DRON12261 Posted January 13 2 hours ago, Chris Hansen said: >>> Download final release <<< Dead link 0 Share this post Link to post
boris Posted January 13 48 minutes ago, DRON12261 said: Dead link Nah, your browser is just overzealously protecting you because it's not a HTTPS link. So try https://windward.dk/TDR/hellsbane/hellbane.zip 3 Share this post Link to post
Biodegradable Posted January 13 5 hours ago, Chris Hansen said: >>> Download final release <<< I think it's time to wrap this up and release the final version. I feel confident that all serious bugs and oddities have been found and fixed. A big thanks to all of you who sent me feedback and commented in the last month! Without you it wouldn't have been possible to present a final release this polished. Thank you! Congratulations on finally finishing this sucker, Chris mate. 2 Share this post Link to post
NightFright Posted January 13 (edited) Congrats also from me. Glad I was still able to contribute something, even if little, before the final release. Going to enjoy my Woof playthrough of this little gem in the next few days. :) 2 Share this post Link to post
Devalaous Posted January 13 Will be good to see updates of Rip/Tear/Smash and the 2002 ADO maps alongside 'brand new' ones ive never played. I love Ultimate Doom, the shorter episodes make it much easier to digest without too much megawad fatigue. Onwards to the final release! 2 Share this post Link to post
Rudolph Posted January 13 9 hours ago, boris said: Nah, your browser is just overzealously protecting you because it's not a HTTPS link. So try https://windward.dk/TDR/hellsbane/hellbane.zip Thanks for the link. Firefox would not let me download for some reason. 0 Share this post Link to post
NightFright Posted Tuesday at 04:34 PM After having played the first two episodes and started with the third, I can already say: This is the best thing since the invention of sliced bread. The maps just hit the sweet spot for me on HMP. Challenging at times, but not too tough or frustrating. Also, the levels look great plus the soundtrack rocks. Additional praise is given for the creative boss map design. It's still the usual bosses alright, but they are used and/or placed in a way which keeps you on the edge of your seat. Final verdict incoming after I finish the rest. Anyway, I doubt it's ever dropping below the "excellent" mark. A job well done! 4 Share this post Link to post
Chris Hansen Posted Tuesday at 07:48 PM 3 hours ago, NightFright said: Challenging at times, but not too tough or frustrating. That seems to be my new thing in my old age: Making levels that are easy to digest and I'm actually kinda glad to hear that verified. 3 hours ago, NightFright said: the soundtrack rocks. Indeed it does! The composers did a fantastic job! 3 hours ago, NightFright said: It's still the usual bosses alright Yeah, and as you say, I tried playing a bit with it so it isn't completely vanilla. Nothing spectacular, just a little extra. Glad you took notice of that and thank you for the praise. I hope you enjoy episode 3 and 4! 3 Share this post Link to post
NightFright Posted Thursday at 01:34 PM (edited) I've just finished the rest. Naturally, the other two episodes didn't disappoint. To sum it up, this project shines in many ways. Just a few highlights I want to point out: 1) Placement of ammo pickups. Cells and rockets are not to be found everywhere, but when you get some, be sure to not waste them. Rocket spamming usually isn't a thing until there are special occasions such as boss fights or some slaughter zones. But boy, when it happens, it's really satisfying. 2) Boss fights are fun and creative. In ANY episode. Also, the way each episode ends is something worth experiencing. 3) Secrets are very rewarding and done the right way: Not too obvious, but clever enough to make you look twice before you recognize them. Also, entering the secret levels isn't too hard. All you need to know is the entrances are in the same maps as in vanilla Doom. Anything else can be figured out without a doctor's degree. 4) Besides the music I've already mentioned, I want to emphasize the high quality of the episode ending screens. If I didn't know any better, I'd say they have been ripped straight out of a lost id game from the mid 90s. Outstanding work! Verdict: Definitely a megawad I'm going to revisit after a while. All of these maps are timeless and incredibly polished. There aren't many vanilla-style D1 projects out there using Boom (currently I'm only aware of Steve D's "Shotgun Symphony" and ofc PCorf's "2002: A Space Odyssey"), but this one is definitely going to leave a mark. Admittedly, I usually do my first playthroughs on ITYTD or HNTR in order to get through faster, but monster placement and gameflow is executed so brilliantly here that it'd be a crime to go any lower than HMP. Follow this advice and be rewarded with enjoyable, challenging encounters which force you to use your wits and the full extent of your arsenal. If this isn't going to be a Cacoward, you'll get one from me, right here and now. Respect, man! Edited Thursday at 04:09 PM by NightFright 4 Share this post Link to post
EffinghamHuffnagel Posted Thursday at 09:57 PM (edited) Just finished EP2. Level design is great. Suitably puzzle-y without being ridiculous. I'll echo NightFright's comments and add monster placement. When you grab a key or hit a switch, massive monster closets don't just open. Some monsters show up. Then a few more. Then another, and another, and two more. It's like a slow wave. I love that. It raises the tension because you're never quite sure if you're done. Lots of fun so far. Found one thing in E2M2, which is half a bug, I guess. The blood pit where you have to raise the bridge to continue has two damaging sectors (#161 and #335), but the rest of the blood in the pit isn't damaging. I found that odd. There's an escape lift, so not a biggie. Also, the boss levels can function as intended in ZDoom with a properly edited Mapinfo (or ZMapinfo, I guess) without Dehacked trickery. Here's my edited E4M8 in the generic Mapinfo I use: map E4M8 lookup "HUSTR_E4M8" { levelnum = 38 titlepatch = "WILV37" next = "EndGame4" secretnext = "E4M9" sky1 = "SKY4" cluster = 4 par = 360 nointermission nosoundclipping specialaction = "Cyberdemon", "Floor_LowerToLowest", 667, 16 specialaction = "SpiderMastermind", "Door_Open", 666, 16 music = "$MUSIC_E4M8" exitpic = "EPS4END" } Specialaction requires a monster that calls A_BossDeath to function. I think the "16" argument is the speed, but I couldn't visually verify that. Here's an 'add' wad with my Mapinfo, Dehacked (I added the ExTEXTs from Umapinfo), a Gameinfo, and a plain black EPS3END graphic I made, just to be consistent. hellbane-add.zip Edited Thursday at 10:04 PM by EffinghamHuffnagel 2 Share this post Link to post
jgs1989 Posted 9 hours ago Hey Chris! Been playing your wad after putting it off for too long and I am enjoying it once again. I found a minor issue to report to you...in e1m6 there is a misaligned texture. I have a screenshot showing this, and another of the line def circled in red. Don't know if you even care to fix...like I said it is only a minor issue. Just thought I would report it to you, as I missed it when I was helping playtest your wad. 0 Share this post Link to post
Chris Hansen Posted 2 hours ago Thank you @NightFright, @EffinghamHuffnagel and @jgs1989! As usual, I am happy to hear that you are having fun playing Hell's Bane. It makes all the hard work worth it :) I'm not sure that I will re-upload the wad with fixes for those two minor bugs. Maybe if more bugs show their ugly faces :) I'll link to your post from the first post, Effing. Thank you for sharing that piece of code. 0 Share this post Link to post