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ChozoGhost89
ChozoGhost89 - - 55 comments @ ZioMcCall's Brutal Wolfenstein v7.0

So, after beating all the episodes, there is one major gripe that I have, and I'm not sure if this is intentional or not: The Teslagewehr can't stunlock Archviles.

Is this intentional? The penultimate fight in the final map of the Spear of Destiny episode goes from "tough, but fair" to "complete RNG" once the Archviles show up because of this. One wrong move and the entire thing falls apart instantly. Seems kind of unbalanced.

The quickest way I found to kill them is to use the Bazooka and then instantly switch to the Panzerfaust (and hope you don't miss).

Having a Leichenfaust would also assist with this issue. I would suggest adding it to that cage door secret in Harbinger of Doom that requires all those switches to open. You already find a Bazooka and a Chaingun in there, so a Leichenfaust would fit right in.

Other than the aforementioned fight, the rest of this mod is some seriously S-tier stuff!

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ ZioMcCall's Brutal Wolfenstein v7.0

For some reason, I'm seeing Pinky Demons in my game instead of the GSDs lol. Any ideas?

Not that I'm necessarily complaining about the concept of Nazis having Pinky Demons for pets instead of doggos.

EDIT: Turns out I was loading an extra mod that turned the GSDs into Pinkies lmao. Removing it did the trick.

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Final Carnage v0.1A

Let's go! First we get an official update on the status of Extermination Day (that it'll be released alongside Brutal Doom v22 Gold) and now we're going to get more Final Carnage as well; can't wait to see the update! I can definitely remain patient for this lol.

Oh ****, really? I'll have to pay close attention to that map whenever I play it from here on out now, haha.

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Final Carnage v0.1A

Just finished this pack last night; friggin' amazing work on each of these, and that secret level using Doom 64's "Relentless Coil" track was the perfect touch!

Are there going to be more episodes/maps of this, especially considering how the ending worked?

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Announcing Ashes: Hard Reset

Vostyok has hinted that it might be coming out this month or next month, or at the very least we'll get another update regarding it by then. Someone screenshotted a post he made about it on some site (can't tell which site, either Mastodon or maybe a Doom forum of some sort) and posted it in the Ashes Fans Discord.

Good karma+3 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Project Brutality

Can the next updated version implement a way to reload-cancel the LMG? You're still forced to wait for the reload to finish with that one, whereas with all the other weapons you can reload-cancel by either switching weapons or using melee, and then switching

Not with the LMG tho; you're stuck :P

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

Out of curiosity, what are these decorations with monster flags on them? I need to see if the kill count will go up when I destroy them LOL

There are a couple other glitches I can think of, but I think those are specific to Project Brutality and not EDAY, as I had it happen to me during the base Doom 2 campaign as well. Though I'm pretty sure one of these PB-specific glitches is what caused the one and only crash I had while playing on EDAY, specifically on Dead Streets lol

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Duke Nukem 3D Voxel Pack (v2.0 RC2)

Just tried removing the MIDI pack and only having the voxel pack in "autoload". Good news and bad(?) news:

Good news: It worked! "Voxels" option is now present in the in-game menu and the voxels themselves are showing up in the maps.

Bad(?) news: Even though I chose Atomic Edition as the game to load, the voxels -- for some reason -- are showing up as their Duke Caribbean: Life's a Beach counterparts... Pistol ammo is the Water Pistol magazine, Large Medkits are the Bunch of Bananas, Steroids are Hot Sauce, etc.

Definitely on the way there, but this is a rather interesting hurdle LOL

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Duke Nukem 3D Voxel Pack (v2.0 RC2)

I took the entire .zip archive and dropped it into the "autoload" directory, and the autoload box is checked on startup, yet there is no "Voxels" option for some reason. All I see is:

HUD Setup
Color Correction
Video Mode
Aspect Ratio
FOV
Renderer Setup

If there's something that I loaded incorrectly, I'd like to know how. Could it be that I also have a MIDI pack in the "autoload" directory?

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

Playing through this now with PB3.0 and the vast majority of it works great!

There are 2 main gripes that I'm having though, that I hope can be addressed at some point.

1) There are some maps where monsters are perma-stuck inside their monster closets; only way to get them is either noclipping into said closets or using "kill monsters" in the console. This is something that has existed even since the days of Hell on Earth: Starter Pack and (to my untrained brain when it comes to mapping) seems like it should be a pretty easy fix.

2) This is a much weirder one. In Episode 1 (Maps 1-10), there are a good few maps (probably like 3 or 4 at least) where you cannot get all the kills at all. I used IDDT and scanned through the entire map and couldn't find any more enemies anywhere; no monster closets with stragglers or anything like that. I saw a comment on a YT vid of one such map (MAP03 iirc, on pagb666's playthrough) where someone said that apparently there are some light sources of all things that are tagged as kills. In these maps, when I use "Kill monsters", it destroys a **** ton of props in the map, including things like toilets. In MAP03, there were 7 things left tagged as kills, but when "kill monsters" was used, it said that like... 21 Monsters had been killed :P

Those two things aside, this build of Extermination Day is working amazingly! Been a good few years since I'd played HOESP and never had played it when its name got "updated" to Extermination Day, so in a way, this is my first time, and it's every bit as fun now to me as it was back then.

