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Volasaurus

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About Volasaurus

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    Green Marine
    Green Marine

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  1. There is a patch coming Soon :tm: that will address some issues that only crop up on lower difficulties. Might see some new stuff too, but don't hold your breath. I have the itch to maybe start Episode 3 soon. I'd like to rework the tutorial to be a little more accessible as well <3 Watch this space.
  2. I really appreciate the thorough review! I have several thoughts for the morning, but I wanted to point out that the Carbine's primary fire penetrates (as in passes through enemies like the SSG slugs) and deals damage every tic that they're inside the collider, so while it's relatively weak against small fodder, it's more efficient against larger enemies. And the bayonette functions a little differently than a standard melee attack. It deals the initial hit, but it also applies an infinitely stacking bleed each time you connect. 1 hit is roughly equivalent to a berserk punch, but if you stack 5-6 hits, they'll refresh and stack the debuff. I hope this helps you find places to use it! As for the SSG art, that was not done by me, but I added it in so that the wad would have Doom 1 compatibility without removing the SSG. So you'll also notice the sounds are different, as to not backport Doom 2 assets to Doom 1. Again, thank you so much for playing!
  3. Going on record due to recent conversations saying that I have no plans to make a "sanitized" version of the mod, and I have no plans to ever consent to a sanitized version of the mod.
  4. Yeah, the first episode is meant to ease the players into the new ruleset and tools before Judecca, where I introduce a few new enemies and much more difficult maps. Speaking of which Update 12/30/2023: (ModDB Update) Fixed Cacoliches in Chapter 3 referencing a null asset. Added alt-fire function for the BFG9500. Have fun! <3
  5. It's built for continuous play, and episode 2 will break if you try to pistol start it. There's an unlockable secret difficulty for episode 2 that enforces pistol starting, though. Some enemies are nerfed because I think high hp pools on enemies aren't difficult, just tedious. Also see my above post about moving this to the Judecca thread. Could I get a moderator or admin to lock this thread?
  6. Update 12/26/2023: ModDB release updated to include a fix to both the closing credits and an intermittent bug in Goratorium that would cause the game to call a script that doesn't exist. I appreciate everyone's patience, Judecca should be completable again! <3
  7. I can only confirm 2 for now, but I'm toying with the idea of making a third episode from a community project. I've had less time to map since I started my streaming career, and the Zandro compatible Protoslayer Deathmatch project (tentatively titled "ProtoMurder) is taking up a lot of my free time right now. I'd really like to do a 3rd episode that focuses more on urban environments, revisiting city locations from Doom 2 for example would be really neat.
  8. Full Release added to ModDB https://www.moddb.com/games/doom-ii/downloads/protoslayer As well as the Lite Release: https://www.moddb.com/games/doom-ii/downloads/protoslayer-lite
  9. Update 10/19/2023: -Torch collision removed. +Spectres properly take flashlight damage again. +Bleed effect added to the Veteran Carbine's bayonet alt fire. +Blood orbs now grant 5 Demonic Energy for your Unmaker. This makes the Unmaker self-sustaining in particularly dense slaughter fights with fodder enemies, as the unmaker forces enemies to drop blood orbs upon death. +Slight touchups on some maps (texture alignments/ edge case bugs) Known issues: +The Cyberdemon triggers in SinCraft's Warcraft arena will sometimes fail to execute in GZDoom versions older than 4.9. +Low end hardware might have issues with high decal amounts, it's suggested that you lower your decal cap to ~300 for best results if this occurs for you. +(Fix incoming) When running Protoslayer on Vanilla Maps, music will not play. This is due to our soundtrack-swapping code for Apotheosis and Judecca and will be addressed in a future version.
