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RTheM
RTheM - - 81 comments @ Underhell 10 year anniversary stream

You're alive! Thank god.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ Blade of Agony | Chapter 1+2 (v2.0, standalone)

Got the standalone Chapter 1+2 thing, played for bit, then it crashed. Okay then. Maybe its my 64 Bit Windows 7 thing making this wonky, but to be honest I guess I won't be playing this for a while again.

Good karma0 votes
RTheM
RTheM - - 81 comments @ Looking for Inspiration

If you're looking for some inspiration. I suggest you take a look at Oats Studios, an independent film studio established by Neil Blomkamp himself. The short films on the YouTube channel for Oats Studios are awesome. Especially Firebase and Zygote, the monster designs are cool as hell.

Youtube.com

You can also buy the assets and films on Steam as well for higher quality and other stuff.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ G String beta

I do not understand. How do you win the second psychic attack where you fall through the floor into what seems to be a pool with a bottom you can fall through even further and just die on impact? I can't find any walkthrough or video that would properly EXPLAIN just how you would do this.

I can pass this if I cheat and just turn on God Mode, but I don't want to. Beyond that, I can't even SEE anything beyond just blinding light and such. I have had good memories of playing this, but now these psychic sections are just absurdly bad with no understandable way of winning without outright cheating.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Maps of Chaos: The Full Package (1.28a)

Slight problem with MAP07 "Dead Simple" in Hardcore for Doom 2. If you kill all the enemies, the stairs to the central seem to rise high enough that the exit switch can't be reached without jumping and the inner sides of the stair side missing textures can be seen.

Good karma+3 votes
RTheM
RTheM - - 81 comments @ Maps of Chaos: The Full Package (1.28a)

Just finished playing through Ultimate Doom on all difficulties. Normal, Hardcore and Overkill, for the most part I like it and can't wait for the rest of the Episode 3 and Doom 2 be Overkillized, but well... maybe it's just me, but I feel like most of the time there aren't major differences between Hardcore and Overkill.

Sure, some levels might have more monsters and the like, but overall the experience remains relatively the same. I'd have loved to have some sort of extended set-piece battles or something.

Like for example, E2M2 "Containment Area" or E2M7 "Spawning Vats" the giant warehouse sections could have had drop down walls (more in the case of E2M2) for monster closets, have the crates themselves drop down to reveal more monsters or shift around the environment and etc.

Beyond that, here are some problems I noticed. Though I already posted about one of them on your profile.

In E1M6 Central Processing one of the monster closets in the maze section, next to the computer map secret never opens in both Regular MoC and Hardcore MoC, making 100% the level impossible without cheating. It does open on Overkill, so that's great.

In E2M3 the monsters that are supposed to teleport in after you pick up the blue key or get into the room its in or whatever, can sometimes get stuck in their teleport closet, being prevented from moving past the linedef that teleports them into the map proper.

Regardless, final rating for now I'd say... 8/10 or so? I love the fresh replay value, but the lack of major differences between Hardcore and Overkill stump things a bit, and the E1M6 mapping error makes my inner completionist screech in abject frustration.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ DoomVideoVault

Yep. Confirmed. That monster closet opens on Overkill but not on Hardcore or the lower difficulties, making full level completion impossible without cheating.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ DoomVideoVault

Considering you've update MoC maybe 3 or so years ago, it's probably useless to say this, but I have to. In E1M6 Central Processing one of the monster closets in the maze section, next to the computer map secret, never opens in both Regular MoC and Hardcore MoC, making 100% the level impossible without cheating... it probably opens in Overkill, but I haven't gotten that far yet.

Unless that's a Boom linedef or something and can't be done in GZDoom, then I'll retract my complaints. :P

Good karma+1 vote
RTheM
RTheM - - 81 comments @ ZBloody Hell

Not sure if ModDB allows linking imgur, but here we go with the footage. Screenshots only though, because I've no real idea how to properly record stuff.

Imgur.com
Imgur.com
Imgur.com
Imgur.com

Good karma+1 vote
RTheM
RTheM - - 81 comments @ ZBloody Hell

Reached the Great Temple level and the water just under the first bridge is all weird when you're right over it, looks like it's much farther away from you.

EDIT: Also, just noticed a thing. Monsters don't actually go underwater if they fall into it, I think this is how those Bloated Butchers ended up in that unreachable area. It happened in the Great Temple as well, the gargoyle and a zombie ended up falling through the water, but didn't end up in the underwater section for some reason.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ ZBloody Hell

Weird, it doesn't seem to be working properly for me. I even checked by outright using the 'give infrared' command and that lit up everything. Beast Vision keeps working for me for but just a brief second right after it's turned off.

