Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
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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.
Re: Doom: The Golden Souls 2 | OUT NOW!
when i walk on the ground it becomes see trough
- 4thcharacter
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Re: Doom: The Golden Souls 2 | OUT NOW!
I'm on the fourth world so far, it's a blast, and i'm liking most of the tracks. What's the name of the music in the port city, the first castle, and the underwater part of Sunny Seaside? They're my favorites right now.
- Zhs2
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Re: Doom: The Golden Souls 2 | OUT NOW!
So I'm up to the first castle in this, and I would like to make a suggestion for the next patch: please make the instakill death pits more forgiving, potentially based on difficulty. In Golden Souls 1, they were somewhat rarer, and more often correctly placed in trickier levels that were either optional or deliberately boss strongholds. Here in Golden Souls 2 the levels are based around numerous platforms and lots of jumping (lol first person platforming, amirite?), and you see instakill pits in just about every single level, including the first. It can get pretty frustrating for someone who doesn't OCD quicksave (and potentially drive them to do so very quickly).
So what do I propose? Damage the player if he falls in and warp him back to some arbitrary point before the pit, like a checkpoint or just the start of the jumping arena. Deal like 5 damage on Starchild and scale up from there, let's say 10 damage on Astral Rookie, 15 damage on Space Marine, 25 on Galactic Veteran, 50 on Starman. Save the instakills for Soaring Comet, castle lava, or those spiffy Bullet Bill turret models, lol. It might work in a Mario game, but you must remember Doomguy only has one life... And some of us would like to play without saving all the time before losing everything to a single mistake.
So what do I propose? Damage the player if he falls in and warp him back to some arbitrary point before the pit, like a checkpoint or just the start of the jumping arena. Deal like 5 damage on Starchild and scale up from there, let's say 10 damage on Astral Rookie, 15 damage on Space Marine, 25 on Galactic Veteran, 50 on Starman. Save the instakills for Soaring Comet, castle lava, or those spiffy Bullet Bill turret models, lol. It might work in a Mario game, but you must remember Doomguy only has one life... And some of us would like to play without saving all the time before losing everything to a single mistake.
It's the castle song from New Super Mario Bros. 2.4thcharacter wrote:What's the name of the music in the first castle
Last edited by Zhs2 on Fri Jun 29, 2018 8:34 pm, edited 1 time in total.
Re: Doom: The Golden Souls 2 | OUT NOW!
I kinda suggested this earlier, but it was quickly brushed aside so I assume Batandy doesn't want this.Zhs2 wrote:Bottomless pits are bullshit.
- Infernalich
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Re: Doom: The Golden Souls 2 | OUT NOW!
You are a madman for bringing Mario and DOOM together.
You're an absolute madman for doing it twice.
And I love you for it.
You're an absolute madman for doing it twice.
And I love you for it.
Re: Doom: The Golden Souls 2 | OUT NOW!
He is also a madman for making a Castlevania thing inbetween the two.Infernalich wrote:You are a madman for bringing Mario and DOOM together.
You're an absolute madman for doing it twice.
And I love you for it.
Re: Doom: The Golden Souls 2 | OUT NOW!
I can't stop smiling at this part.
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TheLemonLimeBrony
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Re: Doom: The Golden Souls 2 | OUT NOW!
How the hell do you open the gate blocking the upstairs area in World 2 "Arid Abode"?
Ive been stuck here for an hour, and I cant figure it out.
Ive been stuck here for an hour, and I cant figure it out.
- Captain J
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Re: Doom: The Golden Souls 2 | OUT NOW!
And quite surprising that he also knows morshu as well.SamVision wrote:He is also a madman for making a Castlevania thing inbetween the two.
- StroggVorbis
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Re: Doom: The Golden Souls 2 | OUT NOW!
In the section with the multiple doors of which all but one send you back to the beginning of the maze, there's an unmarked door that leads to the switch lowering the gate.TheLemonLimeBrony wrote:How the hell do you open the gate blocking the upstairs area in World 2 "Arid Abode"?
