Re: [WIP] The Ultimate Doom II

Mon Aug 08, 2016 3:00 pm

Gardevoir wrote:If any of the encounters ends up being too difficult for a casual player, I can make things easier by either removing some monsters or adding more ammo/health. It wouldn't be the first time I changed that on the older maps, and definitely won't be the last. It's just that I enjoy a good challenge, but if a lot of people find some area to be too hard or simply bs or tedious, then just say it and I'll find a way to make it easier or more appealing, or I could just mark some monsters as "Multiplayer only".


I just think that some maps have too many monsters. After a while it can feel like a slog. Luckily, it isn't TOO much, but just enough to feel like, argh, okay it's time for this level to end now.

JimpArgon wrote:No. Don't do that. People need to learn how to get good. Don't cater to the casual.


Maybe don't be boring and elitist like this? Not everyone plays like you do. Absolutely nothing is lost by changing stuff. You can play on the harder difficulties, other people don't have to. And vice versa.

Re: [WIP] The Ultimate Doom II

Mon Aug 08, 2016 3:06 pm

Echelon5 wrote:I just think that some maps have too many monsters. After a while it can feel like a slog. Luckily, it isn't TOO much, but just enough to feel like, argh, okay it's time for this level to end now.


I only feel like that whenever I get lost in a level and have no idea where to go. As long as I can follow the level to the exit fast enough, I don't mind having swarms of monsters to fight (since I'm already using mods that kill stuff too quickly, anyway). I really don't like having to break maps to finish levels, and I hate running back and forth so many times to do mandatory puzzles.

Re: [WIP] The Ultimate Doom II

Mon Aug 08, 2016 7:57 pm

Only time I don't like a lot of monsters is if it's slaughterfest level for something that shouldn't be (like this), if it's nothing but high-tier monsters (like Revenants), or if it's a bunch of enemies like Barons of Hell Knights and I don't have rockets or plasma to handle them and are forced to use bullets and shells (which take forever). In other words... a lot of monsters are fine, as long as they all die quickly and don't hold up progression.

Re: [WIP] The Ultimate Doom II

Mon Aug 08, 2016 8:08 pm

I second that.

Re: [WIP] The Ultimate Doom II

Wed Aug 10, 2016 2:57 pm

I can't find the subscribe to topic button so I might as well say something relevant.

This looks good, I hope you finish MAP19 and 20 soon.

Re: [WIP] The Ultimate Doom II

Wed Aug 10, 2016 4:03 pm

Image

Re: [WIP] The Ultimate Doom II

Wed Aug 10, 2016 4:15 pm

^ I actually never knew about that, so thanks.

Re: [WIP] The Ultimate Doom II

Wed Aug 10, 2016 4:41 pm

God dammit I mostly thought it was at the top.

Re: [WIP] The Ultimate Doom II

Tue Aug 23, 2016 8:19 am

HI there, small update.
Few bugfixes, minor changes on some maps (mostly map04) and uh, that's it I guess.

[Oh look a Download button]

And few bonus screenshots of WIP Map15.
Spoiler:

Re: [WIP] The Ultimate Doom II

Tue Aug 23, 2016 9:30 pm

YAAY, progress! :D

These look awesome.

Re: [WIP] The Ultimate Doom II

Wed Aug 24, 2016 10:13 am

Since this is the level that sends you to the Secret Wolfenstein levels, I feel I have to ask. Do you intend to make souped up versions of those too? :P

Re: [WIP] The Ultimate Doom II

Wed Aug 24, 2016 10:44 am

As I've said multiple times, I don't plan on remaking the Wolfenstein levels. Instead, I'm going to recreate two PSXDoom levels, most likely Twilight Descends and The Mansion.

Re: [WIP] The Ultimate Doom II

Wed Aug 24, 2016 3:34 pm

Gardevoir wrote:As I've said multiple times, I don't plan on remaking the Wolfenstein levels. Instead, I'm going to recreate two PSXDoom levels, most likely Twilight Descends and The Mansion.

Would you be cool with me (or anyone) making a two-level patch to replace MAP31 and MAP32 with souped up Wolfenstein themed replacements? I don't see why not since it's original work to a mod that wouldn't even require said mod to begin with. I'm thinking expanding on the levels, adding more detail, make them less maze like and more castle like. Obviously a souped up version of the actual MAP31 and MAP32 would still be the same.

Re: [WIP] The Ultimate Doom II

Wed Aug 24, 2016 4:38 pm

Nevander wrote:
Gardevoir wrote:As I've said multiple times, I don't plan on remaking the Wolfenstein levels. Instead, I'm going to recreate two PSXDoom levels, most likely Twilight Descends and The Mansion.

Would you be cool with me (or anyone) making a two-level patch to replace MAP31 and MAP32 with souped up Wolfenstein themed replacements? I don't see why not since it's original work to a mod that wouldn't even require said mod to begin with. I'm thinking expanding on the levels, adding more detail, make them less maze like and more castle like. Obviously a souped up version of the actual MAP31 and MAP32 would still be the same.


That could be nice to see a remake of those 2 maps. Gardevoir already said that won't be a remake, unless someone try to make and submit those maps and has to be the same "style" that the maps Gardevoir made. As for the PSXDoom levels, I'm ok with that because I like those levels, with that level of detail it could be similar to the maps of Threshold of Pain. :)

Re: [WIP] The Ultimate Doom II

Wed Aug 24, 2016 10:32 pm

Looks great so far. For some reason though, the wrong music track plays on Map 11. It's supposed to be "The Healer Stalks" but instead I get "Read Me" (the music that plays during the text narrations).

I'll leave a more thorough review once I'm finished.