Brand new version of Golden Souls 2 with tons of changes!
In this new version of Golden Souls 2, many enemies have been rebalanced, tons of bugs have been fixed and there's also a brand new HUD fully compatible with any resolution without stretching or being too big!
Changelog
___Map Changes____
-MAP01 "Green Plains
*Removed teleport from the second coin, added some platforms to jump back to the bridge.
-MAP06 "Calescent Castle"
*Tweaked Big Coin jumping section near indoor moving block
*Tweaked hallway after the cannons
*Removed the Red Plant in the final section before the boss door
-MAP19 "Pumpkin Pathway"
*A sign now informs the player that there are in fact 3 secret exits in this map.
-MAP21 "Venom Villa"
*Fixed being able to jump through small holes in the wall and break the switch puzzle (Thanks, Icarus!)
-MAP22 "Fort Phantom"
*Reworked section with moving spike pillars to be less frustrating
-MAP23 "Pretty Petals Peak"
*Fixed Exit switch not using the correct texture
-MAP24 "Mount Mirror"
*Tweaked final platforming section so it requires less precision (Near the Mancubus spawn)
-MAP31 "Crescent Moon Manor"
*Fixed door texture alignment in the first outdoor section
-MAP32 "Tower Rewot"
*Added some pillars in the inverted starting section that make it easier to reach the doors
-MAP39 "Demonic Den"
*Fixed exit using wrong switch texture
-MAP44 "Silhouette Sunset
*Tree near the first checkpoint now correctly display as pitch black like the rest of the map
*Fixed the placement of several ceiling plants in the underwater section
*Fixed vine hole not displaying the correct skybox in the underwater section
-MAP47 "Spider Mansion"
*Fixed alignment of several wooden ceilings
-Hell World Map
*Fixed texture alignment near slopes
___General___
*Vader is in the game credits under the Sprites section (he was credited as KDIZD team and not individually before)
___Balance Changes___
-Regular Enemies
*Several enemies must now be in a certain range to shoot at you (No more getting shot by random projectiles across the map!)
*Cactuses now ignore the +FASTMONSTERS flag
*Spike Throwers' don't disappear anymore after their gib death animation.
-Bosses
*A certain Cyberdemon servant now has half the health he had before (Not spoilers!)
*Final Boss and several other bosses now ignore +FASTMONSTERS flag
*Final Boss can no longer spawn Hierophants and Revenants
*Final Boss can no longer be stunlocked with the Star Starshooter's Alt Fire
epic
Wow dudes, hats off to whoever made this epic mod! Genius
somehow i cant seem to be able to push a block from a ledge.
Is there something i can do to fix it?
Check your compatibility flags and make sure they're set to default
Thanks for this great mod! Love the first ten maps so far.
Is this the final version or might there be changes in the future?
When opening in GZDoom 4.1.2 or higher, I get this error:
I_Init: Setting up machine state.
CPU speed: 3239 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7 CPU 960 @ 3.20GHz
Family 6, Model 26, Stepping 5
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
V_Init: allocate screen.
Execution could not continue.
Palette not found
Literally my favorite Doom mod, thanks Batandy! Didn't even know there was an update till today, will have to go through it all again!
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Thank you so much for making this mod!
Just tried it out yesterday. Cool mod with lots of charm, but the jumps are insanely difficult at times - and you die a lot. Kinda kills the fun in the long run. Nicely done though.
A thing I noticed needs some fixing is that some tracks are loud while others are not. The one at Doomguy's home, for example, is rather loud, while Cash's shop can barely be heard.
I've just finished playing through the first Golden Souls and had a blast! The extra stuff and the look of the level design in this sequel, man! I know I'm gonna have a lot of fun playing this, thank you in advance! :)
Hello! Just a heads up I just switched GZDoom to 4.5 and somehow the waterfall sound effect sounds way louder than it should have been on both the main overworld map and in levels where there are waterfalls.
I understand you may be busy with other mods or secret projects, but figure I let you know, so then you could if by chance check the mod for compatibility issues. Other than that this mod is incredible! Looking forward for Golden Souls 3!
Hands down best Doom mod ever created!
This comment is currently awaiting admin approval, join now to view.
for creating this you deserve a big glass of chocolate milk, because your epic
While im doing IDDQD 2 times to find some secret, why did i saw Terry squarebox at the Map01?