Welfare Prodigy Posted May 29, 2019 4 hours ago, pcorf said: Yellow key was required to get through they yellow door (which was set low into the ground so you had no choice but to fight the monsters in the lava cave before the door had fully opened) and then you can lower the yellow bars. The red and blue bars (not blue bar pigeon) can be lowered after completing their respective areas. 5 hours ago, noisebloom said: Ahh, thanks. I missed that. Does the yellow switch look different? Because I believe a yellow skull key was required... 5 hours ago, Salt-Man Z said: As explained here, it's not really a bug: each colored switch opens the corresponding color bars. The keys aren't needed because (a) Doom 1 didn't have keyed switches (they were introduced in Ultimate Doom, and only worked doors), and (b) the switches don't appear until you've traversed the required paths, anyway. Is it inconsistent? Sure, okay. But not a bug. If you're an idiot like me, who played thru it the first time using Brutal DooM then you'd know @Salt-Man Z was correct (and everyone else) the yellow skull key is only needed technically to get thru the yellow door, you trip the line to reveal the yellow switch as you're walking off the platform. Or you could have traveled down the (red path) first like me and think oooo there's a health pack on that platform over there, lemme jump up there grab it, and inadvertently trip said yellow switch lol 5 Quote Share this post Link to post
CyberDreams Posted May 29, 2019 (edited) 17 hours ago, Nevander said: Wow ok I just opened my box and tried playing the CDs in my stereo. They don't play! That's an actual disappointment to me, unlike others complaining about the maps... this is an actual legit concern. Not being able to rock out to the soundtrack old school style is a bummer, especially since the back of the case implies it's an audio CD you can play anywhere thanks to the track listing. I guess I will have to burn my own CD. That is a disappointment. I didn't get a chance to actually order any of the boxes but i would be bummed out as i do still listen to CD's. In one of the Twitch streams of SIGIL Romero did mention that he doesn't own any CD's anymore and only included one as a nostalgic sort of thing. I actually regularly listen to CD's still and the few CD players that i have are fairly old (late 80's/early 90's) but still work great. 11 hours ago, Revenant100 said: Buckethead's soundtrack is ~93 minutes in length, well more than the standard 80 minute capacity of an audio CD. The lossless versions of Buckethead's tracks are on the USB drive. It still would of been nice to have two CD's with the full soundtrack but that would of been more money/manufacturing costs and with the delay's that already happened it would of probably took even longer. Also considering the fact that "in this day and age" supposedly most people don't even listen to CD's anymore, (it's all about that vinyl i guess) i suppose it makes sense to include it digitally on the USB drive. Also, i cannot wait to play SIGIL! Only a few more days :) Edited May 29, 2019 by CyberDreams 2 Quote Share this post Link to post
Varis Alpha Posted May 29, 2019 oh, i didn't think that the soundtrack could've exceeded the audio disc limit, that makes sense. it's still weird that the disc doesn't have the lossless audio files on it though. 0 Quote Share this post Link to post
TheUltimateDoomer666 Posted May 29, 2019 31 minutes ago, Viscra Maelstrom said: it's still weird that the disc doesn't have the lossless audio files on it though. The lossless soundtrack exceeds the disc limit. It wouldn't fit on a single disc. Some games with CD music split the soundtrack between two discs (Outlaws does this, for example), but I guess that would have increased manufacturing costs for the SIGIL boxes. 0 Quote Share this post Link to post
Urthar Posted May 29, 2019 (edited) Awesome episode, overflowing with creativity. A couple of progression triggers threw me off: E5M2: Since I didn't need the health, it didn't occur to me to enter here. E5M7: I pretty much wall humped every wall in this area except this. I did try stepping on the loose brick at first though. Edited May 29, 2019 by Urthar 6 Quote Share this post Link to post
TakenStew22 Posted May 29, 2019 23 minutes ago, Urthar said: I've never seen that in a Doom wad before. Props to Romero for creativity. 0 Quote Share this post Link to post