As for the rats in E1M1, yeah I checked and killed those rats. But they keep squeaking endlessly where they died, and there are still three or so unfindable monsters, and apparently the kickable zombie heads count as monsters when I tried to search for missing enemies, weird.

Finally, the destructible walls can be triggered by any gunfire or just even a regular pitchfork poke as far as I can see... it's a bit silly.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ ZBloody Hell

Groovy. ;) By the way, noticed a thing with the Jump Boots. They aren't properly usable, you can use them true, but you have barely a second to jump before they disappear from the inventory.

Beast Vision seems to be not working correctly either. For me turning it on doesn't change anything, but if I turn it off for a brief second everything is all green-ish, like nightvision goggles, for about a second.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ ZBloody Hell

Dark Carnival's head kicking minigame doesn't work, the heads seem to be partway clipping through the ground and unkickable. Making the secret unreachable, though you can hug the wall and just get the invulnerability regardless.

While playing on Extra Crispy a pair of bloated zombies were spawned in a place that's unreachable by normal play, it looks like it's underwater and if you surface you end up in the water near the bridge at the entrance, but you can't dive back into that place.

I probably missed some sort of button or it's an open once kind of secret, and if I did I apologize in advance, but the guns akimbo secret in the 'seeing is believing' maze doesn't seem to work at all, can't be opened from the outside.

And finally, Duke seems to be considered a monster entity... except he's invincible, making it impossible to 100% kills this level regardless of the aforementioned zombies themselves also being unreachable by the player.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ ZBloody Hell

Yah, it's probably definitely the rats. Killing them doesn't actually stop their squeaking, the sound just keeps coming from the spot where they were killed at.

Also, while it's not supposed to be a perfect recreation, I'm still a bit disappointed that picking up Life Essences/Hearts doesn't have the same sound effect as in the original game.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ ZBloody Hell

Hey man, absolutely loving this so far, but there seems to be some sort of bug in Cradle To Grave that has two unfindable enemies and the 'kill monsters' command doesn't kill them and neither can they be found through the 'monster' command, making 100% kills for the level impossible. I'm guessing they're rats because there's an endless loop of rat squeaking coming from somewhere in the area with the pews and map secret.

Also, the secret in the starting area with the rotating wall doesn't work properly. It, instead of closing, rotates the opposite direction and later in the level the wall can be seen sticking out through the level geometry and can even be interacted with again, making it rotate bakc into place properly.

Good karma+1 vote
RTheM
RTheM - - 81 comments @ Enter the Void

Reminds me of Xen from Half-Life and the Void from Dishonored.

Good karma+4 votes
RTheM
RTheM - - 81 comments @ [Old version] Twisted Insurrection 0.7

There is difficulty, and then there is what you have in The Great Escape. A super specific path must be followed or otherwise it's impossible for the average or in my case, bellow average RTS player to succeed even on the easiest difficulty setting.

Bye for now, I guess.

Good karma+3 votes
RTheM
RTheM - - 81 comments @ Warlock Concept Sketch & Sprite Sheet

Her upper back looks kind of strange for me for some reason. Maybe her chest makes my brain think it's bigger than it is supposed to be. I don't know how to describe it.

Good karma+4 votes
RTheM
RTheM - - 81 comments @ Twisted Insurrection

You might need to adjust some things with Visceroids. I feel it is unfair I need to focus fire on them with my units because they don't consider them enemies for some odd reason, because for example this makes the second section of GDI Mission 09: Flight a complete nightmare.

Even on the easiest of difficulties this is a problem, maybe not a major one but a problem nonetheless because more often than not the visceroids spawned from the corpses of enemy infantry will be considered not hostile, even as they swarm you while COMPLETELY ignoring NOD.

I don't care for the fiends and whaloons already there, wouldn't put it past NOD having in-game lore wise some way of remaining friendly (but not allied) with local tiberium fauna especially as this is an alternate history universe, but recently formed visceroids should be out of the equation entirely...

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Twisted Insurrection

Nice mod, have been playing for the past few days... though you really should fix the pathfinding, especially in GDI 07: Deep Blue. Most of the problems I seem to get is at the tiberium patch next to the bridge in the lower right corner.

If units are far away enough when clicked in the area they'll just stop and do nothing, as if that place is unreachable when it clearly isn't. It's especially infuriating when your harvesters harvest everything they can and then just freeze in place because they think they can't reach the refinery.

