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Re: [release] SoD Extreme (1) - Eisenfaust Edition released!

PostPosted: 20 Sep 2018, 12:24
by linuxwolf
Thanks GarrettChan. This mod was a great source of fun for you. The balance changes were done with you in mind. To me you are a very advanced wolf3d player. It's very hard to make a mod that is challenging for you while being fun for the average gamer. I'm very happy with how the mod turned out overall.

Re: [release] SoD Extreme (1) - Eisenfaust Edition released!

PostPosted: 20 Sep 2018, 18:22
by DoomJedi
Moddb today
Image

Re: [release] SoD Extreme (1) - Eisenfaust Edition released!

PostPosted: 21 Sep 2018, 08:28
by GarrettChan
Finished the third playthrough of the MOD. It is still very interesting. According to the tally, I still remember 95% of the secrets, so I think my memory is OK ;P

I found out that the Tank Cannon still overheats. For some reason, I think it doesn't... well. I saw the tweak of Floor14. I would say the place for the medal is definitely better than the previous location. Also, I saw the Rifle soldiers, which is nice. Without the Dual Chainguns, the strats don't really change that much because the Chaingun is still very reliable. To be honest, I didn't think the team would take my feedbacks (maybe sometimes complaints) this serious and change the game accordingly. This is definitely a compliment to me, so I have to thank everybody in the team.

I understand it's kind of difficult to make everything well balanced because SoD Extreme was a vanilla MOD at the beginning, but it's changed to a more "advanced" MOD later. It's kind of like "adding some more features to a program that you didn't plan to do so", which is definitely a nightmare to every coder.

Even though Wolf3D and Doom are FPS games, I still treat them like puzzle games. The way I play these is that I try my best to find the easiest solution to everything. I still remembered that I used the Sticky Arrows to insta-kill that poor boss in Green Arrow *ROFL* I hope you guys don't mind that I tried to break things like this if possible ;P

Re: [release] SoD Extreme (1) - Eisenfaust Edition released!

PostPosted: 22 Sep 2018, 01:10
by linuxwolf
You're definitely someone I will keep in mind to play my next mod. Your puzzle solving approach works very well. I have no hard feelings towards you for breaking things the way you do.

Re: [release] SoD Extreme (1) - Eisenfaust Edition released!

PostPosted: 24 Sep 2018, 11:28
by DoomJedi
Can you add WASD Controls in a future update?

Re: [release] SoD Extreme (1) - Eisenfaust Edition released!

PostPosted: 25 Sep 2018, 05:07
by GarrettChan
I'm using WASD control... Therefore, I think this person means "A = strafe left, D = strafe right" control scheme, sort of like modern FPS? Although I oppose to this idea, if this can increase exposure of the MOD, it's a pretty good way to do so.

Re: [release] SoD Extreme (1) - Eisenfaust Edition released!

PostPosted: 25 Sep 2018, 07:05
by linuxwolf
In future mods, definitely WASD will be supported. I can't promise it for this version.