fraggle Posted May 29, 2019 8 hours ago, ([zen3001]) said: I emailed them and got a reply telling me that it's just the beast boxes that haven't been shipped yet. Apparently no one has received them yet. It's a little disapointing tho that we will get them way after the release of the free version, considering that we paid the most for the game. Forward your purchase confirmation to info@romerogames.com and they'll at least give you a download link to play while you wait. My Beast Box is on the way and due to arrive by Thursday so I guess it's only some that haven't shipped yet? 2 Quote Share this post Link to post
Welfare Prodigy Posted May 29, 2019 1 hour ago, Urthar said: I pretty much wall humped every wall in this area... 21 Quote Share this post Link to post
Varis Alpha Posted May 29, 2019 i'm still in the dark on my beast box over here. 1 Quote Share this post Link to post
TheUltimateDoomer666 Posted May 29, 2019 Several copies of the SIGIL standard edition big box have already been sold on eBay for more than double the original $39.99 price. I guess quite a few people missed the pre-order period and really want the box no matter how much they get ripped off. 5 Quote Share this post Link to post
Gunstar Green Posted May 29, 2019 2 hours ago, Urthar said: Awesome episode, overflowing with creativity. A couple of progression triggers threw me off: E5M2: Since I didn't need the health, it didn't occur to me to enter here. Yeah, this is one of the worst pieces of design in the WAD in my opinion. The biggest problem being that he gives you a Soul Sphere right before this so unless you get absolutely clobbered by the Caco trap you probably won't bother running for the medkit so you won't solve it until you get desperate and start wall humping or burn yourself in the lava long enough to finally want the medkit, lol. 3 Quote Share this post Link to post
Chubzdoomer Posted May 29, 2019 3 hours ago, Urthar said: E5M2: Since I didn't need the health, it didn't occur to me to enter here. Same exact thing happened to me the first time I played it. IMO the wall segment immediately behind the Medikit should've been a switch, like so: 3 Quote Share this post Link to post
Salt-Man Z Posted May 29, 2019 I figured $7.50 was a small price to pay to get the Buckethead soundtrack (not necessarily a fan, just wanted to hear it with the "intended" music, and since it was cheaper than the Bandcamp option, why not?) so I grabbed this yesterday and played the first 5 maps UV/continuous/saves/GZDoom/keyboard-only. Whoof! Very cool, mostly fun, and pretty tough! Lots of creativity on display, and oftimes some pretty cryptic progression. Maybe my favorite bit is that so far there've been 4 cyberdemons, and I was able to telefrag them all, yay! Favorite map so far is probably a tie between E5M2 and E5M4. M4 gets a little bit of an edge because the Buckethead track is fantastic, but loses a point on account of the tediousness of the middle and righthand paths. (The crusher maze was a pain, though I didn't hate it as much as everyone else.) The eye-switches are very cool, and I love how they close up when activated, but man it is a shame that they can misfire so easily. I read about it here first, so I was always careful to line my shot up well, but I still managed to get softlocked in E5M5 in the caged room on the blue key path; I never even saw it, so it must have gotten clipped in the firefight there. I wasted so much time trying to figure out where to go next, and eventually IDDT showed me the problem, and I had to IDCLIP to fix it. I'm not sure exactly how they're constructed, but I haven't seen reports of the opposite problem--the path opening and the switch not closing--so maybe the simplest fix is just to swap the triggers? 4 Quote Share this post Link to post
TheMightyHeracross Posted May 29, 2019 Just finished playing in PrBoom+. Loved the Hell out of it, and I have no idea how Gman could have panned it so harshly. He must be spoiled by Realm667-style projects or something. Personally I thought it played exactly how a Doom E5 should. 9 Quote Share this post Link to post
noisebloom Posted May 29, 2019 5 minutes ago, TheMightyHeracross said: I have no idea how Gman could have panned it so harshly. His review literally made it seem like he hadn't played the other four episodes. He's officially an idiot, in my mind. 7 Quote Share this post Link to post
