Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
I've just replaced the old soc10.rar (beta), with a new one. This is full episode 1 with super secret level e1m10 (very big), plus almost all of the levels are now bigger and have more secrets to discover. You can download it from WADSINPROGRESS website or here
Just played through the first three maps in this. Honestly, it wasn't quite what I was expecting. This is coming from someone who's gone through Shadows of the Serpent Riders countless times and the gameplay is pretty lacking. This is on "Thou Art a Smite-Meister" by the way. Sure, the maps look pretty nice, but the gameplay is just meh.
I see. But the fact is, that if you want more action simply change difficulty setting. I'm always playing on easiest setting (my mod of course), and i think that it's harder than regular heretic. I'll change a few things before the final release.
One more thing. Episode 1 is suppose to be the easiest. Episode 2 is harder (more new monsters), and Episode 3 is even harder than the second one.
Before I go any further, I want to give the definition of difficulty and action, which are both important to a good wad, and they are NOT the same:
Difficulty-How easy or hard something is to complete. This does not consider time. A very hard one-minute task is still harder than an easy five-minute task.
Action-In an FPS, how much you get to fight bad guys, which is where much of the fun comes from. Therefore, fighting only a few monsters per room is NOT as fun as fighting many, even if the difficulty is the same.
The problem is not difficulty, since supplies are limited as well. It is the lack of action. The original Heretic had a lot more action, regardless of what the difficulty was compared to this. So do most good custom Heretic episodes. And as a proof, these maps are far more extensive that the original Heretic, but their monster counts are barely higher if higher at all (perhaps in a few cases, lower).
Therefore I really would increase amounts of both supplies and monsters, as not to increase the difficulty much but give a much-needed boost in the action. Then this could be really good. I sincerely hope you give this advise serious consideration.
If I could just add something:
The new weapons (the bat-shaped staff & the one that rapid-fires purple shots) felt a little samey, and didn't have much to offer that couldn't be found in one of the stock weapons.
I played a handful of the maps on hard. I find that the lack of supplies is both frustrating and exciting. It really forced me to manage resources, but at the same time left me with no ammunition while facing a horde of enemies.
In other news, I can't find any of the keys on E1M6 Frozen Wasteland.
I took the complaints into account and played this in conservative mode for a long time (don't forget that everything is a lot more melee-able than in Doom) and didn't have any trouble with ammo. Some neat ideas here, keep it up with the other 2 episodes.
The new weapons (the bat-shaped staff & the one that rapid-fires purple shots) felt a little samey, and didn't have much to offer that couldn't be found in one of the stock weapons.
The skull staff is fine as it uses it's own ammo, but the frost fang uses dragon claw ammo and is inferior in every way. (so that one is useless)
with super secret level e1m10 (very big)
And very confusing.
In other news, I can't find any of the keys on E1M6 Frozen Wasteland.
This one requires a little thought in a small area that appears to be empty but isn't.
OK.
We're back again.
I'm redesigning e3m2 right now...and i'd like to know is there a way to add line_horizon + transfer objects option (neverending forest)?
Best bet is to place multiple layers of trees (either sector or thing based) in such a way that you can hardly see past them. Although iirc your forest was texture-based, you could put a couple of layers of trees in front of a line with that texture on.