Red Spiral '93 - Hell is a state of mind
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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.
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.
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Re: Red Spiral '93 - Hell is a state of mind
Just Played, This is Great Mod! Well Done!
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Re: Red Spiral '93 - Hell is a state of mind
I have tried this on the second to last and last difficulty levels of the normal Doom 2 wad, and that random drop of a pistol is kind of a soft lock, sort of. If you do have a chainsaw drop for that knife weapon you may be able to use the walls or obstacles to kill some initial enemies, but that possibility of a total lack of a pistol from ANY zombie or even shotgun really drops your chances to beat a level far down.
The biggest problem here is just trying to get past that first level speedbump to gather a few weapons, and a large number of otherwise moderately difficult maps may not give you anything to work with as static drops, so that leaves Zombieman drops which is left to fate, and RNG roadblocks can be a touch annoying and limit the maps you may enjoy playing on with this mod.
I would like to suggest making the pistol drop a certainty for the VERY first zombieman you kill, or shotgun from a shotty zombie respectively, not sure how to code that but it would give a sliver of a chance for players to build up their armory which is critical for this character's initial few weapons they can find.
Also, the random static item spawn drop rate is a good idea for this in premise, but it also hurts maybe a little more then needs be in the long run.
I would like to suggest a few possible changes to make it a little more fair for the first or second maps.
1: option slider controller for static spawn drop rate like in Scavenger's Paradise.
2: 100% spawn rate for the first level that switches to a smaller spawn rate after the stage is cleared.
3: A more ambitious idea, and possibly more trouble then it's worth, but have a progressive rate drop after every level cleared, letting the player choose the starting rate.
In example:
Player chooses 100% static item spawn drop rate in mod option section, chooses up to 4-5 decreases per level cleared at a choice of 5%, 10% or 15% per level.
I think this is possibly thinking on Dusted's Pandemonia and it's difficulty variable triggered through doing things, including clearing levels.
I hope my suggestions are not too presumptuous, feel free to toss them in the fire if you don't like them, I just want to help tilt the difficulty slightly for at least the first level for players.
The biggest problem here is just trying to get past that first level speedbump to gather a few weapons, and a large number of otherwise moderately difficult maps may not give you anything to work with as static drops, so that leaves Zombieman drops which is left to fate, and RNG roadblocks can be a touch annoying and limit the maps you may enjoy playing on with this mod.
I would like to suggest making the pistol drop a certainty for the VERY first zombieman you kill, or shotgun from a shotty zombie respectively, not sure how to code that but it would give a sliver of a chance for players to build up their armory which is critical for this character's initial few weapons they can find.
Also, the random static item spawn drop rate is a good idea for this in premise, but it also hurts maybe a little more then needs be in the long run.
I would like to suggest a few possible changes to make it a little more fair for the first or second maps.
1: option slider controller for static spawn drop rate like in Scavenger's Paradise.
2: 100% spawn rate for the first level that switches to a smaller spawn rate after the stage is cleared.
3: A more ambitious idea, and possibly more trouble then it's worth, but have a progressive rate drop after every level cleared, letting the player choose the starting rate.
In example:
Player chooses 100% static item spawn drop rate in mod option section, chooses up to 4-5 decreases per level cleared at a choice of 5%, 10% or 15% per level.
I think this is possibly thinking on Dusted's Pandemonia and it's difficulty variable triggered through doing things, including clearing levels.
I hope my suggestions are not too presumptuous, feel free to toss them in the fire if you don't like them, I just want to help tilt the difficulty slightly for at least the first level for players.
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Re: Red Spiral '93 - Hell is a state of mind
Heads up btw and I dont know if this is this mod causing it but I'm experiencing the all ghosts bug whenever I play this mod. Like theres a chance opponents come back but I cant target or kill them but they can harm me
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Re: Red Spiral '93 - Hell is a state of mind
All difficulties lower than Hard give you the pistol as a starting weapon, and weapon spawns are completely fixed.Shatter-Thought[V-4] wrote: ↑Sat Feb 03, 2024 2:17 am I have tried this on the second to last and last difficulty levels of the normal Doom 2 wad, and that random drop of a pistol is kind of a soft lock, sort of. If you do have a chainsaw drop for that knife weapon you may be able to use the walls or obstacles to kill some initial enemies, but that possibility of a total lack of a pistol from ANY zombie or even shotgun really drops your chances to beat a level far down.
The biggest problem here is just trying to get past that first level speedbump to gather a few weapons, and a large number of otherwise moderately difficult maps may not give you anything to work with as static drops, so that leaves Zombieman drops which is left to fate, and RNG roadblocks can be a touch annoying and limit the maps you may enjoy playing on with this mod.