Loud Silence Posted May 29, 2019 17 minutes ago, noisebloom said: His review literally made it seem like he hadn't played the other four episodes. He's officially an idiot, in my mind. Why don't you keep it quietly in your mind? There are and will be people with negative opinions about SIGIL and/or Romero. 2 Quote Share this post Link to post
Nine Inch Heels Posted May 29, 2019 Let's complain about people who complain about people who complain about something. It's the proper forum diet for folks who are lacking iron in their diets. 13 Quote Share this post Link to post
Not Jabba Posted May 29, 2019 3 minutes ago, Nine Inch Heels said: Let's complain about people who complain about people who complain about something. Oh look, you're doing it. And now I'm doing it. Well shit. 18 Quote Share this post Link to post
Nine Inch Heels Posted May 29, 2019 Just now, Not Jabba said: Oh look, you're doing it. And now I'm doing it. Well shit. Yup, there's no escape past the event horizon. 4 Quote Share this post Link to post
Revenant100 Posted May 29, 2019 (edited) 21 minutes ago, Linguica said: This unfortunately highlights how little control mappers have over how their maps actually appear when rendered in GZDoom. You figure a map set designed as a (limit-removing) vanilla episode firmly entrenched in the footsteps of the original Doom should just work as-is, but the discrepancy between the normal software renderer and GZDoom's default lighting settings is enormous. As a wise man once said: What a shame. Edited May 29, 2019 by Revenant100 15 Quote Share this post Link to post
m8f Posted May 29, 2019 (edited) This may be considered a heresy, but I found out that dark SIGIL levels go very well with brightmaps (e.g. glowing eyes) and dynamic lighting. Edited May 30, 2019 by m8f Edit: SIGIL 1 Quote Share this post Link to post
Linguica Posted May 29, 2019 2 minutes ago, m8f said: Si6il Why are you writing it like this? Even Romero does not do this. 2 Quote Share this post Link to post
geo Posted May 29, 2019 1 minute ago, Linguica said: Why are you writing it like this? Even Romero does not do this. How do you know that's not JoRoMo's secret account to chat with the commoners? 0 Quote Share this post Link to post
Kira Posted May 29, 2019 If you are going back to the past with Sigil, you go big and reintroduce leet speak. 3 Quote Share this post Link to post
LadyVader1138 Posted May 29, 2019 25 minutes ago, Revenant100 said: This unfortunately highlights how little control mappers have over how their maps actually appear when rendered in GZDoom. You figure a map set designed as a (limit-removing) vanilla episode firmly entrenched in the footsteps of the original Doom should just work as-is, but the discrepancy between the normal software renderer and GZDoom's default lighting settings is enormous. As a wise man once said: What a shame. PLease tell me the exact settings you have for the top image. 0 Quote Share this post Link to post
noisebloom Posted May 29, 2019 40 minutes ago, Rimantas said: Why don't you keep it quietly in your mind? There are and will be people with negative opinions about SIGIL and/or Romero. LOL - says the guy who went on a temper tantrum about Romero charging for the WAD. I have legitimate criticisms about Gman's review being dishonest and misinformed. Objective facts were skewed. 7 Quote Share this post Link to post
chowbar Posted May 29, 2019 (edited) 10 minutes ago, LadyVader1138 said: PLease tell me the exact settings you have for the top image. Just looks like GZDoom's old school Doom Software Renderer, you can select that option under set video mode or just use PrBoom+ , Crispy Doom, or Eternity Engine Edited May 29, 2019 by chowbar Just added a little more 0 Quote Share this post Link to post
LadyVader1138 Posted May 29, 2019 6 minutes ago, chowbar said: Just looks like GZDoom's old school Doom Software Renderer, you can select that option under set video mode or just use PrBoom+ or Crispy Doom Hmm...seems like I already have that on. Also, I would totally use Crispy Doom, but I own a Mac, so yeah, I'm a little screwed there. And yes, I know of things that could let me run Crispy Doom on my Mac, but I don't like how the PC versions of Chocolate Doom work in comparison to the Mac version which is nice, all in one, and is easy for me to choose my damn IWAD. 0 Quote Share this post Link to post
unerxai Posted May 29, 2019 I'm in love with this inaccessible area of E5M1. 18 Quote Share this post Link to post
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