![]() In MAP16 for example, instead of a generic "not all components found", changing the scripting to indicate which ones are missing would work wonders, since there's no inventory system it's otherwise impossible to tell. I don't think you need to hint at the solutions, I actually enjoyed solving them most of the time, but maybe making it clearer what needs to be done would help, or having a bit more feedback about success/fail states. It's actually my main issue with the puzzles, some are clever, some are interesting, but too often I had no idea what I was doing and just stumbled into the solution, or had to go read the script file just to understand what I'm supposed to do. The main issue is that sometimes doing the wrong thing or getting a puzzle solution wrong will summon enemies, and sometimes the only way forward is to repeatedly keep summoning enemies until the way forward opens, and it's often not clear which one is happening. The swimming pool one in particular was a fun setting. As early as MAP03 there's the successive activation of the speakers to summon enemies, and this kind of repetitive arena fighting happens often (though I don't think it's a problem for the secret levels, since, well, they're secret levels. The wad throws a LOT of enemies at the player, and I found it got very grindy very quickly. I'll admit up front that I did not like the combat much. Otherwise the wad was free of any serious bugs, impressive considering the complexity in parts. This is the only progression-related bug that I ran into but thankfully it's optional (though it does make one miss a secret level). I also couldn't get the secret in MAP18 to register even after walking through it, but this one is more seriously bugged, the way the ladders are set up I could not make it up all the way to the top no matter how I tried. ![]() In fact I also missed one item in MAP14 (not sure where it spawned), and the secret is also bugged: there's a random Romero head also outside the play area that is tagged as secret, so it's impossible to ever get. The one in MAP14 is clearly a bug, it's an Afrit that sits way outside the play area and never activated. I did not attempt to get max kills but I tested the possibility with "kill monsters" and several maps did not allow 100% kills even with this: MAP14, MAP15, MAP18. ![]() The more serious texturing bug was on MAP15 with AEGG0X and AEGG01, neither is properly defined and the missing textures were very visible when doing the little excursion in Lilith's realm to retrieve the items. There are a handful of texture warnings in the console on startup, to do with "texture referencing itself as patch." I don't know if they cause problems, but I don't think so, none of these textures had issues as far as I could tell. For these 2 reasons, take any criticism I make with a grain of salt. It took me 10 hours in total but I cheated copiously because a lot of the gameplay isn't my thing. So I've gone through the wad during the week (using the fixed version) and just completed it, I'm going to note some potential issues than I ran into (most are minor), things that I like, things that I disliked. It's not known was it ever started or not. Second storyline is a building of hadron collider in Dubna town in 1984. My collegue and friend philosopher Andrey Kosmach told a lot of it in rus u-tube. Main villan will be revealed around lvl10 and he was realy a founder of occult order in top structures of Comunist Party involving KGB =) It's based on two true storylines but with some. extrapolations)) You're right, I can't tell it without spoilers. It requires some patience, but you guys have done a great job from what I've seen.įull story will reveal itself during gameplay) (Also, maybe it's for the sake of not making spoilers, but I think the screenshots don't properly highlight the great visuals).Īnyway, I've played about forty minutes or so and it's pretty cool. ![]() It always amazes me that some of you make a 21 level adventure in a slavic uchro nia with hundreds of new textures, voice acting, new sounds, 500 lines of script per level, cinematics, mapping that takes full advantage of everything GzDoom can do and present it in a post with five short paragraph lines xD
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