Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
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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!
Is it just me or are there too many coins throughout the levels? I already collected up to 1999 coins in the first world alone and there's no reason to buy anything from the shop (except the occassional armor for 100). It would be nice to have a bank or something to store my excess coins in.
Re: Doom: The Golden Souls 2 | OUT NOW!
You need to
Spoiler:
If you reach the cap, collected coins are still useful because they work as health bonusesJeimuzu73 wrote:Is it just me or are there too many coins throughout the levels? I already collected up to 1999 coins in the first world alone and there's no reason to buy anything from the shop (except the occassional armor for 100). It would be nice to have a bank or something to store my excess coins in.
Re: Doom: The Golden Souls 2 | OUT NOW!
Loving GS2 so far!
One problem I'm having is I keep getting stuck on the stalactites (on the ceiling) in Groovy Grotto, and it's pretty annoying getting blocked by something I can't really see when I try to dodge or make a critical jump, only to fall to my death.
Is this by design, or do I have a compatibility setting wrong?
One problem I'm having is I keep getting stuck on the stalactites (on the ceiling) in Groovy Grotto, and it's pretty annoying getting blocked by something I can't really see when I try to dodge or make a critical jump, only to fall to my death.
Is this by design, or do I have a compatibility setting wrong?
- wildweasel
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Re: Doom: The Golden Souls 2 | OUT NOW!
Make sure that you don't have "Actors are infinitely tall" enabled in your compat flags.manero wrote:Loving GS2 so far!
One problem I'm having is I keep getting stuck on the stalactites (on the ceiling) in Groovy Grotto, and it's pretty annoying getting blocked by something I can't really see when I try to dodge or make a critical jump, only to fall to my death.
Is this by design, or do I have a compatibility setting wrong?
Re: Doom: The Golden Souls 2 | OUT NOW!
Ahh OK. It *was* that setting after all. I turned it off at one point, and I must have died, and reloaded my save, which in turn reverted the flag from the original save... definitely not behavior I was expecting.
Thanks!!
Thanks!!
- MolochMekkane
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Re: Doom: The Golden Souls 2 | OUT NOW!
I'm all the way up to Rimy Residence. I haven't found a mod this addictive in a long time. I keep having to stop to take breaks, instead of getting bored. At first I thought the Big Coins were annoyingly hidden, but backtracking for those upgraded weapons has taught me I just wasn't looking hard enough. Sometimes I get caught up in finding the exit first so I can see what comes next. I did have some trouble with the platforming at first, but it seems snappy enough after getting used to it. I didn't have many problems learning once I turned the player shadow on.
Anyway, I finished the first Golden Souls and the updates sometime around when you first announced this. I've been lurking for it ever since. Definitely worth the wait.
Anyway, I finished the first Golden Souls and the updates sometime around when you first announced this. I've been lurking for it ever since. Definitely worth the wait.
Spoiler:
- The Ultimate DooMer
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Re: Doom: The Golden Souls 2 | OUT NOW!
I'm into the 3rd zone now, and I'm still fully-capped on coins despite the earlier investment in a full stash of portable meds.Batandy wrote:If you reach the cap, collected coins are still useful because they work as health bonusesJeimuzu73 wrote:Is it just me or are there too many coins throughout the levels? I already collected up to 1999 coins in the first world alone and there's no reason to buy anything from the shop (except the occassional armor for 100). It would be nice to have a bank or something to store my excess coins in.
Re: Doom: The Golden Souls 2 | OUT NOW!
As Weasel said, it's probably the compat flag, but if it isn't, please send me more specific detail so i can tweak the position of the stalactites.manero wrote:Loving GS2 so far!
One problem I'm having is I keep getting stuck on the stalactites (on the ceiling) in Groovy Grotto, and it's pretty annoying getting blocked by something I can't really see when I try to dodge or make a critical jump, only to fall to my death.
Is this by design, or do I have a compatibility setting wrong?
It's internally named Seeker, but i've scrapped the seeker part. I just didn't bother to change the name of the projectile.MolochMekkane wrote:Spoiler:
After gathering enough feedback, i will raise the prices of the items if it's still impossible not to reach the cap.The Ultimate DooMer wrote: I'm into the 3rd zone now, and I'm still fully-capped on coins despite the earlier investment in a full stash of portable meds.
As i said, it's been very hard to playtest everything, especially things that can only be tested by going through the whole mod.
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Re: Doom: The Golden Souls 2 | OUT NOW!
You know, I would agree with these points if you were jumping from platform to platform and worrying about which enemies you're going to jump on next, not which ones were going to shoot you in the face as soon as you made it around the corner. In those situations it is either take the hit in the face or attempt to dodge, only to find yourself hurtling to your death because you didn't have enough spacial memory of flat ground by the moment you got there. Groovy Grotto is the poster-boy for this design mistake so far along as I have played, and to a lesser extent I've wandered into holes in the floor of Arid Abode without seeing them first. I'd like to also argue that the wooden planks to stand on in Oriental Gardens aren't exactly huge platforms, either.Batandy wrote: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.
