Bozzy Posted July 23, 2023 Finally finished my HNTR playthrough and really good and fair for noobs like me :) really enjoyed it so anyone scared of something a little harder, play this on HNTR you will be fine :) 3 Quote Share this post Link to post
philcul Posted July 23, 2023 If Bozzy is here giving their feedback regarding HNTR then I just wanna say that I played through the whole thing on HMP and found it really well balanced. It surely is harder then most things on HMP but totally doable and well thought out. 1 Quote Share this post Link to post
KeaganDunn Posted July 23, 2023 4 hours ago, Bozzy said: Finally finished my HNTR playthrough and really good and fair for noobs like me :) really enjoyed it so anyone scared of something a little harder, play this on HNTR you will be fine :) 4 hours ago, AdNauseam said: If Bozzy is here giving their feedback regarding HNTR then I just wanna say that I played through the whole thing on HMP and found it really well balanced. It surely is harder then most things on HMP but totally doable and well thought out. A pleasure to hear! It's been a challenge trying to find that sweet spot between much-more-doable and still-somewhat-challenging with HNTR and HMP. I'll see about releasing this on idgames soon, probably next weekend. 0 Quote Share this post Link to post
KeaganDunn Posted August 1, 2023 RC1 released! If nothing major comes up in the next few days, this will be sent off to idgames. Unused textures cleaned out, and only 9MB less? Wasn't worth it... - Some difficulty balancing and minor texture fixes in MAP01. - MAP13: Moved tele destination from PSK fight to prevent mancs and other big stuff from getting stuck - MAP13: BSK fight entrance pillars are now impassable to prevent attempts to hit switch. Also prevents a cheese strat that...isn't that much cheese and actively more detrimental than just doing the second phase normally. - MAP13: Suddenly there was some pillar in the BSK fight, half-blocking a megasphere. That's gone now. 3 Quote Share this post Link to post
Flyxolydian Posted August 1, 2023 Just been through this pack on UV (with saves obv, not quite THAT good yet), and what a pack. The fights are challenging, but not unbearable, and the puzzle elements aren't obnoxious, but still tickle the brain. Well done! The pyramid in map 12 is SUCH a cool feature by the way, really unique centrepiece. 1 Quote Share this post Link to post
KeaganDunn Posted August 14, 2023 (edited) After problems with cleaning out unused assets and animations/switches amongst other things being fucked up in the process, plus the idgames uploader's leniency and lack of clarification on IWAD resources, I've decided to reinstate all the unused assets and leave this project as it is without publishing it to idgames. The file size will be larger than it should be, but it's a price to pay when things don't cooperate. Violetshift is now final. GLHF Edited August 15, 2023 by KeaganDunn 5 Quote Share this post Link to post
nobleflame Posted August 14, 2023 57 minutes ago, KeaganDunn said: After problems with cleaning out unused assets and animations/switches amongst other things being fucked up in the process, plus the idgames uploader's leniency and lack of clarification on IWAD resources, I've decided to reinstate all the unused assets and leave this project as it is without publishing it to idgames. Violetshift is now final. GLHF Nice work, mate! Grats on the final release :) 1 Quote Share this post Link to post
General Roasterock Posted August 15, 2023 20 hours ago, KeaganDunn said: After problems with cleaning out unused assets and animations/switches amongst other things being fucked up in the process, plus the idgames uploader's leniency and lack of clarification on IWAD resources, I've decided to reinstate all the unused assets and leave this project as it is without publishing it to idgames. Here is a quick and dirty compilation of VioletShift that takes about a fifth of the filesize off. DoomTools has a fantastic texture trimmer when it comes to removing unused resources in the way of WTExport. For the record, emailing the archive with the WAD you want to upload asking for the lump names that are included in the IWADs will get you back exactly what you need to take out. Spoiler N_GSW4_0/N_GSW4_1 are both 24x24, so they look a bit awkward in the software renderer. This is fixed by having every patch width and height be some kind of power of two (easiest for this would be just adding empty space until it's 32x32). I skimmed through the maps one time with my pack to make sure they looked good, but it's definitely worth it to double check that one if that's something that would be useful for you. 5 Quote Share this post Link to post
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