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Arsinikk

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Everything posted by Arsinikk

  1. Thought that I'd give this latest version a test drive, since it's been a while since I've checked out this port. (Plus I thought it'd be fun to see how it dealt with some vanilla stuff with the most recent Hell Revealations WAD I put out). I will say that since the last time I checked out the port, it's now able to do flat bleeds, which is really cool. What I did notice however is that the port doesn't really understand how to render (or how it shouldn't render) self-referencing sectors. Hell Revealations (heavily inspired by Hell Revealed 1 + 2), tends to use alot of fake bridges, which use self-referencing sectors that instantly raise and lower. I noticed that the port will strangely render the floors/ceilings of the self-referencing (invisible) sectors even though it shouldn't. which can lead to interesting looking stuff: Helion: DSDA Doom / Vanilla: I'll also mention that the port can't render midtex bleeds, but tbh most opengl ports don't do them either, so I didn't really much reason to mention it, even if there are many Vanilla wads such as this, and like Knee-Deep in Knee-Deep in ZDoom that utilise midtex bleeds as a sort of visual effect.
  2. Here's the Hell Revealations ENDOOM created by the very talented @t.v. :)
  3. Isn't there a berserk on map08? That should basically make it really easy to deal with the barons of stone (grey enemies).
  4. No worries, TBF map07 is not exactly your typical dead simple map, so it could be easy to forget about such triggers. The good thing though is a that even if you got confused about some of the triggers while playing, you at least we're able to get to the exit either way. :) Also don't feel bad about false bug reporting. We encourage people to bring up any potential bug and issue, so that we can make the release as good as possible. It's much better to get a false bug report than to not get a report at all, and have that bug in the final release. After all, it's currently only a release candidate.
  5. Are you sure that it's not just map07 triggers like in Dead Simple? An ambush does happen, but only when all the mancubi are dead. Same with the step that raises to the exit only happens when all arachnotrons are dead.
  6. I mean originally the project was called "SLOTTER II", which started out as an April Fools joke based on HR. But then when I found that people wanted to do a HR project seriously, we decided to rename it to something better. As a team, we decided to go with "Hell Revealations" as it implies it's a homage, but still has its own personality (it's a pun, since we are a bit of a silly group). I don't see anything wrong with unofficial sequels. The project was always going to be heavily inspired by HR I and II. Call it an unofficial sequel or successor, HR is in its DNA. This megawad is better experienced with HR expectations in mind. Plus being an unofficial sequel doesn't denounce it's quality, when you have projects like "TNT Revilution" which are generally held in high regard. I personally feel that in this case, not showing the ties to it's influences in the name would actually hurt the project. I think that by calling the wad "Hell Revealations", we are showing that we are confident enough that our megawad can stand tall with the originals.
  7. >>>>>>>>>>>>>>>>>>>>>>>>> DOWNLOAD HRs <<<<<<<<<<<<<<<<<<<<<<<<< For additional information about the megawad, check out the HRs Infopack included in the download! Hell Revealations is a full-length megawad (33 maps + 11 bonus) created by The SLOTTER Team led by @Arsinikk. Acting as a successor or tribute to the infamous Hell Revealed and Hell Revealed II megawads, Hell Revealations does not mess around when it comes to its difficulty. This megawad is hard and relentless, so I hope you packed an extra BFG. After 20 long years, Hell Revealed is finally back! The soundtrack is comprised between Hell Revealed II metal-style tracks and Lee Jackson's Rise of the Triad midis akin to Hell Revealed. There may be an original bespoke soundtrack coming in the near future... The megawad targets Vanilla Doom (complevel 2), but we suggest playing in a port that increases the sprite limit, as many of the maps exceed the limit (just like its Hell Revealed precursors). All maps were designed with pistol start in mind, though continuous play is perfectly fine. All difficulties have been implemented on every map including cooperative (with extra monsters and items) as well as full Deathmatch support for the main WAD. HRs now has an Official Help Demopack that can help y'all who are either stuck on a map, or can't get 100% secrets! They are also on Youtube as well :) This WAD does not fuck around on the Hell Revealed difficulty (Ultra-Violence), so don't hesitate on lowering the skill level if you can't handle the heat. Skill levels are included for a reason, and this mapset is still fun to play on lower difficulties! Hell Revealations has full Deathmatch support with separate DM arenas specifically designed for Deathmatch! It is encouraged to turn on respawning barrels. All 33 maps have been reviewed and approved by deathmatch aficionado @Arrowhead to ensure that all the maps are fun and balanced! (Minor note: The main megawad has full DM support, however the Bonus WAD does not.) /idgames: Download HRs! (Final v2 - 2024) Hell Revealations is enhanced by DEHACKED, but still tries to stay faithful to Vanilla. Here are the gameplay tweaks: This megawad will work on most any port (-complevel 2) that supports Vanilla (+DEHACKED) Compatibility. It is highly advised to use a port that supports a raised sprite limit. Sprite flickering will happen. Use a limit-removing port. The beginning of MAP15 may have some hitscan attacks blocked by an "invisible wall". This is a vanilla bug that results from large open maps. The final room of MAP24 may look a little strange in DSDA Doom’s OpenGL Indexed Renderer The loot room (box room) in MAP25 will not look as nice in OpenGL due to purposeful midtexture bleeds. The top of chessboard in MAP29 will HOM in DSDA Doom’s OpenGL Indexed Renderer The SLOTTER Sanctum is made of enthusiastic DOOM mappers all led by yours truly (Arsinikk). Come join our Discord Server for new community projects, keep tabs on the team's projects, or just be part of our open community! :) Currently released SLOTTER Team Projects: 200 Line Christmas: Snowy Slaughter Hell Revealations (This project) SLOTTER II (HRs Demo) 100 Line Christmas