And if they do freeze, then the full harvester waiting next to the refinery to unload its tiberium will wait forever until you micromanage the frozen harvester to stop or make it properly get back to the refinery. It'll then either return to the patch stuff itself full and freeze AGAIN, or it'll freeze right then and there because the spot on the tiberium patch it wants to go is "unreachable" for it, so it'll block the refinery off with its fat ***.

I understand the increased difficulty and such in comparison to the original Tiberian games is probably necessary and all, but making us fight the very game itself is not cool.

The area next to the bridge repair hut leading into the patch next to the NOD base has similar problems, units won't head to that location if they directed there from far enough away. You have to micro them until they get past that arbitrary point past which they'll respond properly to orders.

Good karma+3 votes
RTheM
RTheM - - 81 comments @ Sentries vs. Demons

Is there going to be a level and/or setpiece in a future level where you have to do something similar to this? Like a 'tower' defense segment where you have to prevent waves of enemies from reaching an important objective or something, like the Crystal Heart or whatever?

Hell, I'm getting mental images of Zan re-establishing a fallen orc checkpoint or something, before using the turret recovery tools to slowly push ahead, while scorching the summoning pentagrams with the fragfire cannon's altfire into ruin (similar to how Legacy Of Suffering made last boss vulnerable only to the plasma gun), to prevent future waves from teleporting in behind her.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

To each their own, though I usually cheat only by the end of the level when I've pretty much done everything. I like to explore sometimes.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

By the way, neat easter egg with the book spawning Abhaoth in the Grove, though a bit disappointed there weren't similar touches in Technical Space such as the portal working if you noclip into the room before Tiati leaves.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

Ah, didn't think to look under the table. I just thought the switch was somewhere on the same level as the potion stash and did the old standby of all people looking for secrets, press use on every wall.

And, you're welcome, hope I'll be as helpful in the future as well.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

Right, just finished. Let's list what I noticed.

In Technical Space the mithril ingot teleports out on top the machine that makes it, I suppose that means you made it uncrushable and it's just rubberbanding through the geometry or something. Or it wasn't fixable and it was easier to just teleport it out before it got crushed.

Also, there seems to be an unfindable and unkillable monster somewhere in the level, the kill command makes an explosion sound near me, so maybe the Iron Urchins bugged out or something. But that's just guesswork.

As for Grove, looks good though I have no idea where the Stone (assuming it's not the hammer key) key is for the secret potion stash in the tower, because the switch that triggers the secret is asking for it.

Beyond that, the half-open door for the infirmary past the section where you can break a window and flood a room is doing the same crushing damage as the Barracks firing range door if you try to uncrouch underneath it.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

Ah... never noticed that except maybe in Project Einherjar, that's probably what's happening here then. Apologies for the false alarm then.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

Ah, right.

2. Actually the monsters seem to be able to get at least pushed into the pools, though that might be their corpses being pushed in after they're killed with a weapon with strong enough knockback.

That said, not literal steps, near the edges to the left and the far right of the entrance to the bathhouse are usually where I find one or two enemies stuck almost right next to the walls, just walking back and forth in those areas.

I'll try to make screenshots when I can.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

I suppose I'm fine with that then. That said, I don't have a discord or the like, so you might have to send levels through email or something.

Regardless, nearly there to the new levels, just doing the forge now.

#1 - While I was doing the Barracks I noticed a thing with the half-opened door that's trying to open/close leading out into the firing range. It can give out minor crushing damage, though only if you don't hold the crouch button.

The same doesn't happen for the door in the entry hall, but that might be because it's high enough of the ground in comparison to the firing range door? I don't know.

#2 - In the bathhouse arena battle segment some of the enemies can get trapped on the edges on what seem to be perfectly surmountable steps. Usually the warlocks that throw those green balls of theirs.

Good karma+2 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

Asset stealing? Is that a thing in the Doom modding community? Probably is, but is it that rampant these days? As for becoming a dedicated tester, I'd love to but I don't have much time for it, due to my work. I only have so much limited free time.

Also, while I' am playing through I keep noticing (I think I already spoke about this) going weird with the carpet textures and the like. They're either flickering through different states if I move around physically or just the viewpoint, or get drawn out and/or smudged like a piece of rubber.

Good karma+3 votes
RTheM
RTheM - - 81 comments @ Hedon 0.5.a (Final Open Alpha)

A bit disappointed this will be the last public version, but alright, though understandable. You have to get the money somehow, and/or engender interest in your patreon.

That said, while I'm playing through this, here's the first thing I noticed. Bendi's note near the end of the first level misspells the word 'mistress' as 'mastress'. Though considering what I found of Zan while trawling the more lewd parts of the internet, maybe its deliberate.

Good karma+3 votes