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Project Brutality

Yep, I thought of that last night and tried the Unity version IWAD and it worked like a charm, haha.

The only other glitch I've run into so far is that the Pinky monster closet in MAP13: Downtown doesn't trigger when I pick up the Rocket Launcher; the walls in their closet don't lower and they are therefore unable to teleport out. I just have to noclip my way in there and take care of them that way lol

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Project Brutality

Finally giving this a try now. Huge fun!

However, for some reason, in MAP31: Wolfenstein and MAP32: Grosse, I don't have any Nazis... just the Doom human enemies. Is there an option to turn on Nazis somewhere in the options menu of PB or GZDoom and I just didn't turn it on or something?

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ A Mighty Year in Review

I'm honestly still in awe that this is even happening to begin with. I can't wait to see all the progress made.

Between this, Alien Armageddon, and other modded Duke mapsets like Blast Radius, etc., Duke is looking to storm out the gate in the coming years, and he's definitely deserving of it!

Good karma+7 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ MARROW

Awesome to hear!

And there were no issues with Allograft that I could see, so it looks like those were the only two that happened (for me, at least). Can't wait to see more Marrow come out in the future!

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ MARROW

Damien_Azreal Playing through Marrow right now on nBlood, and it is fantastic so far! I did, however, run into a level-breaking bug which required me to use noclip to progress, as I quicksaved after the bug happened.

In Preparatory Rites, if you open the gate that leads to the platform where the Spider Key is, but don't go through it fast enough (which I didn't because I was low on health and wasn't sure if there were camping Cabalists waiting to finish me off lmao), the gate closes on you and cannot be opened again. This is where I had to noclip to get the Spider Key before I could continue.

There was another much smaller glitch I encountered in this same map: 1 of the secrets is tagged as 3 secrets lol. Specifically it's the one where you have to walk through a translucent section of wall in a narrow passageway that has a chair and a book right in front of the wall; the closer you get to the corner of the secret passage, 2 more secrets get registered... I'm guessing that's probably just a tagging issue and can be easily remedied, but again, nothing major there.

Other than that, no other issues to record over here! I'm going to play through Allograft in a bit and see if there are any issues with it, but absolutely fantastic stuff so far!

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Blood: Fleshed Out

Just finished this mod in its entirety; fantastic set of maps, especially Episodes 2 and 3!

I was playing on nBlood (build r13623 to be exact), and I know the readme and this page both say that this mod was only tested with BloodGDX and Fresh Supply, so I decided to see if it would run well with nBlood, and I'm happy to say that it did! That being said though, there were like 3 glitches I came across that I feel could use attending to whenever you have the free time to do so:

1) FO1M1: Fun House - If you so much as open Door #3 inside the Fun House (you don't even have to actually enter the room), the port will crash every single time; I had to completely avoid the door to avoid the crash! I didn't get a full look at the error message, but it said something along the lines of "too many sprites on screen". I'll try to see if I can read it in full at some point.

2) Same map as before, but this one is kinda strange: If you load the map in either nBlood or Fresh Supply (version 1.7.14 of the mod) it says the map has 5 secrets. However, if you load the map in GDX (version 1.16, same version of the mod), it says it has 6 secrets. Is that a glitch or is there really a sixth secret somewhere?

3) FO1M7: In the Bark - Had the same crash happen to me here that happened in Fun House, with the "too many sprites on screen" crash. Fortunately, this only happened once and I was able to get through the room in question on my second try with no issue. Specifically, this happened in the room with the Spider Key, with all the rotating furniture.

4) FO2M6: Dark Magic - Level-breaking bug here. There is a potentiality that the Priest/Beast will clip through the Skull Key force field, rendering the Fire Key unobtainable (as he drops it upon death), and therefore softlocking you in the level, as the Fire Key is needed in order to get the Skull Key to disable said force field. A fix for now would be to fire an explosive at the wall immediately upon him seeing you so he gets pushed away from it.

Other than those situations, I didn't have a single issue running the rest of these maps in nBlood. Sublime mod!

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Berserker Fix - Quake 2 Rerelease (No jump and Nerf jump)

Damn, this was quick! Now we just need a mod that un-nerfs the Railgun LOL

Good karma+3 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

After playing through the map twice, I can guarantee there is no infighting going on that kills them, as both times, they have been the only enemies remaining before they randomly drop dead lol. Maybe Doom Builder would be able to shed some light?

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Duke Nukem 3D Voxel Pack (v2.0 RC2)

I followed the instructions, but I'm not seeing a "Voxels" option under Options > Display Setup. Maybe the version of EDuke32 I'm using is too new?