Ive been stuck here for an hour, and I cant figure it out.
Re: Doom: The Golden Souls 2 | OUT NOW!
As I already said, i've made sure to make my platforming fair, if the player falls to a bottomless pit it's usually his fault, not the map's which has some cheap sections.Zhs2 wrote:So I'm up to the first castle in this, and I would like to make a suggestion for the next patch: please make the instakill death pits more forgiving, potentially based on difficulty. In Golden Souls 1, they were somewhat rarer, and more often correctly placed in trickier levels that were either optional or deliberately boss strongholds. Here in Golden Souls 2 the levels are based around numerous platforms and lots of jumping (lol first person platforming, amirite?), and you see instakill pits in just about every single level, including the first. It can get pretty frustrating for someone who doesn't OCD quicksave (and potentially drive them to do so very quickly).
So what do I propose? Damage the player if he falls in and warp him back to some arbitrary point before the pit, like a checkpoint or just the start of the jumping arena. Deal like 5 damage on Starchild and scale up from there, let's say 10 damage on Astral Rookie, 15 damage on Space Marine, 25 on Galactic Veteran, 50 on Starman. Save the instakills for Soaring Comet, castle lava, or those spiffy Bullet Bill turret models, lol. It might work in a Mario game, but you must remember Doomguy only has one life... And some of us would like to play without saving all the time before losing everything to a single mistake.
That said, if people say that some sections are frustrating, i will go back and tweak them once i gather enough feedback, because i did my best to playtest this and make sure it's always enjoyable, but i'm not every single other player who plays this and neither were my playtesters, i prefer to do that instead of having to rework the whole mod with a teleport mechanic that goes against the vision i had of it.
Other than that, you've got quicksaves and checkpoint flags if anything happens. And you don't need to quicksave every second because we're not talking about having to walk on tiny 8x8 platforms all the time, quite the opposite actually, platforms are usually pretty big, and you can also basically do 360° turns in air with your mobility once you master your jump.
FPS platforming is a taboo that needs to be removed, many games have showed that it's in fact possible (including DOOM 2016)
Re: Doom: The Golden Souls 2 | OUT NOW!
The big coin in Groovy Grotto where you have to jump over the void to get it was annoying because either I landed on the platform but flew above the coin, not taking it up, or I slowed enough (through air control) to pick up the coin but then missed the platform.
Eventually managed to pick it up and reach the platform safely, but by strafe-running to pick back up enough speed while in the air. Not sure I'd call that fair.
Eventually managed to pick it up and reach the platform safely, but by strafe-running to pick back up enough speed while in the air. Not sure I'd call that fair.
Re: Doom: The Golden Souls 2 | OUT NOW!
That's because big coins are an extra, optional challenge for the player. The levels themselves are straightforward, but the fact that these coins are not required unless you're going for a 100% run and want all the extra goodies allowed me to ramp up the difficulty in obtaining them.Gez wrote:The big coin in Groovy Grotto where you have to jump over the void to get it was annoying because either I landed on the platform but flew above the coin, not taking it up, or I slowed enough (through air control) to pick up the coin but then missed the platform.
Eventually managed to pick it up and reach the platform safely, but by strafe-running to pick back up enough speed while in the air. Not sure I'd call that fair.
I've divided the coins during development as Skill Coins (The one which are "hidden in plain sight" but hard to get because they require precise movement, like the one in the Grotto or in Water Cave), Puzzle Coins (The ones that can be found by solving a puzzle), and backtrack Coins (Coins that might require a skull key for example)
- 4thcharacter
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Re: Doom: The Golden Souls 2 | OUT NOW!
Thanks. How about the one from the port and the underwater part of Sunny Seaside?Zhs2 wrote:It's the castle song from New Super Mario Bros. 2.4thcharacter wrote:What's the name of the music in the first castle



