Winter's Fury

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Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: Winter's Fury: 1.2 Polish Update

Post by Steve1664 »

Now that's dedication to your craft! Thanks for putting the effort into further polishing the WAD, Pyro! I'll be sure to give it another go soon!
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LostSkull
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Re: Winter's Fury: 1.2 Polish Update

Post by LostSkull »

I love this so much
Pyroscourge
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Re: Winter's Fury: 1.2 Polish Update

Post by Pyroscourge »

idGamer wrote:If I might make a suggestion, maybe you should weaken the Ice Arch-Vile a little bit. I always thought his ice dart attack was a little too powerful.
The Ice Archvile didn't get reduced damage, but instead lost a lot of health. Instead of taking 7-8 rockets to kill, it now only takes 5-6. I still wanted to maintain a high damage output so it is still a large priority, much like the original Archvile.
Captain J wrote:ooh i didn't know it was still not dead yet! glad to see it's not lagging anymore...well, least litte bit.
Unfortunately, I haven't done very much to change the lag in the mod. I believe there was a discussion about this in an Off-Topic thread a while ago which has probably been removed, where I came to the conclusion that the mod is designed to work on modern computers, and modern computers only. That shouldn't stop anyone from trying though, considering I made and tested the mod on a 2gb ram toaster.
Ribo Zurai wrote:Is it possible for the file be reuploaded somewhere else? My computer seems to hate Google Drive and won't finish the download, ever.
I'll upload a one to MediaFire in a moment.
chronoteeth wrote:Is there a version without the custom weapons? The polaris winter themed weapon pack fits really well with this, and I wouldn't mind using that.
It seems to work fine for me? I played through the whole of MAP01 without problems, so I don't know what is going on there. I used the Polaris version from idgames archive.
Ed the Bat wrote:Ahh, was kinda hopin' the playerclass declaration would finally get moved to MAPINFO where it belongs, and away from the demon that is KEYCONF... =P
Hah, my bad. Does this actually cause any problems, or is it just a preference thing?
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Ed the Bat
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Re: Winter's Fury: 1.2 Polish Update

Post by Ed the Bat »

Pyroscourge wrote:
Ed the Bat wrote:Ahh, was kinda hopin' the playerclass declaration would finally get moved to MAPINFO where it belongs, and away from the demon that is KEYCONF... =P
Hah, my bad. Does this actually cause any problems, or is it just a preference thing?
On its own, it doesn't cause any real problems. It's just that, if someone wanted to, say, load a custom playerclass mod on top of this (using the proper MAPINFO method), it won't work because KEYCONF is tyrannical that way.
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idGamer
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Re: Winter's Fury: 1.2 Polish Update

Post by idGamer »

Pyroscourge wrote:The Ice Archvile didn't get reduced damage, but instead lost a lot of health. Instead of taking 7-8 rockets to kill, it now only takes 5-6. I still wanted to maintain a high damage output so it is still a large priority, much like the original Archvile.
That sounds good. :)
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Ethril
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Re: Winter's Fury: 1.2 Polish Update

Post by Ethril »

so what language is the next update going to be?
Spoiler:
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Captain J
 
 
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Re: Winter's Fury: 1.2 Polish Update

Post by Captain J »

Pyroscourge wrote:
Captain J wrote:ooh i didn't know it was still not dead yet! glad to see it's not lagging anymore...well, least litte bit.
Unfortunately, I haven't done very much to change the lag in the mod. I believe there was a discussion about this in an Off-Topic thread a while ago which has probably been removed, where I came to the conclusion that the mod is designed to work on modern computers, and modern computers only. That shouldn't stop anyone from trying though, considering I made and tested the mod on a 2gb ram toaster.
hmm, that's too bad these's no ways to make it less-lag. but i'll give a try if i get a much better video card then.
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scalliano
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Re: Winter's Fury: 1.2 Polish Update

Post by scalliano »

Always nice to have an excuse to play through WF again. Excellent work!
Spoiler:
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kmxexii
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Re: Winter's Fury: 1.2 Polish Update

Post by kmxexii »

Pyroscourge wrote:After a long year of procrastinating and engineering, I have finally reached that point where everything starts to slow down again, so I can put out more work. Something which I have wanted to do for a while is update Winter's Fury, because there were still a few bugs here and there along with weirdly designed areas and hard gameplay in random places. So this patch is designed to 'polish the hell out of it'. I intended to release it on the anniversary of its original release, but I finished early.
So, uh, hey! Glad to see this got worked over again. I might give it another spin to see what's been tweaked; at the very least, I can rework whatever I wrote about the agony that was grinding down boss health bars.
Pyroscourge
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Re: Winter's Fury: 1.2 Polish Update

Post by Pyroscourge »

kmxexii wrote:So, uh, hey! Glad to see this got worked over again. I might give it another spin to see what's been tweaked; at the very least, I can rework whatever I wrote about the agony that was grinding down boss health bars.
I will admit that 'tweaked' would be the correct word to describe the boss changes. Note that the previous health amounts remain the same if playing on hard, and are noticeably less on each difficulty drop from there.

