Save files are NOT compatible between different versions of the mod.
Changelog:
Spoiler:
-MAPS
Major:
-Heavily reworked Pyro Pyramid (Less cannons, more room for error, less backtracking)
-Less backtracking in Fort Phantom (Player gets teleported back after killing the minibosses)
Minor:
-Added extra sign and sounds in Venom Villa
-Updated World map with new sprites
-Fixed getting out of bound near World map's World 2 shop
-Fixed Wrong Tree in Water Cave
-Fixed Solid Waterfall in Water Cave
-Fixed being possible to get out of bounds near Water Cave exit
-Golden Crab can only walk in a certain area in Sunny Seaside (this prevents Big Coin spawn failure)
-Made one spider easier to get in Crescent Moon Manor
-Fixed Game Breaking Big Coin in Silhouette Sunset
-Fixed broken portal in Mount Mirror
--General
-Buffed Star Whip
-Gold Hunting Shotgun left barrel only fired 10 pellets instead of 20
-Hunting Shotgun can no longer be auto fired by keeping the fire button pressed. This avoids unloading both barrels by mistake instead of a single shot.
-Fading Coins don't add to item counter anymore
-Chests become non-solid after opening them
-Cannons cannot instakill anymore and they have a smaller splash damage radius
-Finite now credited (Maker of the pistol sprites)
Known bugs
-Random z fighting in Sunny Seaside (have to investigate, it might be a Gzdoom related issue considering it doesn't show up in previous gzdoom builds)
-"Could not find dialog "SCRIPT00" (Does not affect the game whatsoever, i have to go back and edit all the dialog files.)
Re: Doom: The Golden Souls 2 | OUT NOW!
Posted: Sun Jul 01, 2018 10:03 am
by MolochMekkane
Now if only I weren't in World 7 with over 100 Big Coins. 17 hours of progress. Guess I'll see it through.
Batandy wrote:
-Buffed Star Whip
Neat. I had trouble finding purpose in it, then again I didn't bother to understand the Energy Blaster until I was out of ammo in Overgrown Brambles.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
I found out Port Paradise not too long ago when I looked at its music's filename, but still thanks.
I have to say that Batandy's SNES renditions sounded better (except a certain version of the Kirby track in Port Paradise) IMO, I guess that says those tracks sound better if they're made for SNES?
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Sun Jul 01, 2018 1:48 pm
by ChaseSP
Anyone found the big coins in Beautiful Bay yet? I have no idea where any of them could be besides the one mentioned earlier in thread.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Sun Jul 01, 2018 6:12 pm
by taedium211
Damn, I had little to no trouble finding the big coins in the first GS. But I can't even find all three in the first map!
The ones I found are
Spoiler:
On the ledge with the vines to climb back up, and the one in the center of the hedges near the exit switch
Where even is the last one? Haha
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Sun Jul 01, 2018 9:27 pm
by Tumbleboop
taedium211 wrote:Damn, I had little to no trouble finding the big coins in the first GS. But I can't even find all three in the first map!
The ones I found are
Spoiler:
On the ledge with the vines to climb back up, and the one in the center of the hedges near the exit switch
Where even is the last one? Haha
Spoiler:
On the same platform as the switch to get the elevator going, hidden behind a wall of grass/vines on the side. This was not an easy one to find! Took me a good while.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Mon Jul 02, 2018 1:45 am
by 4thcharacter
Finally finished it. It was a fun run!
Spoiler: thoughts
The Sky world is probably my favorite, since I liked the themes of the maps there. Strawberry shrubs and a beautiful village atop a sky with a chill music to boot? A land made of junk food and cereal? A ghost house paying homage to Castlevania with that awesome twist in the end? All of my yes. Hell, even the castle pays homage to Castlevania: SoTN. The last map was gorgeous but I think the very last congratulatory map from the first game had more of an impact despite how short it is. Probably because of the music and the environment. Samuel Hayden appearing in the UAC Headquarters is a nice touch, and I like how the headquarters has the Crateria surface theme from Super Metroid. Good choice of music!
Also, I felt a bit teary out of nostalgia (yeah, it's only three years since I've finished GS1) when the Happy Gardens appeared at the end, and the statue at the very beginning where it has a plaque saying "This is where it all started" contributed to the warm nostalgia. And the sign in the hidden big coin area where you have to climb on a tree in order to get into.
PS. that gorehouse in the hell world was nasty.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Mon Jul 02, 2018 6:06 am
by Captain J
I really liking this game so much. Really improved and still updating than the prequel and it's so worth it... However it's kinda challenging and sometimes unfair, maybe i really stink at first person platformer. But i'm still alright with this!
... However i've got some weird things during playing this mod. Such as;
While other map shows just its name, this map shows both map's name and the creator's.
Some Lava Streams like this one in Pyro Pyramid can have some bullet holes on 'em.
Randumb wrote:Guys? I think I'm in the wrong WAD!!
How did you even do that anyway? By changing textures? :O
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Mon Jul 02, 2018 6:25 am
by QuakedoomNukem Cz
Captain J wrote:I really liking this game so much. Really improved and still updating than the prequel and it's so worth it... However it's kinda challenging and sometimes unfair, maybe i really stink at first person platformer. But i'm still alright with this!
... However i've got some weird things during playing this mod. Such as;
While other map shows just its name, this map shows both map's name and the creator's.
It's for the guest maps.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Mon Jul 02, 2018 7:02 am
by Captain J
So that's intentional because some maps were made by volunteers, guests and anyone important? Yeah, i guess that makes sense.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Mon Jul 02, 2018 7:15 am
by MolochMekkane
Got through to the end. 22 Hours, 128 Big Coins, 80 dead Spiders, and one very dead Icon. I thought it was over.
Spoiler:
I was wrong. I haven't found the 129th yet. I'm not sure if it's really well hidden, I missed something obvious, or it doesn't exist.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Mon Jul 02, 2018 8:03 am
by Batandy
Captain J wrote:
Some Lava Streams like this one in Pyro Pyramid can have some bullet holes on 'em.
Noted
Captain J wrote:So that's intentional because some maps were made by volunteers, guests and anyone important? Yeah, i guess that makes sense.
If it's not made by me, it's credited in both the credits and the automap
MolochMekkane wrote:Got through to the end. 22 Hours, 128 Big Coins, 80 dead Spiders, and one very dead Icon. I thought it was over.
Spoiler:
I was wrong. I haven't found the 129th yet. I'm not sure if it's really well hidden, I missed something obvious, or it doesn't exist.
I'd go back and check the previous levels if you missed a coin.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Posted: Mon Jul 02, 2018 8:30 am
by MolochMekkane
Batandy wrote:
I'd go back and check the previous levels if you missed a coin.
I don't know how, but after constantly checking every time I cleared a world, I had still missed one.
Spoiler:
Astral Accomplishment was nice. Glad for that 100% star to make it crystal clear.