My only complain about mod, that it brokes point of DOOM combat mechanic in someway. The combat in DOOM designed in such a way that you rush into a crowd of enemies and just rip and tear everyone around you apart using all your arsenal. And this type of fighting is partly impossible in mod bc of amount of demons and projectiles on arenas, you just keep bumping into demons and tons of projectiles flies in your direction.
Most likely i'm just skill issue, but i wanted to speak out
If teleports are not working you must have some conflicting mod/mods. What indication? Do you mean lack of objective markers? If that's so, I didn't put them in the level cos I think it's not that hard to figure out where to go next in a linear level..
Your level is sooo good. It's even better than your previous consumed Earth in my opinion. I'm curious of the healthpool of your new demons tho, some of them are super tanky and I find that it is less fun to blindly empty everything on a single foe. (Can I see that somewhere in you file?) Do you think it would be possible for you to implement mini boss health bar like the gladiator has? That would be super neat. Other than that, I really liked it, I played the balanced version, and it felt easier than consumed earth, but maybe I was lucky on the encounters(But it is perfect for the casual that I am, still playing on nightmare). The end battle was very nice and well balanced I'd say. I really hope to see the next ML, is there a part 2 planned? I wish you the best!
Thank you for enjoying the mod. The health of new enemies is written at the description of the file at the download page, but if you want you can check it in the decompressed .entities file. I think it's possible to make health bar for the bosses, but it's probably too much work to do that lol. Nekravol part2 is arleady being worked on and besides that, Nekravol 1 will be updated with reworked encounters in a few days, so stay tuned!
I'll check the file for my curiosity. Can't wait for you next project then! And fair enough for the health bar, was just a thought. The amount of time you're putting in these must be huge already. Sorry for the late reply(no notifications).
I uploaded a new ver of the mod and removed the text with custom ai health. Here is the health: -Big mancubus: 10000 -Behemoth (big tyrant): 17000 -Frenzy knight: goes down with 3 rocket bursts -Archvile: 7000, faster attack speed -Boss pain elemental: 42000(balanced), 50000(unbalanced)
Thanks a lot Bysior21, I just finished your V2 balanced as I speak, and I'll need to compare back to back some places, but overall I'd say it was slighly easier this time for me than the previous version(which is nice for the balanced version I think).(I changed my keybinding again so I'm back at being shite and dying because I press the wrong button too many time) but unlike some levels that I played, it was a nice experience all along. Once again, incredible job on this, and I even spotted places that I don't remember. The "kill him" part was very different and I was owned a few time ahah. Weird thing is, the second encounter in this with the mastermind, I could not chainsaw the heavy demons with 3 pips. I had to use killai after the mastermind and cacodemon in the cage. I'm glad you kept the whiplash at the door opening. Sad to see the meathook points gone in this arena tho. A very nice improvement for me, is the behemot meathookable again like in the "unholy urdark by idk" that I saw you played on YT. (And I would die to do that in consumed earth, I'll try to dig the file to see if it is easy to change) I'll sure try to do it again and maybe see what the unbalanced version is, even tho I probably don't have the skill as a casual. One last thing is probably a me issue, but most of the jumpad are hard to see because they have the very same color than the fire. It's my 3rd time playing it, and only notice now they exist.
tl;dr Your levels are the best I played so far , both visually and in term of level design/encounter.
Thank you again for liking my mod The enemies in the encounter after "kill him" line are not glory killable or chainsaw able on purpose, it's for teleports to work properly. I could set up the teleports in that encounter such that it will allow for chainsawing the heavies, but it would be quite a lot to do. I removed some meathooks simply because they are just looking bad in that level, in place of them I added jumppads and portals
Good to know it's not a bug then. And I replayed the previous version, I really think your V2 is a lot better in almost every way. The 2 fights in the first arena, the added jumpad, etc. The 4 spirited barons at the end won't be missed that much, even if it was quite cinematic. I also forgot to say that in V2, after the final battle the portal open, the demon respawn in the corridor and in the arena. Personal taste, the boss fight with the brain(forgot the name), I liked it a bit more in the previous version. I'll see you in your next mod!
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only issue i had was a few stone imps that were basically immortal..
Most likely i'm just skill issue, but i wanted to speak out
failed
Do you think it would be possible for you to implement mini boss health bar like the gladiator has? That would be super neat.
Other than that, I really liked it, I played the balanced version, and it felt easier than consumed earth, but maybe I was lucky on the encounters(But it is perfect for the casual that I am, still playing on nightmare). The end battle was very nice and well balanced I'd say. I really hope to see the next ML, is there a part 2 planned?
I wish you the best!
I think it's possible to make health bar for the bosses, but it's probably too much work to do that lol.
Nekravol part2 is arleady being worked on and besides that, Nekravol 1 will be updated with reworked encounters in a few days, so stay tuned!
Sorry for the late reply(no notifications).
Here is the health:
-Big mancubus: 10000
-Behemoth (big tyrant): 17000
-Frenzy knight: goes down with 3 rocket bursts
-Archvile: 7000, faster attack speed
-Boss pain elemental: 42000(balanced), 50000(unbalanced)
Once again, incredible job on this, and I even spotted places that I don't remember.
The "kill him" part was very different and I was owned a few time ahah. Weird thing is, the second encounter in this with the mastermind, I could not chainsaw the heavy demons with 3 pips.
I had to use killai after the mastermind and cacodemon in the cage. I'm glad you kept the whiplash at the door opening. Sad to see the meathook points gone in this arena tho.
A very nice improvement for me, is the behemot meathookable again like in the "unholy urdark by idk" that I saw you played on YT. (And I would die to do that in consumed earth, I'll try to dig the file to see if it is easy to change)
I'll sure try to do it again and maybe see what the unbalanced version is, even tho I probably don't have the skill as a casual.
One last thing is probably a me issue, but most of the jumpad are hard to see because they have the very same color than the fire. It's my 3rd time playing it, and only notice now they exist.
tl;dr Your levels are the best I played so far , both visually and in term of level design/encounter.
The enemies in the encounter after "kill him" line are not glory killable or chainsaw able on purpose, it's for teleports to work properly. I could set up the teleports in that encounter such that it will allow for chainsawing the heavies, but it would be quite a lot to do.
I removed some meathooks simply because they are just looking bad in that level, in place of them I added jumppads and portals
Personal taste, the boss fight with the brain(forgot the name), I liked it a bit more in the previous version.
I'll see you in your next mod!