Also, Azmodan no longer turns completely invisible. :P
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kmxexii
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Re: Winter's Fury: 1.2 Polish Update

Post by kmxexii »

I gathered that much, but it's appreciated nonetheless.
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Patriot1776
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Re: Winter's Fury: 1.2 Polish Update

Post by Patriot1776 »

Not been on here much, been too busy working my day job and also learning a secondary, actual trade to have a supplemental source of income to do much ZDoom editing or playing, but I did wanna try the Winter's Fury update, with 'Weapons of Saturn' instead of 'Accessories to Murder' which I previously used, and this error message is coming up:

Code: Select all

Log started: Thu Nov 21 09:55:39 2013

I_Init: Setting up machine state.
CPU Speed: 2612 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Phenom(tm) II X6 1035T Processor
  Family 16 (16), Model 10, Stepping 0
  Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'ShotgunCasing' more than once.
R_Init: Init Doom refresh subsystem.
Script error, "Winter's Fury.wad:DOOMDEFS" line 616:
Warning: dynamic lights attached to non-existent actor NashGore_ZombieMan

Script error, "Winter's Fury.wad:DOOMDEFS" line 621:
Warning: dynamic lights attached to non-existent actor NashGore_ShotgunGuy

Script error, "Winter's Fury.wad:DOOMDEFS" line 626:
Warning: dynamic lights attached to non-existent actor NashGore_ChaingunGuy

Script error, "Winter's Fury.wad:DOOMDEFS" line 820:
Warning: dynamic lights attached to non-existent actor NashGore_LostSoul

Script error, "Winter's Fury.wad:DOOMDEFS" line 1097:
Warning: dynamic lights attached to non-existent actor NashGore_Archvile

DecalLibrary: Load decals.

Execution could not continue.

Script error, "Winter's Fury.wad:DECALDEF" line 582:
NashGore_ZombieMan is not an actor.
Things are proceeding normally when loading with Winter's Fury alone and also when loading with 'Accessories to Murder'. 'Weapons of Saturn' does not modify enemy graphics, and I already tried commenting out '#include ZOMBIEGUY' from 'Weapons of Saturn's DECORATE lump to prevent that mod's replacement ZombieGuy code from loading, so I'm not sure what gives. Using the Nov. 20th build 1.9pre build of GZDoom, and the current official 1.8.02 release of GZDoom gives the same errors.
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idGamer
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Re: Winter's Fury: 1.2 Polish Update

Post by idGamer »

Well, I started playing through it again today, and I must say that the changes to the story and ammunition are nice improvements. :)

Also, do those white flowers have some hidden meaning? I've played up to halfway through MAP02, and I've already seen one on each level.
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Captain J
 
 
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Re: Winter's Fury: 1.2 Polish Update

Post by Captain J »

idGamer wrote:Also, do those white flowers have some hidden meaning? I've played up to halfway through MAP02, and I've already seen one on each level.
'The flower that can take a Harsh Weather is much beatutiful than the other ones.'

but i think almost cloeser to the answer is; 'Do Not Despair. Even somebody or misfortunes trying to stop your feet, Resist til it ends. then There will be a light at the end of the tunnel.'...yuck, i got a goose bumps after typing this.
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Hareton
Posts: 57
Joined: Thu Mar 28, 2013 2:59 am

Re: Winter's Fury: 1.2 Polish Update

Post by Hareton »

I thought that I finally found good singleplayer wad, but not quite. I has many problems, yet I still played it for exceptional non-linear level design which is impossible to find in modern games.

There were things that really bothered me:
- difficulty level is wrong. There are too few medkits, and of course I played on easiest. Artificial difficulty is a feature of console games, which don't have any other way to find depth in gameplay.
- boss fights, they were so sad and bad that I get through them on iddqd. Boss fights generally are console games feature, especially scripted ones. When the battles are fair, like in Quake or original Doom, it can be acceptable, but it is very different thing than QTE or scripted bosses.
- The scene in the first level when monster appears with dramatic music and you have to fight without way of escape. Such things are of modern scripted corridor shooters and despicable cinematic games. Good PC games are interactive, not cinematic (passive) experience.
- Stop using fucking screen shake effects (rocket launcher, boss battles), it gives some people eye pain.

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