SportsterV90 Posted September 9, 2023 Pieruskwurje, You makes me cry abandoning (?) Super Natural! 0 Quote Share this post Link to post
boris Posted September 9, 2023 (edited) Playthroughts (without commentary) of map01 and map02: Spoiler I think in map01 at the 11:26 mark I got up to a part of the map where I was not supposed to be yet. I didn't bother finishing map03 because combat got so annoying just wasn't fun for me. Looks great, though. Edited September 9, 2023 by boris 2 Quote Share this post Link to post
Pieruskwurje Posted September 9, 2023 54 minutes ago, boris said: I think in map01 at the 11:26 mark I got up to a part of the map where I was not supposed to be yet. I did not think the player could get up there like that, but getting up there that early doesn't actually matter as that's the area you'd get to if you take the machine gun rather than the shotgun at the first choice. Amusing how the player just kinda rocketed up there though. 55 minutes ago, boris said: I didn't bother finishing map03 because combat got so annoying just wasn't fun for me. Looks great, though. I'm sad to hear that, but thank you for your honesty. While I appreciate you suggesting that the combat was only just not to your taste, I do want to try to make this as accessible to as many different players as possible and still be an enjoyable experience. I'd really appreciate if you could provide a little more info about what exactly took away from the fun so I can try to remedy that for future updates. I think there's always room to improve, so I'll take whatever feedback I can get. 0 Quote Share this post Link to post
boris Posted September 9, 2023 42 minutes ago, Pieruskwurje said: I'm sad to hear that, but thank you for your honesty. While I appreciate you suggesting that the combat was only just not to your taste, I do want to try to make this as accessible to as many different players as possible and still be an enjoyable experience. I'd really appreciate if you could provide a little more info about what exactly took away from the fun so I can try to remedy that for future updates. I think there's always room to improve, so I'll take whatever feedback I can get. Arch-Viles left, right, and center. And I'm not even an AV hater. I get that they resurrecting monsters is a theme in the map. What made me quit was the trap behind the tag 88 door (the one straight ahead from the starting position). No matter what I did I had no chance of survival. I just tried it again a bunch of times, and I was able to beat it a few times. My issue is that it feels completely random. It heavily depends on what the two AVs do. Where they move, what they resurrect, how the other monsters move, how they infight. If both of them happen to target me I'm pretty much toast. Even if I manage to break the line of sight of both it's likely that one of the other monsters gets me. The pillars you can use as cover are pretty slim (64x64 units), and the space between them and the walls is only 96 units. With doomguy's speed, and being under pressure from multiple sides, makes it pretty hard for me to use them against the AVs; it's very easy to overshoot and not be behind cover. Maybe making the pillars bigger on lower difficulties (through ACS) might be an idea. I'm going into that fight with about 100 health and 26 blue armor. I'm just an average player, so you can definitely attribute many fails to skill issues (I'm very good at shooting rockets into my own face). But I'm playing on HNTR, not UV or anything like that. 1 Quote Share this post Link to post
Pieruskwurje Posted September 12, 2023 (edited) On 9/10/2023 at 4:16 AM, boris said: I'm going into that fight with about 100 health and 26 blue armor. I'm just an average player, so you can definitely attribute many fails to skill issues (I'm very good at shooting rockets into my own face). But I'm playing on HNTR, not UV or anything like that. Thanks for the detailed response and even providing suggestions for improvement, I really appreciate it. I've decided a clever way to implement this in a way that makes the fight more interesting is that initially only the centre part of the walls lower, and then after a short 10 second delay (that changes based on skill level), the rest of the walls lower. I've also reduced the difficulty of the monsters they can revive on easier skill levels. Hopefully you'll give the new version a shot and see through to the end of MAP03. In general, I've watched a couple of people play both live on streams and on uploaded video playthroughs and I've come to the