• View unanswered postsView active topics

  • [release] SoD Extreme II - Eisenfaust edition

    No "Sonder" discussion is allowed here! Posts will be deleted

    Postby DoomJedi 15 Jan 2018, 20:06

    We proudly present Eisenfaust edition of SoD Extreme II.
    This edition started from us wanting to add to SoD Extreme II some of the features and enemies of our Eisenfaust mods (Eisenfaust: Legacy in particular) - hence the name.
    But then we kept adding ideas, and now changes cover many areas – including new enemies, weapons, features, enemy actions – to bring surprise and new twists to classic Wolf3D gameplay while keeping the oldschool/classic charm of the original SoD Extreme II. “Like ID should’ve done it” is overused but I can use it anyway in relation to this edition. Enemies are now more challenging and surprising, but you also have wider weapon selection. Have fun discovering all the new features, not all you meet right away.

    Download:
    http://www.moddb.com/mods/spear-of-destiny-extreme-ii/downloads/sod-extreme-eisenfaust-edition

    Image

    Image



    Main credits:
    Coding: LinuxWolf
    Mapping: RonWolf, Dean
    New art: DoomJedi
    Testing: WLHack, WolferCooker, Dark_wizzie
    DoomJedi
    User avatar
    Administrator
     
    Posts: 12939
    Location: Israel

        

    Postby DoomJedi 16 Jan 2018, 15:28

    DoomJedi
    User avatar
    Administrator
     
    Posts: 12939
    Location: Israel

        

    Postby GarrettChan 16 Jan 2018, 22:16

    Congrats on the release. I didn't pay attention to other stuff lately until I saw the video above. Well, If I have paid attention, I guess I could have participated in the Beta Test, sad :(

    Definitely will playthrough it again even I forgot most of the stuff. The only thing I found now is that your over-100-health won't drop during the Chaingun pickup (probably too late to say this...).
    GarrettChan

     
    Posts: 46

       

    The following user would like to thank GarrettChan for this post
    DoomJedi

    Postby DoomJedi 17 Jan 2018, 00:36

    Well, we didn't announce this new edition publicly until the actual release and the first youtube play was the next day after the release, she was that fast :)

    Thank you for the report (we'll check it) and for the interest in this mod, can't wait to see your playthrough *Joystick* .
    You can sure help to test our future mods when time comes.
    DoomJedi
    User avatar
    Administrator
     
    Posts: 12939
    Location: Israel

        

    The following user would like to thank DoomJedi for this post
    GarrettChan

    Postby GarrettChan 17 Jan 2018, 01:26

    DoomJedi wrote:Thank you for the report (we'll check it) and for the interest in this mod, can't wait to see your playthrough *Joystick* .
    You can sure help to test our future mods when time comes.


    Thanks. I didn't intend to do videos, but I guess now I want to do :D

    I want to know whether you still want to update the game after public release? If so, I can probably create a thread in the testing area rather than posting so many annoying questions here. There are a couple of questions here:

    1. In the original SoD Ex2, there are two exits on Floor04, and the one behind the 1UP is the secret exit, but now it isn't, so maybe Floor19 is not accessed from Floor04 now?
    2. I saw one placement of Claw Mutant on Floor06 doesn't make sense (stuck behind something in the corner), so are they randomly replacing normal Mutants?
    GarrettChan

     
    Posts: 46

       

    Postby linuxwolf 17 Jan 2018, 03:04

    I think we should update the mod after public release if it has enough players and has some serious issues. It looks like you've identified one serious issue if Floor19 is no longer accessible.

    Regarding the claw mutants, those were inserted manually and are not randomly spawned. It is possible a claw mutant was inserted into the wrong location by accident (by me).
    linuxwolf
    User avatar

     
    Posts: 5019
    Location: Australia

        

    Postby DoomJedi 17 Jan 2018, 10:15

    Create a thread in the testing area, I think we can assume we'll update this relatively soon, I think we need to collect more reports though (as long as mod is playable) as I don't want 10 versions of this to float around.

    Again thank you for the "testing" so far.
    DoomJedi
    User avatar
    Administrator
     
    Posts: 12939
    Location: Israel

        

    Postby DoomJedi 29 Jan 2018, 10:31

    Wow, we are featured on Moddb banners with custom text :shock: :shock:

    Image
    DoomJedi
    User avatar
    Administrator
     
    Posts: 12939
    Location: Israel

        

    Postby Ron 29 Jan 2018, 19:02

    Nice! :)
    Ron
    User avatar

     
    Posts: 6022

        

    The following user would like to thank Ron for this post
    DoomJedi

    Postby WLHack 01 Feb 2018, 19:18

    Congratulations.
    WLHack

     
    Posts: 141

        

    The following user would like to thank WLHack for this post
    DoomJedi

    Next

    Return to Team Raycast Mods Discussion


    Who is online

    Users browsing this forum: No registered users and 1 guest