
@SamVision: Thanks!
Hi, thank you for playing and testing.Turin Turambar wrote:Seriously, where are you supposed to find the Soultaker?
Spoiler:Second, I discovered a moving texture in this wall on E1M6. I thought it might be a teleporter, but I couldn't find any way to access that part of the wall.
Spoiler:That's about it when it comes to visuals. I'm finding the sound effects around the Soultaker ammo get a bit too loud as you get close to them, and they persist even after picked up. The volume you can handle, but I'm not sure about the persistent sound. Not a mapper myself, so I don't know if that's a limitation.
I did notice that, I was just confused about that particular one because I had gotten to the end of the map and it hadn't opened yet. Good feature!Amuscaria wrote:@TheBellTolls: most HF maps have a tele that opens when the player reaches near the end of the map. This is meant for coop so a respawning or joining player doesnt have to run all the way across the map to catch up to other players. It doesn't serve any other function.
Spoiler:These two areas, despite being out of the way and requiring hidden walls to access, aren't tagged as secrets.
Spoiler:This isn't a bug per se but I honestly could not figure out how to access this secret, and I spent a good hour searching for some way to teleport up there (the item is only collected because I just used fly). Is it something super obvious that my monkey brain glossed over?
If it didn't crashed in latest GZDooM(official or latest dev. builds) then I don't think it's a big problem I guess, since 3.7.2 is old...Amuscaria wrote: and only randomly with GZDoom 3.7.2, but not 4.1.
The secret is tagged as the items in that those areas. The Soultaker is a secret in the first screen shot. Depending on which power-up you selected for the Red-building, a 2nd-tier power-up will spawn at the destination of that teleporter, which has the secret tag in the second screenshot.TheBellTolls wrote:These two areas, despite being out of the way and requiring hidden walls to access, aren't tagged as secrets.
There is a small switch near the floor to the right side of the upper level. It lowers the other pillar in that room which has a teleporter that teleports you to that upper secret area. Again, the secret tag is on the power-up itself. If you didn't pick a power-up that spawns in that area, there will be no point getting there.TheBellTolls wrote:I honestly could not figure out how to access this secret
Did you get the secret Orange Mushroom behind the secret Green building cliff?TheBellTolls wrote:Also even after tagging that one, I was still missing the final secret.
-------------------------Ashtiel wrote:I registered for an account on here just to say that I really love this mod. Seeing MrIcarus' video on it inspired me to actually play a Doom mod for once and I'm glad I chose this one, even if it made me realize how much I suck at Doom but I still really enjoyed myself despite getting my ass kicked.
The sprite work is phenomenal, the maps are tightly designed/interconnected despite their size, and the new enemies are interesting (especially those Sentinels).
I feel like my only complaint is the missile barrage from the Hellsmith boss might be a bit much? I get he's the big bad and meant to stomp you into the dirt but his other attacks are manageable. When the missile barrage pops off, the missiles seem to home in on the player or have this weird cluster effect and kill me within seconds even with mostly full armor and hugging the arena's cover. I'm guessing it's the splash damage killing me. This is without me hunting all over M8 for the extra power-ups like Juggernaut which would probably make the fight a bit easier, of course.
It's far from a deal breaker though, and I definitely plan on doing another playthrough on a higher difficulty soon enough. Hyped for the full version!