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Starman the Blaziken

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A member registered Jun 21, 2024

Recent community posts

Gee. It has been quite a bit since I played the mod, changes I am not used to, ones I do like a bit, others that I do miss like the fist charge and other little things.

I do want to report some things since I was playing the game and then did some testing separately though...

The Pocket Rocket Pengu poot and magic pickups do not make sounds, possibly due to the removal of those "unused sounds" that was mentioned in your recent patches.

[Should mention the below two were from testing cheats, but something I want to share since I have noticed them nonetheless]

Speaking of Pengu, while I like to use the 'sv_fastweapons 2' command to clear things faster manually or see what happens (like how the old pengu used get squeezed faster from it), it does seem to cause the game to close itself out while every other weapon operates fine albeit some do unequip slower for some odd reason. The pickup also seems to not be given to you if you use the ID(K)FA cheat/'give all' command. I am sure you would not expect others to use it still, but I recall it used to work with everything years ago. Yes, I know you got custom CVARs, but I never looked for them, but the other methods should at least still work.

But SPEAKING OF giving all, even though I have yet to come across it in my normal gameplay (probably because I am in Doom and not Heretic, even though the help screen does mention inv items), I did try to see the inventory items while I was at it, but I am not sure if that golden egg is supposed to usually spawn *a* chicken, but it seems that more often than not it would just not spawn that big chicken. Except once. Not sure how that happened even as I knew how the Morph Ovum/Porkalator works at least.


I think I found all that I am messing around with for the time being, but I do have a small suggestion if perhaps Jim can get a set of crouch sprites. Assuming  it is no trouble, but I do find that extra detail often missed and with such makes protagonists look like squished accordions in a goofy manner. Might have to get a tad creative on that look what with the unique sword for a  head hahah.

Not sure where else I would have seen response activity until I came here (and now commenting two weeks after the fact...), but I had just a few softlocks happen here and there while playing the mapset before finishing* it.

I can supply screenshots, but I will list them by words here for now.

- The Inmost Labs before the crusher-like machine (that opens the Blur Sphere secret), you can get the door closed on the entry side by running back just quickly enough before it closes.

- Monster Anarchy Zone has a blue key door that seemingly features two bits of lines where you can open it without needing the key on the southern facing direction of the door.

- If you are quick enough in Alice in Chains' circular push wall search room, you can get one of the walls to block the teleporter out of there and remain softlocked.


*Was playing with Project Brutality, could not specifically finish it because of le optimization of the mod for now and was put into frame heck to even be able to blow up the Icon of... uh... IDvrything.

I know I once reported it on the ZDForums, and I thought perhaps it would have been perhaps fixed by then, but I can tell the issue still exists in the latest version of MM.

I got a screenshot here from back then in 1.4 of the pillar you can fall behind and get trapped in at the Isle of the Volcano with no means of escape from the position which is located at the north east part of the map to the entrance of the caves with this problematic pillar being beside that small cliff face and the south part of the room.

It was the only softlock I came to when I played it back then, but I plan to play this again with some addons versatile enough to poke fun with, so I might as well try and see if I can find anything else a player might in the mean time.

Surprised I never made an account for itch.io- but I just made it to give a comment about this here Impscapes Match 3 adventure of a mod with my 'imp'ressions going in by map 5.

Is pretty neat! Some pretty extensive effort must have went into the map details and things, and I do like the details of making areas look pretty pleasing and the means to save the 2 Imp variant orbs.

Although the lack of health items on UV (assuming the other difficulties were accounted for) does make the map set quite a bit of a challenge for someone who is pretty used to Doom on UV difficulty. So scavenging and saving the health is a must. And I perhaps could have used a bit more onto the means of the Imp's attacks what with easy picks of chargeable fire balls with some barrels, at least when spheres are not being held, but between the kinda frequent spheres and me using Gun Bonsai (with patches) to add flavor does make the gameplay less monotonous when it gets to a point.



Perhaps some personal things to note that I came across though like for starters, some broken English dialogue here and there but is generally legible and I can understand why that be.

A second note is when in map 3 I see that there are 10 secrets, but I can only find 2. Mayyybe it is just me on that I cannot find them in some crazy GZDoom wizard-ed spot, but I am a map completionist of sorts so it might be me hungering to know the other 8.

And my last, third note, is in map 4 by the time you can go off to get the out of the way Annihilator Imp Orb with the one retractable pillar, you can use that pillar to fall into the humming laser and get stuck there with no way to get out. Now besides the sequence of when you go up that teleported elevator with the enemies that spawn in periodically and not being able to just finish all of them off (just personally me more on that one because completion grahhh)... I also noticed the Controlled Cyberdemon Annihilator's targeting plasma attacks seem to count as enemies for some reason, instead of as non-counted monsters, leaving you with thousands of unkilled enemies in the process.


But I would say this is all I got for now while I still play, who knows if I might leave further notes, but other than a small suggestion to maybe have Dark Pixels look more darkly distinct to their name to separate the look better from a Pixel at a 3D-glasses-effected distance.