Doom Slayer Chronicles

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Armaetus
Posts: 1252
Joined: Fri Mar 13, 2009 3:55 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State

Re: Doom Slayer Chronicles

Post by Armaetus »

Is there a changelog from 1.0.1 to 1.1 when it comes out?
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: Doom Slayer Chronicles

Post by Josko »

Major Cooke wrote:Personally I think the mod can do without the whole oxygen thing. Just something I never liked about Doom 3 in particular as well.

Perhaps another thing to consider implementing, harder mob waves. I don't mean just increasing the numbers. I mean increasing the difficult monster types. Cyberdemons, archviles, spider masterminds... I'm the kind of player who eats Dark Tartarus for breakfast. I love that map set which has so many cyberdemons and spider masterminds.

Map "Die Hard": Please insert some hints as to what the passwords are for the switches. It's greatly annoying that I have to try and guess what the password is over and over again for each key card.

Time lord is incredibly overpowered. I believe that should be the Hell's End reward tier instead of healing. Healing should come a lot sooner.
I agree about Time lord, it needs a shorter duration aswell, maybe 6 seconds, with aeons of death I triggered the time freeze all the time, and with Iron will I was constantly filled with Pentagrams of Protection lol! And sometimes it would turn me into demon morph.

The rank perks needs to be reworked, most are useless and some overpowered and with AeoD most rank perks didnt do much like killing machine, vitality but I modified it so they work now.

Stronger enemies would be nice aswell as a system to not let monsters spawn right behind or next to player, having good spots to camp would be fun or atleast a map for camping and holding ground
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: Doom Slayer Chronicles

Post by Josko »

Major Cooke wrote:Cyberdemons, archviles, spider masterminds... I'm the kind of player who eats Dark Tartarus for breakfast. I love that map set which has so many cyberdemons and spiderminds.
You are real doom slayer! MORE BRING ME MORE!
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neoworm
Posts: 1733
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: Doom Slayer Chronicles

Post by neoworm »

I don't want to be that guy but... This is bad. The wave based gameplay was really bad idea.

Graphics are stunning, but that's pretty much all. Any potencial atmosphere is instantly killed when the coundown to next wave comes up. I just can't immerse myself at that point. Also the level-up screen is annoying.
The first 3 maps are the cheapest arena gameplay that bores me to death. I had to search the map for last spectre to progress further multiple times and in this visually rich enviroment it's actually really annoying. Than Colloseum comes and it jumps from boring straight to frustrating. The arena is actually good with the shifting walls and stuff, but since the mod relies on respawning ammo pickups it's not ballanced properly and I had to run around to wait for ammo to spawn for at least rocket launcher. When I got to the escort mission and I just gave up.

I can guess that it's made like this so the levels, that had to take forever to make, last longer. But it just doesn't work. There are ways to make small levels last longer and be interesting at the same time, but not like this.
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FrankADG
Posts: 36
Joined: Fri Jun 12, 2015 9:16 am

Re: Doom Slayer Chronicles

Post by FrankADG »

Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?
Maybe cancelled.
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: Doom Slayer Chronicles

Post by Josko »

FrankADG wrote:
Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?
Maybe cancelled.
Lol why would it be cancelled? They said they were working on version 1.1 right away, I hope they add new map areas or map packs for Doom slayer chronicles, the fallen cementary map is way too short, they should add a huge cementary with lots of graves and a big catacomb underground 8-)
Jigstraw
Posts: 15
Joined: Fri Dec 02, 2016 2:52 pm

Re: Doom Slayer Chronicles

Post by Jigstraw »

I tried to run this with Metadoom v5.1 and couldn't get past the first level due to monsters failing to spawn in. I tried restarting three times, and was met with the same result all 3 times.
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Armaetus
Posts: 1252
Joined: Fri Mar 13, 2009 3:55 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State

Re: Doom Slayer Chronicles

Post by Armaetus »

FrankADG wrote:
Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?
Maybe cancelled.
That's an extremely pessimistic way of looking at things, considering how the other guy is still working on it.
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FrankADG
Posts: 36
Joined: Fri Jun 12, 2015 9:16 am

Re: Doom Slayer Chronicles

Post by FrankADG »

Jigstraw wrote:I tried to run this with Metadoom v5.1 and couldn't get past the first level due to monsters failing to spawn in. I tried restarting three times, and was met with the same result all 3 times.
Monsters spawned at level?
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scalliano
Posts: 2841
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Doom Slayer Chronicles

Post by scalliano »

Not feeling it.

Fired the mod up vanilla style and found myself constantly dying due to being stuck with only the pistol and being pretty much unable to defend myself. Got pinned down in the one room in the graveyard map that wasn't spawning monsters and was reduced to waiting for the enemies to funnel through the doorway until I ran out of ammo. This wasn't helped by the fact that one of the pinkies' corpses was perched on the wall inset and obscuring my view.

I see the ambition, but the gameplay is lacking for me and none of GZDoom's spanking new bells and whistles can make up for that. Horde mods require a degree of free movement to be fun, but I was constantly getting caught on extraneous bits of scenery trying to evade incoming attacks, all the while screaming at the TV "for feck's sake, gimme a bloody shotgun already!"

I dunno, maybe it gets better later on, but I can't use a pistol for that long. KDiZD put paid to that level of patience a long time ago.
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Get Phobo
Posts: 113
Joined: Fri Sep 07, 2018 8:30 am

Re: Doom Slayer Chronicles

Post by Get Phobo »

I had no problems finishing it on UV skill. But the constant arena-style gameplay was boring. I'd prefer a normal multi-level wad with the colosseum as one of the maps.
Naitguolf
Posts: 502
Joined: Wed Mar 17, 2004 6:16 pm
Location: London

Re: Doom Slayer Chronicles

Post by Naitguolf »

Amazing graphics, but I am sorry, because unfortunately invasion mode are not my cup of tea, nor arenas games kind of. . A pity, as the visuals are great, but after 5 minutes, I am done with it... Hopefully a normal campaign will be made in the future.
Last edited by Naitguolf on Sat Sep 22, 2018 6:41 am, edited 1 time in total.
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Enjay
 
 
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Location: Scotland

Re: Doom Slayer Chronicles

Post by Enjay »

I'm sorry to say that I'm in the same boat as many other commenters: visually it's stunning, very complete with loads of work gone in to that aspect of it: very impressive.

However, the invasion/wave style of gameplay really isn't to my taste in general (and very few mods have managed to pull it off successfully - "Stronghold" being the most obvious one to get it right IMO) and I don't feel that this mod has done a particularly good job of making, and keeping, invasion mode interesting. Like many others, I suspect, after a while I just got bored, froze all the enemies at the console, no-clipped around the maps looking at the scenery and then quit.
el armadillo2
Posts: 148
Joined: Fri Nov 11, 2016 9:45 am

Re: Doom Slayer Chronicles

Post by el armadillo2 »

"Attempt to change CVAR 'gl_lens' outside of menu code"
Help?
Blue Shadow
Posts: 4906
Joined: Sun Nov 14, 2010 12:59 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Doom Slayer Chronicles

Post by Blue Shadow »

What version of GZDoom are you using?

Starting with development build g3.6pre-86-g58c6614c0 (September 16th), GZDoom errors out if an engine's CVAR is changed from outside menus (on mod level). In older versions, it silently blocked the change to the CVAR.

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