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Duke Nukem 3D: Blast Radius release notes

So do you have to extract the contents of the eDuke32 build into the same custom folder you make for the Blast Radius campaign as well? I can't seem to get the campaign to load.

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

I think the Pain Elemental is what has to cross that linedef you mentioned. I tried crossing them myself while it was alive and it didn't work. But the first time I tried hanging back near the entrance (where the caged Imps are) and let him come to me, the exit teleporter appeared instantly.

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

Bug found in Lair of the Blind on Doomslayer! difficulty (v3.6.3 build); the second Pain Elemental at the end doesn't spawn in, therefore the exit teleporter doesn't appear.

EDIT: Actually never mind, there is no second Pain Elemental... I kept restarting the fight with the Pain Elemental and it eventually worked... I don't even know what I did lol

EDIT 2: So I retested it a few times and it looks like the Pain Elemental has to cross one or more linedefs in between the pillars (the ones that launch the darts when Doomguy crosses them); letting him close in on me before killing him seems to be what does the trick. Really weird trigger, and I can only assume that's probably not the way it's supposed to work, because if the Pain Elemental is killed too soon, you get permanently softlocked.

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

One thing I meant to ask before but totally forgot... what exactly is it that causes the 8 sniping Barons of Hell in City of the Damned to randomly die? It seems like I just wander around for a bit, and they eventually get crushed to death lol

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ DOOM 64 CE 3.6.3 (Full Version)

Ayyyy, can't wait to see how to lower that accursed switch in Delta Quadrant now!

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

Totally understand; I wouldn't want to deviate from something already established on the Doom Wiki, either.

But oh man, single-segmenting some of those levels while going for all the secrets on "Watch Me Die!" or "Doomslayer!" is going to be tons o' fun when every bit of health counts D:

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

No problem! I think there was another map that had one of those overly-skinny sectors as a secret, but can't remember off the top of my head. Honestly the most annoying thing is that 90% of the items inside the secret are also tagged secret, and sometimes those are Stimpacks and Medikits LOL

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

Finished the rest of the maps (minus the Bonus Fun Maps as of yet), and happy to report that the only remaining maps that DID have unobtainable secrets in them (MAP21 and MAP22) no longer do so, so that means MAP17 is the only map they still remain in. Hopefully that will be an easy fix.

That being said, there was one other map that I did discover a couple of... quirks in; this being MAP20: Putrid Cloister.

1) The Berserk secret has a sector tagged secret that is too narrow to cross without using noclip; specifically, the sector at the bottom of the stairs.

2) There are 2 Armor Bonuses which become unobtainable if not picked up quick enough, and I'll try to word this as best I can: They are located in front of the two skull switches in the beginning area (one on either side of the room) that activate the crushers which kill all the caged Shotgun Guys. The oddity here is when you cross the initial linedef -- which is the one that opens the "cage windows" and reveals the aforementioned baddies -- you have to very quickly strafe run to get both Armor Bonuses while the "window opening" script is still running (it seems to last for a good few seconds even after the windows have been fully opened); otherwise a column will drop down from above the switch and the homing missile launchers will start firing; this not only makes the switch temporarily inaccessible, but it also causes the switch-blocking column to "grab" the Armor Bonus and take it up with it, making it unreachable, even with noclip.

Good karma+1 vote
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

The issue here is that not only are the sectors/rooms tagged as secret, but in many cases, some or all of the items INSIDE the secret sectors are also tagged as secret! That should be an easy-enough fix.

There are also some secrets where two adjoining sectors are each tagged secret, so if you cross them too rapidly, you may not trigger both of them; these are thankfully pretty infrequent, but as a result are probably much harder to find and fix. I know that MAP17: Inferni Carceris has this issue, as well as having 3 decorations tagged as secret, therefore making them unobtainable in the current build.

Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ Beta 64

Going through these maps for the first time now, and it looks like most of the unobtainable secrets from the original versions have been removed from the CE version.

However, MAP17: Inferni Carceris still has its 3 unobtainables: in the secret room with the Unmaker, there are 3 decorations (candles in this case) that are tagged as secrets, so only 8 out of 11 are possible on that map :P

I'll keep looking ahead to see if any further unobtaniums remain. Super fun mapset in general though!

Good karma+3 votes
ChozoGhost89
ChozoGhost89 - - 55 comments @ DOOM 64 CE 3.6.2 (Full Version)

Just finished The Reckoning maps, and fortunately, there were no other scenarios I could find that required mouse look; all secrets, items and kills could be obtained perfectly fine without them!

My only other "gripe" if you could call it that, is that there seem to be a lot of switches that deactivate after you use them for no good reason; I kept thinking a lot of those switches opened secrets, or at the very least, timed doors... but nope, doors that stayed open, with switches that for some reason turn themselves back off lol

I'm willing to bet that this has nothing to do with the mod itself and is likely just an oversight by Steven Searle; just thought it was worth noting!

Good karma+2 votes