Doom: The Golden Souls ["Even More Definitive Edition" OUT!]

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HexaDoken
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by HexaDoken »

Pistol ammo seems fine to me, I finished it with 47 bullets(thats considering I went for 100% and even shot down that golden caco). As for health, my score was 36 - which in my book is more than okay for ultra-violence.

Playing Vanilla Hills in software mode results in severe FPS drops(below 10).
Batandy wrote:You can go back just by pressing E in front of the painting at the spawn, and you can do it at any time
...feh. I guess I'm not used enough to this console-like stuff...
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Batandy
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Batandy »

HexaDoken wrote:Pistol ammo seems fine to me, I finished it with 47 bullets(thats considering I went for 100% and even shot down that golden caco). As for health, my score was 36 - which in my book is more than okay for ultra-violence.

Playing Vanilla Hills in software mode results in severe FPS drops(below 10).
Batandy wrote:You can go back just by pressing E in front of the painting at the spawn, and you can do it at any time
...feh. I guess I'm not used enough to this console-like stuff...
You're not supposed to play this mod in software, play it in OpenGL
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Minigunner
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Minigunner »

Batandy wrote:
Minigunner wrote:I hope the islands are simply floating on the water.
Nope, you can swim, exploring the sea bottom is the only way to find all the red coins
What I meant is that the islands should be akin to the Sea Slide islands in Super Mario Galaxy, where they float like icebergs instead of actually being attached to the sea floor.
HexaDoken
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by HexaDoken »

Why on earth does ak47 have wimpy weapon flag...?
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Captain J
 
 
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Captain J »

HexaDoken wrote:Why on earth does ak47 have wimpy weapon flag...?
because of replacement of the chaingun.
now think about vanilla doom's chaingun's power...you'll understood this easliy i hope.

anyway AK's ammo is very easy to found and so many from vanilla hills which means AK47 can be more useful and over-powered then up 'n under shotgun.
so, i think batandy make like this intensionally for this.
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Ed the Bat
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Ed the Bat »

That flag would make the player auto-switch away from the AK if he was out of shotgun rounds and then picked some up. I don't see that as desirable behavior.
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Batandy
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Batandy »

HexaDoken wrote:Why on earth does ak47 have wimpy weapon flag...?
Thank you for telling me about this, fixed!
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Captain J
 
 
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Captain J »

not intensional? well i really need more head-breaks.
i'm always using a shotgun rounds for my ace weapon unless if bullets are full, so i can waste it for enemies.
if some ammos are full, i'm using it because it's already full, that's my doom habits.
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Ctrl+Alt+Destroy
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Ctrl+Alt+Destroy »

Is the portable cannon based off of Serious Sam's SBC Cannon?
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Batandy
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Batandy »

Ctrl+Alt+Destroy wrote:Is the portable cannon based off of Serious Sam's SBC Cannon?
Nope, it doesn't act like that at all. It's like super mario's cannon, in fact, it fires the same rockets from the rocket turrets, except with a way cooler sound, and a greater rocket speed
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Captain J
 
 
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Captain J »

hmm, i thought it was replacement of grenade launcher.
i saw many bounce cannon types from whole other games...:?

can't wait for next map teaser.
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Ctrl+Alt+Destroy
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Ctrl+Alt+Destroy »

Batandy wrote:
Ctrl+Alt+Destroy wrote:Is the portable cannon based off of Serious Sam's SBC Cannon?
Nope, it doesn't act like that at all. It's like super mario's cannon, in fact, it fires the same rockets from the rocket turrets, except with a way cooler sound, and a greater rocket speed
Either way, it looks awesome. This is cacoward material right here, keep it up! :P
HexaDoken
Posts: 325
Joined: Thu Dec 01, 2011 7:34 am

Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by HexaDoken »

I think there might be a bit too much ammo in Vanilla Hills. Even though I went for 100% once again(and even killed those white flower thingies), I finished it with 74 bullets, 31 shell, and 483 AK rounds(!!). Kind of OP, eh?

The splash damage on rockets in the secret level makes it ridiculously hard. Also, when I grabbed the golden soul, the exit was not completely triggered. I got frozen in place, the screen blacked out, the "You got the golden soul!" message appeared, and then... I was unfrozen and the level continued like nothing happened. Except I couldn't see.

But yeah. Nice job overall. Keep it up and stuff.
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Captain J
 
 
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Captain J »

HexaDoken wrote:when I grabbed the golden soul, the exit was not completely triggered. I got frozen in place, the screen blacked out, the "You got the golden soul!" message appeared, and then... I was unfrozen and the level continued like nothing happened. Except I couldn't see.
every levels from golden soul can be happen like this, like a other game stage clear moments. only way is just waiting.
and it was not so bad to me, because you have a lot's of time with press the taunt key for until it's ends.

and yeah, world rocket problem is goes worse when i tried to dodge but splash damages...
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Batandy
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Re: DooM : The Golden Souls [Beta 1.0][Back on Track!]

Post by Batandy »

Image
Yay for pirate ships!

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