decision to reduce the overall difficulty on the Medium and easier skill levels. I think this is overall beneficial since it helps the mod feel more inline with the difficulty of Winter's Fury and ensures that people playing on easier difficulties aren't being thrown in the deep end from the beginning. I still want to keep the spirit of the encounters and make it challenging, so it's not a dramatic change, but hopefully enough to keep players engaged without ramming their head against a wall. If I have to adjust it again later, so be it. if you're having trouble on the ultra-violence equivalent, it's a skill issue Detailed update notes below: Spoiler Slightly reduced the difficulty of all difficulties except for Kill (Ultra-Violence equivalent). This largely targeted encounters that people really racked up the deaths on (MAP03 final Archvile fight before the bridge, MAP03 Archviles at the end of the boss fight, MAP02 Spidermaster mind trap with the Archvile, noticing a pattern), and also gave the player more powerful resources for those encounters. I want to try to make these difficulties feel more in line with Winter's Fury, to keep some level of consistency. if you experience these problems on Kill as well, then it's a skill issue Added an option to change the difficulty of your current playthrough through the options menu. It will restart the map you are playing on, and give you either the expected weapons for that level or pistol start depending on the option you've picked. Improved the quality of the menu, creating an obvious section for the mod specific options and making the INTROMAP reference it. It also includes the options you're asked to turn on that are normally buried deep in GZdoom's option menu, so that's a big plus. Made it so you can't head to the first battle area of MAP04 until you pick up the extra ammo that reveals itself once choosing a weapon. Many, many people missed this on their playthroughs and had a really hard time because of it, so that one's on me. Locations now close behind you in MAP06(??????) to help guide the player to their absolution. Stopped the player from being able to fall to their death in MAP01. They tried to warn me; I really should have removed this sooner! Berserk SSG now fires very slightly faster than before so it actually feels faster, rather than you just having to believe it is. SSG pickup sprite scaled down slightly, which was a holdover from the old SSG sprite set. It's still causing me problems even after it's gone. MAP08 is now possible from a pistol start; previously, no weapons were given to the player upon the fight start. Added an extra line to the floating text in MAP01 so it now tells you that jumping, crouching, and mouselook are enabled. Edited September 12, 2023 by Pieruskwurje 3 Quote Share this post Link to post
NovaRain Posted September 12, 2023 I'm slowly playing through the maps, trying to get all secrets and of course the logs. I have to "cheat" by checking ACS scripts and map in the editor to figure out some of them. After the first 3 "regular techbase" maps, the combat encounters become more sinister to me until I got my butt kicked hard by Archfaults in map05. At first I was thinking "oh nice, no need to break its LOS" and suddenly found I got swarmed by monsters. D: 1 Quote Share this post Link to post
Major Cooke Posted September 13, 2023 On 9/9/2023 at 4:22 AM, SportsterV90 said: Pieruskwurje, You makes me cry abandoning (?) Super Natural! What makes you say that? Did he make an announcement about it? 0 Quote Share this post Link to post
unraveler Posted September 13, 2023 Question about the hidden story-log in MAP03: Spoiler Am I supposed to get there through the air vent, or finding the red key? The red key doesn't seem to exist in this map, and the air vent is completely sealed on the red-door side, with no way to open it. 1 Quote Share this post Link to post
NovaRain Posted September 13, 2023 (edited) 24 minutes ago, unraveler said: Question about the hidden story-log in MAP03: Hide contents Am I supposed to get there through the air vent, or finding the red key? The red key doesn't seem to exist in this map, and the air vent is completely sealed on the red-door side, with no way to open it. The red key in map03 is kinda tricky: Spoiler When you enter the teleportation hub, don't rush toward the Tao team (causing the blast door to close). There's one guy with green armor and black shoulder pad standing outermost, kill him and he will drop the red key which you can grab during the boss fight. The rest of Tao team cannot be killed and will fire back if you shoot them. Edited September 13, 2023 by NovaRain 1 Quote Share this post Link to post