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)
True, in the wide-open platforming sections you can usually tap-fire your bullet weapons to eliminate any threats in your way from afar, for those people who are familiar with the idea of Doom's chaingun. That's what I do, but I also recognize not everyone will know that trick. Not everyone is going to expect they can gun down Snifits or Hell Knights from afar with a naturally-spreading shotgun or wildly inaccurate assault rifle, probably expecting to either burn pistol ammo or have to get up closer in order to deal much damage. This is another place where the "tricky platforming" concept comes into play.
The last thing anyone should design their mod against is the ability to quicksave. Yes, this is idTech 1 where you can save whenever, wherever you want, but it shouldn't be a necessity. It's like using savestates in an emulator of choice: it grants potentially unskilled players the chance to beat something beyond their skill level, or the ability to forge ahead no matter how many mistakes they or the game's developer have made, but at the cost of breaking up the game's flow. It is a conscious choice the player may make, but not one they should have to keep in mind in order to not lose twenty minutes of progress because they walked two steps too far. Truthfully I don't know how many checkpoints spawn on easier difficulties (for reference and my point of argument in this discussion, I am playing on Galactic Veteran difficulty), but so far as I've seen, there's, what, maybe only two or three per level? And how many shooting-platforming sections in comparison, per level?
This whole argument is why I'd like to conclude the FPS platforming taboo exists for good reasons. It's one thing to have this FPS with well-formed enemies and environments to fight them in - something you've done a very good job on so far, there are no problems with them - but the platforming element throws in an extra layer of complexity to your typical run-and-gun (and in this case, and-jump) gameplay that only serves to frustrate the player when it chooses to outright punish them for trying not to be shot, rather than, as damage teleporters would offer, a conscious choice between taking a bullet in the face or risking falling off the edge. It's not fun to lose playtime to bullshit pits, so why bother?
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TheLemonLimeBrony
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Re: Doom: The Golden Souls 2 | OUT NOW!
Thanks, now I just need to find that last gold spider in Arid Abode. Ive found one in the starting room of the mansion, one in the library, one in the room behind the bookshelf, one in the square room with the rising staircase, one in the maze section, one in the final indoor section, one near the big water pipe, one in the chimney, and one in a small opening in the room with lots of crates. Anyone know which one I missed? Arid Abode is such a confusing level for me.DabbingSquidward wrote: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.
- Randumb
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Re: Doom: The Golden Souls 2 | OUT NOW!
Found another problem.
Spoiler:
Re: Doom: The Golden Souls 2 | OUT NOW!
Yeah that was a typo/mistake, will be fixed, thanksRandumb wrote:Found another problem.
Spoiler:
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TheLemonLimeBrony
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Re: Doom: The Golden Souls 2 | OUT NOW!
TheLemonLimeBrony wrote:Thanks, now I just need to find that last gold spider in Arid Abode. Ive found one in the starting room of the mansion, one in the library, one in the room behind the bookshelf, one in the square room with the rising staircase, one in the maze section, one in the final indoor section, one near the big water pipe, one in the chimney, and one in a small opening in the room with lots of crates. Anyone know which one I missed? Arid Abode is such a confusing level for me.DabbingSquidward wrote: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.
nevermind finally found the one outside
god Arid Abode stumped me
- Zhs2
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Re: Doom: The Golden Souls 2 | OUT NOW!
I think it's worth mentioning that the spider underneath the edge of the main middle platform in I believe the third of five "enter the correct door" rooms doesn't make the usual spider noise, which is why it's easy to miss.
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Re: Doom: The Golden Souls 2 | OUT NOW!
While you're at it I'd like to suggest replacing the shellboxes in shops with their smaller variants. It just feels imbalanced in terms of amount and price when you compare them to all other types. Not that I miss them though, but I find it odd how in GS1 & GS2 no ammo types except the shells (and the rocket launcher in GS1) had a large variant. I'm currently in World 4, never needed to buy ammo, just occasionally green armor and life bottles. In fact, there's such an abundance of ammunition that I drop 50% of my max carry capacity at the nearest shop between levels. One more thing, I wish you would make use of the SpawnFilters in GS1 and GS2, making more enemies and less armor/ammo/health and maybe coins appear on harder skill levels.Batandy wrote: enough feedback, i will raise the prices of the items if it's still impossible not to reach the cap.
As i said, it's been very hard to playtest everything, especially things that can only be tested by going through the whole mod.
That's all for now, am tired and gonna hit the hay for tonight, see ya
Edit: I couldn't help it but to satisfy my OCD I raised the max amount of coins I can hold from 1999 to 99999 on my end xD
