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This mod is amazing, I loved it. Are there any plans to do the other episodes, or even doom 2 in this manner?
I just wanted to comment on this one, aside from the impossible to find tunnel people have mentioned, my only real complaint was I thought some of the levels were a little too large and long winded, but otherwise I thought the level design was great. It was a good atmosphere, the decor fit, and I didn't notice any graphical glitches.
The story was pretty disturbing, I thought the two little twists involving the Earl were pretty good.
I'd give this one an 8/10, it had a nice amount of gameplay, and showed alot of promise. If you make another one, I'd be happy to play it.
Forgive my technical ignorance, but what is the major difference here compared to the regular game?
How do you do the sidequest in the kitchen? I picked up a bucket, but I couldn't do anything with it.
I would like to post my personal thoughts on this mod *possible spoilers*
From a design standpoint, this mod is great. The environment looks like it had alot of work put into it, and the addition of some stuff I haven't seen in either Amnesia or Penumbra was a pleasant surprise. The pace at which things flow is pretty decent, although overall it was a bit short.
The monsters were what polarized me a bit, personally. Specifically, the water monster downstairs. I managed to get through it without dying at all, but I felt more annoyed than scared of it. It just would not go away. I respect your decision to add a greater challenge to it, it was certainly one of the most difficult encounters I've ever had with this game. But between that and the brute who wouldn't despawn, I felt like I didn't really have much time to appreciate the atmosphere, or do any real exploring.
And at the end.. perhaps there is another route and I simply don't know... but eaten by dogs? That was a bit of a let down, especially after all the effort I put into getting out of the flooded basement, and away from the psycho kaernk.
Overall not bad though.. I can tell you put alot of work into this. I would be interested to hear your thoughts behind why you tweaked the monsters the way you did.
Do waaaaaant. I need something awesome to counteract the disappointment of machine for pigs. This looks like it might hit the spot.
Well played, sir. I stand corrected.
I tried to, but the hammer wouldn't work on the lock. I also threw everything I could find at it. Nothing I have tried works on it.
I'm stuck after the downstairs chase in the tower. I read a previous comment where you mentioned the drill, but I had to break the drill in order to open the door to escape that area, and I no longer have it, and I don't know what else to do. Please help me out.
Sidenote- love the story so far, but I can't finish it because of this and that sucks.
Watching this one for sure.
I'm sorry, it's still a waste of programming to me. I'm all for thinking outside the box.. and you have already shown your ability to do that with candles that can be picked up, monster dolls, the element of burying the dead guy, and not relying on cheap jumpscares. I just don't understand why you feel it necessary to tease your players with a ******** key that does nothing.
Well I've already beaten the CS, I just went through again when I figured out where the key is supposed to be used... May I suggest if the key ended up being useless to simply remove it from the CS entirely? I hate doors I can't open, and to tease us with a key that won't work is even worse.
Good CS otherwise, though. I liked the ability to pick up candles and the grunt doll was hilarious.
How do I use the bronze key? The padlock says it's rusted...
Not bad, but try making a CS without a hundred lame jump scares.
This mod has some of the most interesting layout's I've seen in any custom story. I loved the castle courtyard, as well as the "peasant" house you explore before entering the castle grounds.
The monsters were well placed and didn't feel forced down your throat. And best of all NO LAME *** JUMP SCARES.
Please make more!
Very creative mod, certainly one of the most I've ever seen. I have only one major complaint. The brick puzzle... Oh god.. the brick puzzle. Not because it was hard, but because I felt like a dog playing fetch having to go back and forth, back and forth, back and forth. What exactly was your intention with that one? It wasn't challenging, it didn't add anything to the story. It was just flat out annoying.
Other than that, I wouldn't have minded more uses for the lightbulbs, as I like the concept that you did there to play off the tinderbox mechanic..
Overall very good.
I'm not sure how I could be of help, but if you need any let me know. Like I said this is damn close to the best CS I've played.
I also noticed when I exited the dungeons, it placed me outside of the upper level room in the brightly lit hub. I also had alot of seemingly useless items, such as an extra lantern when I entered the dungeons, and two wax cylinders.
This has the potential to be the best CS I've ever played, I love the length of it, and the exploring, the monster placements are great, and the creep factor is on par.
I really think that if you streamlined the item management, and got rid of the pointless jump scares that this would be a really really good CS.
It was creepy.. but seemed a little out of place.
Pretty good so far... my only complaint is the jump scares. Is it really necessary? You already have good enough scary atmosphere going on with the way you bring the monsters out, why bother with cheap jump scares? It really takes me out of the whole story. The one in the sewers pushed me through a wall and I fell through the world. Kind of ruins the experience =P
But really, other than that I like it. I'll finish it tomorrow to see what happens.
Got to the tomb, but was completely unable to jump, so I couldn't figure out what to do. Seriously dude, I love your concept, but just leave all the controls on default =X
No more crawling, no gimping, and let me jump =X
Don't take my comment as to say this is a bad mod. I'm actually really interested to see where you're going with what's going on here. I don't want to risk spoilers so I won't say it though. And going through a partially rebuilt Brennenburg is really cool (even if some of it is nothing like it was before =])
Keep up the work man, I definitely see potential in this mod.
I love the concept you're working here, but the slow walking parts, and now the crawling parts I find very annoying. I mean I get that I fell down, but I still didn't enjoy having to crawl my way through the place. I got stuck in the "hub" outside the orb chamber, I was exploring the room with the half-down door, and I got stuck and couldn't get out.
Again, love the concept, I just don't understand the need for the slow walking and crawling thing, it doesn't add any atmosphere, it just makes the game drag and feel tedious.
I like the layout, and the use of monsters was good, but there are as stated alot of little glitches, and for god's sakes man cut back on the total insanity effect. The high pitched squeal and loss of control from this is not fun or challenging, it's simply annoying. Once or twice would have been fine, but I felt like every 5 minutes my guy collapsed.