Not Jabba Posted September 13, 2023 I went in expecting this to be good, but like, it physically hurts my brain how good this is. Spoiler I love boss fights and normally would agree that a good final boss would make a mapset even cooler, but in this case, I think you made the right decision. By the end of Insanity Edged, Baphomet and Diablo feel less like main villains and more like helpless players trapped in the same game Jacob is. Duelling them to the death would have felt anticlimactic. What happens instead is much more interesting, and the end of the fight sets them up to be threatening villains again in the next part of the story (or maybe it's setting up something else -- I like how ambiguous it all is). Guess it's time to play the whole thing again and figure out what I'm missing and what happens when you get all the logs. The one in map 07 is so devious -- I found like three ways to almost get to that secret section of the map, but never quite made it there. Really excited for whatever Part 3 is going to be, but when you say "Hopefully it won't take 10 years this time," I'm like, how would you even make something this complex in less than 10 years? Still trying to wrap my head around a lot of the environmental design and other stuff. 2 Quote Share this post Link to post
Major Cooke Posted September 13, 2023 I actually disagree. It would've been the perfect opportunity to introduce new abilities, to show they cannot be killed. 0 Quote Share this post Link to post
Blacklight Posted September 14, 2023 (edited) Well... I passed a New Project from Pieruskwurje! In fact, the Creator made a good sequel to "Winter's Fury". Yes, the gameplay is no different: The arsenal is the same, but with improved animation. But the New Monsters made me sweat (Two Azmodual so generally the toughest. Without the HP Bar, you will spend all the ammo!). The claim is only to MAP07: it lagged so much that my eyes hurt. Okay, MAP08 suffers the same, but this is because of the large accumulation of Monsters and their corpses - this is the norm. But MAP07 with a small number of enemies manages to lag like that? A little optimization is needed. As it is, I am happy with the Project. Although for some reason it seemed to me rather boring and confusing than "Winter's Fury". Maybe because of the atmosphere? Edited September 14, 2023 by Blacklight 1 Quote Share this post Link to post
Nockson Posted September 14, 2023 (edited) Incredible mapset! And although it lags a little on my PC, I'm enjoying it as much as Winter's Fury. Gonna make a DoomWiki page for it as soon as I beat it. I found a softlock on MAP03 (see pic 1). I like to check all corners for secrets. During the process, I fell behind a tall tree (see pic 2). Unfortunately, its height and the height of the adjacent wall (see pic 3) are too high to jump over. Spoiler Edited September 14, 2023 by Nockson hide images in spoiler 1 Quote Share this post Link to post
faad3e Posted September 15, 2023 i've been waiting 10 years for this, its gonna be a fun weekend 1 Quote Share this post Link to post
Serathis Posted September 15, 2023 There was I thinking that everything in 2023 will be overshadowed by MyHouse. But everything changed when Insanity Edged attacked. 2 Quote Share this post Link to post
Pieruskwurje Posted September 16, 2023 Made a small update mainly to fix some of the potential softlocks: Spoiler Now displays a boss health bar during the Azmodual fight. This definitely helps key the player in that they are indeed supposed to shoot these guys until they die, and help you realise when they're not taking damage. Added slightly more ammo to the MAP05 Azmodual arena again. Fixed a potential softlock in MAP02 where if something gets stuck where the blue key would spawn as it raises, it prevents the blue key from having room to spawn in. Fixed a potential softlock on MAP03 where you can get stuck behind a tree (thanks Nockson). Soon, surely, there will be no more of these... Did a tiny bit of extra optimisation to MAP03 boss room; I've got an idea to optimise it further but it would probably require a big redesign of the room, so I won't think about that for now. I'm going to port some of the quality-of-life changes (like the menu) over to Winter's Fury too, to keep consistency. On 9/14/2023 at 5:16 AM, Not Jabba said: Really excited for whatever Part 3 is going to be, but when you say "Hopefully it won't take 10 years this time," I'm like, how