  10. I'm glad you've enjoyed it so far! is the new thread, though!
  11. Update 04/27/2023: - Cleaned SetMusicParams function of the episode parameter since it's unused - Fixed every map's SCRIPTS lump so it uses new format of SetMusicParams function - Cleaned ACS of some unused variables - Cleaned ANIMDEFS of long animation definitions In addition, every track featured in the APOTHEOSIS episode has been remastered by Serosis and should now loop better <3 Original Zip Link has been updated.
  12. Update 03/17/2023: Fixed an issue where Chapter 3 would play Chapter 12's theme and Chapter 04 would play Chapter 13's theme. Original Zip link has been updated and should be fixed.
  13. Weird, seems to work with winzip and winrar, though? If these aren't available, I can upload the pk3 by itself >snipped< Note: this pk3 is out of date now and the main release is now working. Snipping this before someone gets a broken old version.
  14. After nearly 2 years of Development, Protoslayer 3.1 is here! Episode 2 is available and ready for your consumption, BUT WAIT! Before heading straight into Judecca, which is a much more difficult experience than Apotheosis, and there are now goodies and rewards for you waiting in episode 2 for completing Episode 1 and its secret level! Features +New enemies +New Bosses +New Weapons +Plot! +New Difficulties and alternate modes! + New Game+! +Voice Acting! +(Episode 2) Hub based gameplay with non-linear progression! +A Push Forward ™️ Health system to encourage more daring play! +A Rage system for really showing those demons what their guts look like! +Cinematics! +New Music (as well as optional midi versions and an alternate soundtrack for Episode 2 if you just REALLY want to hear more Serosis!) There is an included recommended graphics document and a Readme file (please do read them, they'll help make this way more enjoyable) Protoslayer and Judecca are a GZDoom exclusive project (tested on 4.9), and you will likely need a pretty decent modern machine to fully experience the game. It also runs best in Vulkan. Most new features (like the Rage system and Push Forward HP) are optional and can be disabled in Protoslayer's options section. Port: GZDoom 4.9 or newer Iwad: Doom2.wad Jumping: Yes Crouching: Yes Mouselook: Yes Brightmaps: optional, but useful Altfire: Most weapons have an altfire, it's a good idea to bind it if you haven't Equipment: While mostly optional, some fights are MUCH easier with clever use of the new equipment. Flashlights: The Pistol, Shotgun, and Chaingun all have flashlight altfires. This is important because some enemies take MASSIVE damage from your flashlight (instagib in most cases) Lights: Mandatory Maps: 8 + 1 secret in Episode 1, 8 + 2 secret in Episode 2 Classes: 2, but Marine just exists for vanilla play in non-Protoslayer content Estimated Playtime: 10-14 hours for casual play. Compatibility: I know for a fact that this does not play well with other gameplay mods (ie Hideous Destructor, Brutal Doom, Project Brutality, Supercharge, Guncaster) so I cannot guarantee that Protoslayer will work with any mod that alters the same content. Screenshots Episode 1: Episode 2: FULL RELEASE: https://www.moddb.com/games/doom-ii/downloads/protoslayer LITE RELEASE: (Gameplay only, no maps or music) https://www.moddb.com/games/doom-ii/downloads/protoslayer-lite It's also recommended to play as the Protoslayer class. Marine exists mostly for masochists who want to play a slower character with a weaker arsenal. Please let me know if you have any questions or concerns regarding setup, and of course DM me or ping me here for feedback! 10/19/2023 FOOTAGE: Trailer
  15. UPDATE 05/22/2021 Update 2.4.6 PROPS Impaled Skulls added. Skinned Hanging Dudes added. (THEY SCREAM!) SPECIAL EFFECTS Environmental and enemy drop fires have been fixed. LEVELS After the GZDoom 4.6 update, some levels were darker than intended. These areas have had their light increased somewhat to compensate. SYSTEM/CVars As Nash's Sprite Shadows have been integrated directly into GZDoom as of 4.6, they no longer need to be part of Protoslayer. This system and the associated menus have been removed. > Protoslayer 2.4.6 <
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