It's on the FB pageThe Snake wrote:Here ya go!
https://www.facebook.com/goldensouls2/p ... =3&theater
If you want me to link something else instead of your zdoom forums profile, just tell me!
It's on the FB pageThe Snake wrote:Here ya go!
Oh, that would be great.Batandy wrote:It's on the FB pageThe Snake wrote:Here ya go!
https://www.facebook.com/goldensouls2/p ... =3&theater
If you want me to link something else instead of your zdoom forums profile, just tell me!
Spoiler:Which is still 1.2. I'd suggest updating that link, I've noticed you released a new patch that fixed the issue I spent an hour trying to figure out (Map 19, Rainbow Citadel not launching far enough) before I found this thread and saw a hotfix. So my impressions are from version 1.2.
Spoiler:Now, I'm not sure if this is how you meant the game to be played (With a lot of saves or with only saves the game does itself) but for the way I play, this challenge and the other one (Jumpmaze Challenge) both have a lot of 1-Hit kill shenanigans that just don't feel fair. Jumpmaze actually has 100% fair cannons and I think the "Challenge" of the canons is true and real. There's nothing unfair about them in this one. However, the issue with Jumpmaze Challenge is the Mines. It's not a challenge of skill to slowly tap your keys to get around mines that just kill you in one hit if you get EVER so close to them. Maybe it'd be easier if they were 3D, so you could see them in real space, but the fact that they're 2D combined with how close they can be together... it creates a frustrating experience over a supposed challenge. There's a difference between a challenge and just unfair difficulty.
Spoiler:I say it's silly because it's really dull. Having instant death "walls" of mines is not fun design. Combined with the plants, which you can just hide around the corner from, this room is a complete bore, and I'd suggest keeping things like this out of levels. Make it lava, or no floor instead. Instead, make it a room full of enemies, or something interesting. A puzzle. Anything but something like this. Areas where you had to slow WAAAAAY down to be super careful were really the biggest issue with the game, and these mines are the main cause of it.
Spoiler:From my experience, I saw the "Warp Pad" which obviously meant (in my head) I could jump down and just walk onto it.. but nope! It just killed me! You have to jump right ON the pad. The issue with this is that the Warp Pad obviously tells you something's down there, so you'll be inclined to jump down and think there's no issue since obviously the developer would want people to get to the pad, but it leads to your death. Which is something I call "Misguiding The Player" which is a big no-no. The player should never have to second doubt something that looks 100% safe, and isn't instant death. I'd suggest letting players walk down there and maybe add a way back up and hide the switch. To avoid issue like this.
Hey, glad you enjoyed the mod, updating the doomworld page right now, also about every other issue, you are totally right, you'll find out after playing the GS2 demo that most of these issues aren't in the sequel, and i've toned down all the environment hazard elements(except for death pits, but you've got better air control and checkpoints now)NightsOwl wrote:So, I just finished your mod after playing it for most of the day yesterday and today... here are my thoughts.
Hey, thanks, it was quite a surprisechronoteeth wrote:eyyy gratz on bein on vinesauce!
Checkpoints are a recent addition, so, yes they are inDevilBlackDeath wrote:Speaking of which Batandy, I've run through the demo a bit (still got to finish it though), and I wondered, do you plan on adding, as he mentioned, checkpoints? I hate using the save feature because I always wonder "was that where the level designer plan us to save? Did he plan the level for a no-save runthrough or is it impossible that way?" (mind you, some levels are near-impossible without saving in Hell on Earth BD Map pack... -_- well BD's BD). I like having a fixed challenge. The "make-your-own-difficulty" save system is fine, but I like to have a fixed challenge that is implicitly told by the level designer
I actually went through Golden Souls DE 1.1 without saving midlevels, only used level start saves Even when I came back to get all the secrets
YEAAAAAAH ! Thanks a lot ^^ That's a really nice touchBatandy wrote:Checkpoints are a recent addition, so, yes they are inDevilBlackDeath wrote:Speaking of which Batandy, I've run through the demo a bit (still got to finish it though), and I wondered, do you plan on adding, as he mentioned, checkpoints? I hate using the save feature because I always wonder "was that where the level designer plan us to save? Did he plan the level for a no-save runthrough or is it impossible that way?" (mind you, some levels are near-impossible without saving in Hell on Earth BD Map pack... -_- well BD's BD). I like having a fixed challenge. The "make-your-own-difficulty" save system is fine, but I like to have a fixed challenge that is implicitly told by the level designer
I actually went through Golden Souls DE 1.1 without saving midlevels, only used level start saves Even when I came back to get all the secrets
Awesome! Maybe the title, "DOOM - The Golden Souls", could be on the first layer.The Snake wrote:Here ya go!
There are 3 secret levels in the mod, find them and you'll have every soul required for the stairs, usually a grey door indicates that a painting nearby has a secret levelJimmy wrote:I streamed a fourth part yesterday - was a little tired but overall it went well. Lucy in the Sky with Coins gave me massive trouble finding that last red coin, though. Lovely looking map otherwise.
At the end of the stream I hit a point where I didn't seem able to continue in the Mansion. It looked at the time as though the set was incomplete, because I beat every level I could find in the map (up to MAP13, Lucy in the Sky With Coins), but didn't have enough Golden Souls to climb the enchanted staircase (speaking of which, that appeared to have an unknown music file error: Music lump "MSTAIR" not found). I've beaten all 13 maps I can currently access, but I'm still 2 souls short of climbing the stairs.
Looking at the maplist, there are another 7 or so maps I have yet to even see. Are these all accessible from the hub map currently? I'm seeing a lot of thin grey doors in the Mansion which haven't opened yet.