would you even make something this complex in less than 10 years? Still trying to wrap my head around a lot of the environmental design and other stuff. I'm really glad you had a great time playing. I, too, would like to know how other creators are able to make incredible mods in less than 10 years! On 9/14/2023 at 5:46 PM, Blacklight said: But the New Monsters made me sweat (Two Azmodual so generally the toughest. Without the HP Bar, you will spend all the ammo!). I was actually talking with another person about ideas to try to make the mechanic more obvious, and somehow the idea of using a HP bar never even crossed our minds. As per the above update comments, there's now a HP bar and a bit more ammo in the room, to help guide the player in the right direction. On 9/14/2023 at 5:46 PM, Blacklight said: As it is, I am happy with the Project. Although for some reason it seemed to me rather boring and confusing than "Winter's Fury". Maybe because of the atmosphere? There's at least one other character who shares your feelings. On 9/15/2023 at 5:23 AM, Nockson said: Incredible mapset! And although it lags a little on my PC, I'm enjoying it as much as Winter's Fury. Gonna make a DoomWiki page for it as soon as I beat it. I found a softlock on MAP03 (see pic 1). I like to check all corners for secrets. During the process, I fell behind a tall tree (see pic 2). Unfortunately, its height and the height of the adjacent wall (see pic 3) are too high to jump over. I'd feel very honoured if you would make a DoomWiki page for it! Might be worth making a cross reference between this mod and the original Insanity's Edge on DoomWiki to avoid confusion? Also good catch on the softlock; this is like, the 8th one of these that's been found related to trees. I feel embarrassed that they're still happening! 4 hours ago, faad3e said: i've been waiting 10 years for this, its gonna be a fun weekend I sincerely hope that the 10 years was worth the wait! 4 Quote Share this post Link to post
Caleb13 Posted September 16, 2023 Fantastic work, this mod really puts GZdoom engine (and my old-ish PC) to the limit. But TBH I got lost in both the main plot and side plot (the logs). They were already rather nebulous in Winter's Fury, but this mod feels like playing through Mulholland Dr. or Eraserhead. I suppose they would make more sense if I played WF and IE back-to-back, but what's done is done. Maybe someone will write up an explanation at Doom Wiki, similar to My House mod. I see you've already addressed many shortcomings, but do you plan to make MAP08 more engaging somehow? I explored it for a while, but then just used IDKFA to obtain the keys... In the meantime, I'd like to ask Spoiler 1. What's needed to get the "good" ending @Archi mentioned? Press/open all red switches and doors in all maps? Find all logs? Find the... entity that wrote the logs, similar to WF? And if so, is it located in MAP08? 2. It feels like the last paragraphs of the logs were written by somebody else. Is that so? 3. Why Jacob shoots Darkness before the final fight? In self-defense? And what's that black crystal thing that rips into the floor? 1 Quote Share this post Link to post
Pieruskwurje Posted September 16, 2023 1 hour ago, Caleb13 said: I see you've already addressed many shortcomings, but do you plan to make MAP08 more engaging somehow? I explored it for a while, but then just used IDKFA to obtain the keys... Spoiler Only thing I would change is to make more spots where the keys can spawn, if you really couldn't find them that quickly. I wanted to make sure that anyone who wants to explore can do so as long as they want, but if that's not engaging to them they just have to find the keys and leave. I suppose making them easier to find would rectify this. To clarify that statement: the keys aren't placed like normal on the map; there's 10 different spots where the same key appears, where after you pick one up, the remaining 9 change to the next colour key, and so on. That's why I'm surprised you had trouble finding them. 1 hour ago, Caleb13 said: In the meantime, I'd like to ask Reveal hidden contents 1. What's needed to get the "good" ending @Archi mentioned? Press/open all red switches and doors in all maps? Find all logs? Find the... entity that wrote the logs, similar to WF? And if so, is it located in MAP08? 2. It feels like the last paragraphs of the logs were written by somebody else. Is that so? 3. Why Jacob shoots Darkness before the final fight? In self-defense? And what's that black crystal thing that rips into the floor? Spoiler Same way as in WF. I will clarify that any non-gameplay messages are written in consistent colours for consistent characters. Baphomet is red, Jacob is tan, random mob marines are green, etc. If an entire message is written in one colour, it's written by one physical person. The only exception is that certain words are highlighted different colours sometimes in cinematics for effect. I'd ask you to try and come to your own conclusions. If not, then you'll have to wait for the next mod! 0 Quote Share this post Link to post