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- Joined: Fri Jan 13, 2017 9:08 pm
Re: Red Spiral '93 - Hell is a state of mind
That's strange, the mod doesn't alter monsters.AliciaPendragon wrote: ↑Mon Feb 05, 2024 10:18 pm Heads up btw and I dont know if this is this mod causing it but I'm experiencing the all ghosts bug whenever I play this mod. Like theres a chance opponents come back but I cant target or kill them but they can harm me
I was gonna say it could be the Nightmare difficulty, but no, Nightmare doesn't have monster respawns.
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Re: Red Spiral '93 - Hell is a state of mind
I was using Project Malice. But even then I havent experienced that bug with PM while using any other gameplay set. I think it may have something to do with the barrels as the times I encountered 'unkillable ghost monsters' was whenever I killed some monsters with a barrel.LossForWords wrote: ↑Tue Feb 06, 2024 1:27 pmThat's strange, the mod doesn't alter monsters.AliciaPendragon wrote: ↑Mon Feb 05, 2024 10:18 pm Heads up btw and I dont know if this is this mod causing it but I'm experiencing the all ghosts bug whenever I play this mod. Like theres a chance opponents come back but I cant target or kill them but they can harm me
I was gonna say it could be the Nightmare difficulty, but no, Nightmare doesn't have monster respawns.
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Re: Red Spiral '93 - Hell is a state of mind
Noted.
Also, needed an excuse to update the barrel explosions, so there it is.
If it's not fixed, the explosive barrel is now on it's own .txt, so you could open the decorate file and add a // to the beginning of the barrel's Decorate file, or just delete the entirely.
Also, needed an excuse to update the barrel explosions, so there it is.
If it's not fixed, the explosive barrel is now on it's own .txt, so you could open the decorate file and add a // to the beginning of the barrel's Decorate file, or just delete the
Code: Select all
#include DECORATE/SOURCE/barrel.txt
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Re: Red Spiral '93 - Hell is a state of mind
Is there an option to re-enable music? Some maps have ambience that would perfectly suit the mod, but they just get disabled.
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Re: Red Spiral '93 - Hell is a state of mind
Artman2004 wrote: ↑Wed Feb 07, 2024 9:43 pm Is there an option to re-enable music? Some maps have ambience that would perfectly suit the mod, but they just get disabled.
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Re: Red Spiral '93 - Hell is a state of mind
Oh, sorry. Somehow didn't see that.
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Re: Red Spiral '93 - Hell is a state of mind
Played this on Medium difficulty after I realized that Hard and Nightmare are actually as difficult as their names suggest (Hard and Nightmare mode give 50% and 100% extra monster health, respectively, after checking it via SLAD3, and combined with the overall slow pace of the player character, that made most mapsets outright absurd in completing them).
Really, my only miff with this mod (and with Omerta and Acts of Violence) is that the guns can't chamber an extra round on a non-empty reload. Every extra bullet counts, and it makes combat encounters pretty tense.
Can anyone recommend me some good maps that work well with this mod? Preferably maps that take place in urban and/or modern day settings.
Really, my only miff with this mod (and with Omerta and Acts of Violence) is that the guns can't chamber an extra round on a non-empty reload. Every extra bullet counts, and it makes combat encounters pretty tense.
Can anyone recommend me some good maps that work well with this mod? Preferably maps that take place in urban and/or modern day settings.
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Re: Red Spiral '93 - Hell is a state of mind
I'd recommend Chainworm Commando and Hellbound, but the difficulty curve is quite stiff.
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Re: Red Spiral '93 - Hell is a state of mind
Looks like a really cool mod, I'll try it sometime.
Here:
Matt Eldrydge wrote: ↑Tue Jan 30, 2024 4:19 pmYou could give Doom 64 for Doom 2 a try, it's not really Doom 64 in terms of mood but with an ambient music pack and a flashlight mod of your choosing it should get close enough.AliciaPendragon wrote: ↑Tue Jan 30, 2024 12:38 pm As for map packs, any that come to mind that have Doom 64's architecture? I tried playing Red Spiral with City of the Damned and nearly broke my laptop.
There's also the Consolation Prize TCs. They'll let you use the PSX version of Doom, plus Doom 64 in its entirety + some extra levels.
And lastly, if you absolutely want the creepy factor, Abscission on the lower skills might worth a look. I'd recommend Stickney Installation if you don't mind a Japanese schoolgirl being on Mars.
You could also just use this Doom 64 texture pack if you want the look but not the feel.
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Re: Red Spiral '93 - Hell is a state of mind
Hey there..
Awesome mod!
I made a short showcase video
https://youtu.be/aUjhHQ9cOXE
Maybe you like it
Awesome mod!
I made a short showcase video
https://youtu.be/aUjhHQ9cOXE
Maybe you like it
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- Joined: Fri Sep 18, 2015 5:46 pm