Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4

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xenoxols
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Re: DooM : The Golden Souls 2

Post by xenoxols »

Well he was giving feedback as if he had played it, so I assumed he had, and thus was beta testing.
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Peter Bark
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Re: DooM : The Golden Souls 2

Post by Peter Bark »

really great mod, I watched the videos for it last night & it was in my dream.. there was a new map an ice cave and hole of water, then the whole level was an underwater map whole time swimming, and all the walls under there were like frozen ice and you could see fish trapped inside. the whole map had a soothing peaceful feel and was strange colors never seen in doom maps, it really felt as though you were swimming. and there was also fish (not enemies) swimming around beside you, there were also enemie fish and octopus monster too. the music was playing in my room over and over was Mario 64 water world one. sorry for my langauge but this was my dream with this wad. an entire underwater map of swimming, and at the end climbing out into an ice cave.

https://www.youtube.com/watch?v=qAXoL8TnE0I
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Batandy
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Re: DooM : The Golden Souls 2

Post by Batandy »

Peter Bark wrote:really great mod, I watched the videos for it last night & it was in my dream.. there was a new map an ice cave and hole of water, then the whole level was an underwater map whole time swimming, and all the walls under there were like frozen ice and you could see fish trapped inside. the whole map had a soothing peaceful feel and was strange colors never seen in doom maps, it really felt as though you were swimming. and there was also fish (not enemies) swimming around beside you, there were also enemie fish and octopus monster too. the music was playing in my room over and over was Mario 64 water world one. sorry for my langauge but this was my dream with this wad. an entire underwater map of swimming, and at the end climbing out into an ice cave.

https://www.youtube.com/watch?v=qAXoL8TnE0I
Your dream will probably become true, since i was planning a cool ice map like that for the sequel, and also, swimming feels really good in this sequel because of the breathing bubbles you spawn and the underwater enemies
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Captain J
 
 
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Re: DooM : The Golden Souls 2

Post by Captain J »

i didn't knew there was the sequel that keep worked on, hell me. anyway can't wait if this done.
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demo_the_man
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Re: DooM : The Golden Souls 2

Post by demo_the_man »

how are you getting that jump effect in the video without it being so floaty like when you change a sectors gravity, like i did in my low-g doom mod
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Batandy
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Re: DooM : The Golden Souls 2

Post by Batandy »

demo_the_man wrote:how are you getting that jump effect in the video without it being so floaty like when you change a sectors gravity, like i did in my low-g doom mod
Play with the aircontrol settings until you find the desired air control, i use a LOADACS scripts to load it.


You might remember the old trader made with clumsy ACS linedefs in GS1,

Well, this time i'll use strife dialogue
Image

Waaay better!
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Captain J
 
 
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Re: DooM : The Golden Souls 2

Post by Captain J »

Craaaaaaaaaaaash, long time no damn see! :wub:
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SamVision
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Re: DooM : The Golden Souls 2

Post by SamVision »

I kind of liked the Morshu from the first one since he was not holding a gun it made it feel more believable, but the Strife style shops are nice to see again.
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Batandy
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Re: DooM : The Golden Souls 2

Post by Batandy »

Image
Hot stuff
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The Ultimate DooMer
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Re: DooM : The Golden Souls 2

Post by The Ultimate DooMer »

Batandy wrote:You might remember the old trader made with clumsy ACS linedefs in GS1,

Well, this time i'll use strife dialogue
The only issue with the old system was the lack of an inventory check to see if you needed the item or not (so you can easily end up buying multiple blue armours etc.), in Serpent it does that check so you don't end up wasting a load of coinage. Strife system might be more sophisticated, but it's a lot slower to use in-game.
a1337spy wrote:And will the monster placement be balanced? I don't want to see barons and cacodemons on the first map.
A plant in a room full of lava with only a tiny ledge to fight on (or a larger ledge that's submerged half the time) is far worse. (that was the worst thing about GS1, such a shame it had to spoil things temporarily with that room)
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SamVision
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Re: DooM : The Golden Souls 2

Post by SamVision »

The only issue with the old system was the lack of an inventory check to see if you needed the item or not (so you can easily end up buying multiple blue armours etc.), in Serpent it does that check so you don't end up wasting a load of coinage. Strife system might be more sophisticated, but it's a lot slower to use in-game.
This is very important, the HUD in the first one didn't let you see how much ammo you were carrying for all the weapons (default Doom hud has this).
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Batandy
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Re: DooM : The Golden Souls 2

Post by Batandy »

SamVision wrote:
The only issue with the old system was the lack of an inventory check to see if you needed the item or not (so you can easily end up buying multiple blue armours etc.), in Serpent it does that check so you don't end up wasting a load of coinage. Strife system might be more sophisticated, but it's a lot slower to use in-game.
This is very important, the HUD in the first one didn't let you see how much ammo you were carrying for all the weapons (default Doom hud has this).
That's not really necessary imho, you could simply select your weapon to see the ammo, but anyway i told TerminusEst (who is helping me with the hud since i suck at coding them) to take note of this, maybe it could be a toggleable thing
The Ultimate DooMer wrote:
a1337spy wrote:And will the monster placement be balanced? I don't want to see barons and cacodemons on the first map.
A plant in a room full of lava with only a tiny ledge to fight on (or a larger ledge that's submerged half the time) is far worse. (that was the worst thing about GS1, such a shame it had to spoil things temporarily with that room)
Golden Souls was my testing ground, i've been improving my mapping skills with that. I promise that there'll be way less unfair rooms.
The level design is also way different from the old game, this time it's more like Super Mario 3D Land / World for example, straightforward, and i think the first levels are really easy


Now, some more castle screens
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Batandy
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Re: DooM : The Golden Souls 2

Post by Batandy »

Image
Image
Testing a cool pushable block, Zelda style!
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Batandy
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Re: DooM : The Golden Souls 2

Post by Batandy »

Here's a short video showing the pushable blocks
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SamVision
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Re: DooM : The Golden Souls 2

Post by SamVision »

LOL why are there deciduous trees in a lava dungeon?

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