NovaRain Posted September 16, 2023 (edited) Finished the mod (Sep. 6 build) and found all logs. MAP07 is a pleasant one comparing to previous two, focus more on exploration than combat, and the end is damn beautiful. To me MAP08 is kinda a downer, especially the second half, comparing to WF it's more like map07 instead of the final map08, and the first half doesn't feel climactic either. My main complaints are 1) Some sections of keys/logs hunting are awfully dark (at least for my eyes), good thing I play with a flashlight mod. 2) The doors to different sections cannot be opened freely, need to wait the script sequence to open them. I'll try playing again with Supercharge. I made a small patch to replace the weapons so with "keep inventory" it should work fine. A question about the ending: Spoiler So in the "normal" ending (get three keys and choose to exit), Jacob is still stuck in yet another retelling of the story? And in the "true" ending (get the final log) he finally breaks the loop and leave? Edited September 16, 2023 by NovaRain 0 Quote Share this post Link to post
Not Jabba Posted September 17, 2023 (edited) On 9/13/2023 at 9:00 AM, NovaRain said: The red key in map03 is kinda tricky: Hide contents When you enter the teleportation hub, don't rush toward the Tao team (causing the blast door to close). There's one guy with green armor and black shoulder pad standing outermost, kill him and he will drop the red key which you can grab during the boss fight. The rest of Tao team cannot be killed and will fire back if you shoot them. This isn't working for me. Spoiler I shot the illusion guy and he dropped the key, but it never appears during the boss fight after trying it several times. The key remains on the top floor of the elevator, where the soldier was, but the elevator is on lower floors when the doors open again. Is there something more specific you're supposed to do? Edited September 17, 2023 by Not Jabba 0 Quote Share this post Link to post
NovaRain Posted September 17, 2023 Sorry, I got it wrong. Spoiler After you pick up the blue card, the teleporter can take you to back to the top floor, that's when you can pick up the red card. 1 Quote Share this post Link to post
Not Jabba Posted September 19, 2023 Finally made it to Spoiler this mapset's equivalent of the beach ending. This goes in some really interesting directions. Real life, the creative process, trauma, the relationship between mapper and player, a literal narrative about soldiers fighting demons, a whole different literal narrative about someone accidentally fucking up the cosmic archives of space and time...it all kind of wraps up together and becomes one single story. I love all the hidden/obscured secondary storytelling, but especially how enormous the post-final-battle section actually is (where you just stumble through it confusedly the first time, and then learn/explore it the second time), and how even the frustration of "having to" play the whole mapset a second time builds into the narrative. It all works in a weird sort of way. 2 Quote Share this post Link to post
bowserknight Posted September 19, 2023 (edited) I found another softlock in Map 02, and I'm using the most recent version. Not long after the beginning, there's a room with the 1st destructible energy pillar (sorry, don't know their actual name). In the same room, there's a bridge above the player with 2 Revenants & 1 Archvile (on UV) and a switch behind them, which is blocked off by a force field at first. You're supposed to destroy the energy pillar and then get on top of the bridge. But it's possible to jump up there before deactivating the force field. After you press the switch on that bridge, walls raise around you and the force field blocks you from leaving. At least it's early into the map and you're not supposed to jump up there, I know that. Also, I made it through map 03 but I'm worried to continue, because I have a question... Spoiler I know all about the secret logbooks from Winter's Fury and I've found 2/3 logbooks in this