple.
- Captain J
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- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
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Re: Winter's Fury: 1.2 Polish Update
ooh i didn't know it was still not dead yet! glad to see it's not lagging anymore...well, least litte bit.