  8. Non-damaging lava is based. More WADs should do this and make water damaging instead.
  9. Finishing up Ultimate Doom In Name Only :) http://twitch.tv/arsinikkdm
  10. Playing even moar Ultimate Doom In Name Only! http://twitch.tv/arsinikkdm
  11. Playing moar Ultimate Doom In Name Only! http://twitch.tv/arsinikkdm
  12. Finishing Episode 2 and Episode 3 for BOXCUTTER? Let's go!!!
  13. Playing Ultimate Doom In Name Only! http://twitch.tv/arsinikkdm
  14. Playing even moar TNT: Revilution and maybe finishing it?! http://twitch.tv/arsinikkdm
  15. Playing moar TNT: Revilution! http://twitch.tv/arsinikkdm
  16. Playing TNT: Revilution! http://twitch.tv/arsinikkdm
  17. [September 3, 2023 - Update] Hell Revealations now has an official release date of October 5th (coincidentally also my birthday :D). The project will include the main 32-map WAD with a bonus WAD including maps that didn't fit the project. While the WAD is primarily focused around singleplayer, it will also have an Ultra-Violence Plus difficulty (added multiplayer monsters), with every map having Deathmatch support. As a bonus, here's the final WAD maplist: MAP01: Fucking Hell - Arsinikk MAP02: Isle Near Radar - SilverMiner MAP03: Excavation - Synami MAP04: Tech Warfare - IvanDobsky MAP05: Outpost Overrun - Blue Phoenix MAP06: Heavy Damage - Rivi the Warlock MAP07: Clouds Over Eden - PRO-RC MAP08: Spiderpunk - SuperPecanMan MAP09: Kindergarten - Roofi MAP10: Subterror - cannonball MAP11: Body Count - tonytheparrot MAP12: Stonehenge - Arsinikk MAP13: Toxic Kiln - spineapple tea MAP14: Iota Station - galileo31dos01 MAP15: The Path III - Pottus MAP16: Ni Infierno Ni Revelaciones - Cacodemon187 MAP17: Carcerian Canyon Cathedral - Large Cat MAP18: The Inmost Dens IV - Christophine Place MAP19: Psychic Confine - NinjaDelphox MAP20: The Round Table - cannonball MAP21: Softcore - finnks13 MAP22: Fierce Resistance - Monsieur. E, Arsinikk, NinjaDelphox MAP23: Ash on the Ocean - Andrea Rovenski MAP24: Gott ist Tot - Arsinikk MAP25: City of Sin - The SLOTTER Team* MAP26: More Than You Can Chew - NiGHTS108 MAP27: Starlight Heist - PRO-RC MAP28: Ex Nihilo - tonytheparrot, Monsieur. E MAP29: Oblivion Ridge - NinjaDelphox, Arsinikk MAP30: After Death - Rivi the Warlock, Arsinikk MAP31: Descending from the Stars - Large Cat MAP32: Figure Eight - Synami *Arsinikk, NinjaDelphox, finnks13, Cacodemon187, galileo31dos01, Monsieur. E, tonytheparrot, Christophine Place, Large Cat, SuperPecanMan, Arrowhead
  18. Here's a a bit of a minor hotfix for the map! Basically while getting to watch @TheShep play through the map (thanks so much :D), I noticed some minor bugs that I've fixed up. These include: - A certain secret near the start of the map can no longer be item bumped. - An action line near the chapel was in the wrong place, so it's been fixed. - Other minor texture alignment fixes You can download the minor update here: Download SLOTTER VULT (Final)
  19. Trying out the megawad ICHINICHI! http://twitch.tv/arsinikkdm
  20. After 8 months since the beta was used in 100 Line Christmas, the full fledged resource pack is finally here! You may ask: “why does this exist?” or “Doesn’t a Christmas resource already exist?” While the Doom Christmas resource pack does exist, I’d describe some of its assets as being subpar. When compiling a Christmas resource for my community project, I decided that the Christmas resource pack was in need of a refresh. And so here is the brand new resource pack refresh by @Arsinikk, with help from @ThatKidBobo, @Cacodemon187, and @NinjaDelphox. You can download the resource below and scroll down to see the changes included in the resource pack. For Players: Like the original Doom Christmas, you can actually load this directly with Doom / Doom 2 / TNT / Plutonia and it’ll work right out of the box. Make sure to download XMASPACK.zip and not the resource (XMASPACK-Resource.zip). It’s recommended to also load the Dehacked file (DEH) for full compatibility. Loading the resource without it will work, but some things may be wonky. For Mappers: This is a resource that is meant to be an updated version of the Doom Christmas resource that everyone uses for Christmas WADs. I really do hope that people will start to use this one instead, as it includes many fixes and refinements to the original resource pack. Make sure to download XMASPACK-Resource.zip and not XMASPACK.zip. Links: XMASPACK WAD (for players): Download XMASPACK Resource (for mappers): Download Hopefully this resource will be useful for anyone who wants to make future Christmas Doom WADs! Regarding some things that could be added to the resource, we are still missing some things: Christmas sprites for the Spider Mastermind Still missing some Christmas versions of Vanilla Doom textures If you would like to contribute to the resource pack, please message me on my Slotter Sanctum Discord! We are a friendly bunch and would love your contributions! Thanks for reading! Arsinikk
  21. Playing good ol' Plutonia again! http://twitch.tv/arsinikkdm
  22. I didn't really think the screenshots did the map justice, so I whipped up a quick little trailer here:
  23. Playing SLOTTER VULT, Catharsis Simulator, and something else slaughtery! http://twitch.tv/arsinikkdm
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