mod so far. But I just can't seem to find any in map 03. Is that intentional or am I missing something? I'm thinking it's probably behind the red key door, and the red key is hidden somewhere... or that you return to here later on into the mod? I just wanna know if it's safe to continue my playthrough, or if I'm missing a logbook. EDIT: I found it. But now I'm confused about something else. After picking up the 3rd logbook and exit the red door again, the level stats are floating just before the red door. Am I missing a secret exit or something? Spoiler I'm also thinking about recording a complete playthrough of this mod on the hidden 5th difficulty and upload it to YT, I've done that for Winter's Fury too. Hopefully it's still "just" UV-fast and not actual Nightmare difficulty. But I'm still only at the end of map 03. Edited September 19, 2023 by bowserknight 1 Quote Share this post Link to post
Pieruskwurje Posted September 20, 2023 (edited) 9 hours ago, bowserknight said: I found another softlock in Map 02, and I'm using the most recent version. Another one! Good catch, easy fix. 9 hours ago, bowserknight said: Also, I made it through map 03 but I'm worried to continue, because I have a question... Hide contents EDIT: I found it. But now I'm confused about something else. After picking up the 3rd logbook and exit the red door again, the level stats are floating just before the red door. Am I missing a secret exit or something? Spoiler No; the level stats are normally there regardless of whether you found the red key or not. They're placed there to see if I could successfully fool anyone into thinking that you would have to go into the red key door for the exit to the level, and be caught off-guard when the cinematic happens at the yellow key door. please tell me I fooled at least one person Spoiler Yes, the 5th difficulty is still the same as WF: enemy damage doubled, aggressiveness set to max, UV filter, fast monsters, and cheats disabled. I'd love to see both the Winter's Fury and Insanity Edged playthroughs! 9 hours ago, Not Jabba said: Finally made it to Reveal hidden contents this mapset's equivalent of the beach ending. This goes in some really interesting directions. Real life, the creative process, trauma, the relationship between mapper and player, a literal narrative about soldiers fighting demons, a whole different literal narrative about someone accidentally fucking up the cosmic archives of space and time...it all kind of wraps up together and becomes one single story. I love all the hidden/obscured secondary storytelling, but especially how enormous the post-final-battle section actually is (where you just stumble through it confusedly the first time, and then learn/explore it the second time), and how even the frustration of "having to" play the whole mapset a second time builds into the narrative. It all works in a weird sort of way. Spoiler I loved reading your thoughts. I want to join in the discussion, but I made it, so I can't! Really glad you enjoyed it regardless. And to make it so this whole post isn't just spoiler tags, I've uploaded ANOTHER hotfix version to fix the above mentioned MAP02 softlock and a few more adjustments. I recently got to see a playthrough on stream by a player who isn't a complete god at the game, which helps give perspective on just how much of an ammo problem you can run into if you don't explore enough and use 4 rockets to take down a single lost soul. I think the updates I've done over the last two weeks mostly resolve the issue already, but it at least highlighted a few more places I could make life easier for those players. The damage has already been done, so I at least thank all the players who have had to suffer through the mod with the previous level of difficulty for medium and below. Your feedback is always appreciated. More detailed changes below: Spoiler Returned the SSG damage to vanilla levels. The very slight difference at this point didn't really make much of a difference, and after playing with it a bunch I finally decided to bite the bullet and put it back how it was. Made it so that the FIREBLU transition between its two textures is no longer so blinky. Fixed some instances where the crosshair would appear when it really shouldn't; I don't usually play with it on so I never notice! Made it so Lost Souls bleed; regardless of what makes more sense, I want the Invulnerable Azmodual to be the only enemy that lets off sparks when you shoot it, so the player knows something is wrong. The credits now return to the TITLEMAP after