Re: Winter's Fury: 3 Map Demo Released!
Posted: Sat Jul 09, 2011 3:45 pm
Just played it! Awesome work so far, can't wait for part 2 

This can be fixed by adding the +NOTELEPORT flag to your bullet spark actors.Koresiarch wrote:I think I found a bug here. When you shoot in this specific zone, various TeleportFog are spawned.
Thank you!perfectpitchrob wrote:I really enjoyed how this turned out. The whole atmosphere, and overall flow of the levels really was nicely designed. The starting areas of map 3 helped set up a perfect atmosphere for the boss battle. I also appreciated certain elements like having each level connect to the next and being able to see inaccessible areas of future levels/areas already visited in past levels.
One question I had, is map 3 going to end suddenly like that for the final release? There was a huge outdoor cavern at the end that I was looking forward to exploring, and I'm not sure if that lack of exploration is present in the full version.
I can't wait to play the full version of this project. It's one of my favorite mapsets I've played so far this year!
Hah, I can't believe this never happened to me in the millions of times I tested.Machalite wrote:I had a bug in map two. When I tried using the elevator after opening that door el zee mentioned, the operating switches would just send it down further where it isn't supposed to go, rather than back up.
http://imageshack.us/photo/my-images/82 ... 63916.jpg/
http://imageshack.us/photo/my-images/26 ... 65004.jpg/
EDIT: I figured out what happened. I must have pressed the switch without having noticed the elevator already triggered by passing over a linedef onto it for the first time. If you press a switch while the elevator is moving down it screws it up, and it can be repeated endlessly. The switches need to be made inoperable until the elevator is stopped, if it's possible with that setup.
Well, I guess the music problem is a bit of an opinionated thing. I suppose if it really gets annoying, you could turn down all the music volume in the sound options and crank up your own midi's.Jimmy wrote:I played this the whole way through yesterday and thoroughly enjoyed it. Level design is top-notch (layout-wise, it's the right sort of balance between linearity and non-linearity for me) and the detail is excellent. The palette, cutscenes and atmosphere give this project a sort of Zen Dynamics expansion pack vibe. Friggin' brilliant.
MAP02's music got on my nerves a bit, though.
And GZDoom hung when I beat the final boss. That was... slightly annoying.
Your comments are most appreciated. On the note of Part 2, most of it is actually already done, but I will be using feedback from this release (Cramped rooms, Too many doors, etc.) to update some areas in this part and some in the next. If I was to give an ETA, it would have to be when it's done.Tormentor667 wrote:Just played it! Awesome work so far, can't wait for part 2
Ah, more of the Zen Vibe coming back to people.ChronoSeth wrote:This has got to be the best mapset I've played since Zen Dynamics.
I've only had a few problems with the gameplay:
- Ammo is generally hidden out of sight. I regularly needed to backtrack and find more.
- IMO, there isn't quite enough health. Might be because my computer can barely run this, though.
Keep up the good work!
Ah excellent, my bugs are fixing themselves!wildweasel wrote:This can be fixed by adding the +NOTELEPORT flag to your bullet spark actors.Koresiarch wrote:I think I found a bug here. When you shoot in this specific zone, various TeleportFog are spawned.
Good Idea, I'll do that now.Doomhuntress wrote:I think you may want to update the your OP in this thread to include the DL link to the demo, for convenience sake.
I'd test this right now, but it's too late for me to do so atm. Testing tomorrow.
Yes, ammo amounts are a bit limited. Normally I keep up with it at a varied pace, but maybe that's because I never miss a single bit of it.BlazingPhoenix wrote:It looks great, but it seems really tight on ammo. I ran out of ammo a lot on the various huge fights you keep throwing at me. Also it would be nice if those really short mini cutscenes could be disabled or something. you could still show the effect without the cutscene. :/
Spoiler:After
Spoiler:
Another person and me already reported thatprintz wrote:Bug detected in the second(?) map: this elevator goes down instead of up, revealing HOM and blocking you in:
http://i.imgur.com/UI9Nb.jpg
That's not a bug.... That's the secret elevator that takes you to a super detailed illusio-pit.printz wrote:Bug detected in the second(?) map: this elevator goes down instead of up, revealing HOM and blocking you in:
http://i.imgur.com/UI9Nb.jpg