finishing. Added more ammo to the start of MAP07 that you can't possibly miss unless you're trying to. Increased the time it takes for the elevator doors to open on floor 9 with the Archviles in MAP03, to allow the player to get their bearings after loading the autosave if they died. The Archviles before entering the RESTRICTED door in MAP03 have been reduced on all difficulties except UV, and now teleport more consistently. Added an autosave to MAP02 after the red key button fight. Fixed a problem where the Cyberdemon in MAP04 could walk straight off the bridge he's supposed to raise up on, and slightly optimised that area. Slightly reduced the difficulty of the fight at the computer screen map in MAP04 on all difficulties except UV. Added slightly more resources to the middle of MAP05. Slightly reduced the encounter difficulty on MAP01 on all difficulties except UV. Fixed a bug in MAP02 where two imps were not tagged to disappear if they went underneath the 3D floor room that collapses, hence blocking the collapse and causing the encounter to freak out. Fixed a softlock on MAP02 where the player could jump up to the red key button and press it before destroying the forcefield. Thanks bowserknight! Edited September 20, 2023 by Pieruskwurje 1 Quote Share this post Link to post
Merry Widow Posted September 20, 2023 Wow! Only on the 2nd level. Very impressive as well as beautiful. 1 Quote Share this post Link to post
bowserknight Posted September 20, 2023 (edited) 7 hours ago, Pieruskwurje said: Hide contents Yes, the 5th difficulty is still the same as WF: enemy damage doubled, aggressiveness set to max, UV filter, fast monsters, and cheats disabled. I'd love to see both the Winter's Fury and Insanity Edged playthroughs! If you're interested, here's the playlist of my Winter's Fury playthrough on nightmare, where I also get all the secret logbooks: I've just beaten map 04 on UV and it looks like a nightmare to complete on, well, Nightmare difficulty. But I'll still try it once I'm a little more familiar with the maps! (I do use savestates fairly often but on these settings, you can just die in a matter of seconds, especially with the ice enemies not infighting) Edited September 20, 2023 by bowserknight 0 Quote Share this post Link to post
bowserknight Posted September 20, 2023 (edited) Sorry for the double post, but I found another softlock, in the far South side of map 05. You can jump over the railing and get stuck on that little ledge down there. All you'd need is a small stalagmite or something to make it back up. (see 2 screenshots at the bottom) Speaking of map 05... Spoiler Is there anything specific to do in "map 06", which seems to not be a real map, but more of a sub-section of map 05? Found all 5 logbooks so far and I'm wondering if the 6th is inside that short map 06 segment. So far I couldn't make much sense of it, you just press a few red switches, circle around half of map 05 just to end up at the exit elevator again, as if you skipped the map 06 section. It feels like I'm supposed to do something in here... Edited September 20, 2023 by bowserknight 1 Quote Share this post Link to post
Doman Posted September 22, 2023 I'd like to be able to use those weapons somehow to play other random map packs. Is it possible to do so? 1 Quote Share this post Link to post
Restrained Fury Posted September 23, 2023 (edited) Hey, does the universe where this mod and Winter's Fury have a name? If not what do we call it? The Pieruskwurje-verse? The Baphomet series? Edited September 23, 2023 by Restrained Fury 1 Quote Share this post Link to post
Pieruskwurje Posted September 23, 2023 (edited) 17 hours ago, Doman said: I'd like to be able to use those weapons somehow to play other random map packs. Is it possible to do so? I threw this together in a couple of minutes. It should probably work??? On 9/21/2023 at 5:28 AM, bowserknight said: Sorry for the double post, but I found another softlock, in the far South side of map 05. You can jump over the railing and get stuck on that little ledge down there. All you'd need is a small stalagmite or something to make it back up. (see 2 screenshots at the bottom) This has been fixed. Ironic that this softlock was caused not by a tree, but the lack thereof. 12 hours ago, Restrained Fury said: Hey, does the universe where this mod and Winter's Fury have a name? If not what do we call it? The Pieruskwurje-verse? The Baphomet series? Codicil. Edited September 23, 2023 by Pieruskwurje 1 Quote Share this post Link to post
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