SIGIL "Split from "John Romero and Adrian Carmack's new FPS""
#242 Posted 25 May 2019 - 09:10 PM
https://www.romerogames.ie/si6il
Free Wad comes out May 31
*edit* I see Mr Tibbs already posted about this.
^^ Mine only started shipping yesterday.
This post has been edited by HulkNukem: 25 May 2019 - 09:11 PM
#243 Posted 25 May 2019 - 11:41 PM
Sorry, but this sucks.
#244 Posted 26 May 2019 - 01:38 AM
NightFright, on 25 May 2019 - 11:41 PM, said:
Sorry, but this sucks.
Romero can't wait for every single person in the world to receive their boxed copy, that could potentially be weeks for some far away countries. A bunch of customers have gotten their boxes and so Romero made the decision to offer the paid release up first.
He probably should have given people who bought the box a digital version though.
EDIT: My current thoughts on SIGIL:
#247 Posted 26 May 2019 - 08:58 AM
Anyway I'm not really surprised if it's bad since it seemed like the unfair bullshit the early levels of Thy Flesh Consumed were from the videos already but yeah, this absolutely doesn't look like something I'd want to play.
#248 Posted 26 May 2019 - 09:29 AM
#249 Posted 26 May 2019 - 09:30 AM
But yeah, if I am honest, I am not a fan of dark maps with too little space to dodge attacks, either. Who would be? I had hoped Romero hadn't assumed every Doomer is playing hard maps by default. If he still plans to make D2 pack after this... I think the demand for it will be low.
This post has been edited by NightFright: 26 May 2019 - 09:44 AM
#250 Posted 26 May 2019 - 09:39 AM
The most creative level was E5M4, the one with the three paths. I think Romero did the wrong thing to remove the red and blue keys, they were there in the demo, and it confused me a lot. But overall that was one memorable level. I expected more from E5M5 and E5M6. And overall from the entire episode. But it's not that bad as that guy on the video states, and I still pick it over the undoomish sprawling mappacks like Eviternity. It still feels Doom.
I hope John will make a better Doom 2 pack after getting the criticism.
#251 Posted 26 May 2019 - 10:19 AM
This post has been edited by johnnythewolf: 26 May 2019 - 01:22 PM
#252 Posted 26 May 2019 - 11:56 AM
This post has been edited by NightFright: 26 May 2019 - 12:08 PM
#253 Posted 26 May 2019 - 12:40 PM
#254 Posted 26 May 2019 - 02:27 PM
NightFright, on 26 May 2019 - 09:30 AM, said:
To be fair, he did say it was going to be extremely hard to account for 25 years of experience. So I believe he did, in fact, believe that. Let's not forget that his levels in the originals (barring KDitD of course) tended to be counted among the most difficult. He really likes his absurd difficulty.
Nancsi, on 26 May 2019 - 09:39 AM, said:
Based on this and what I've seen from others' reactions so far, it sounds like Sigil is his previous two levels meets Thy Flesh Consumed, which is pretty much exactly what I expected, for both good and ill.
I'll reserve final judgement until I play it for myself but that's what I've been gathering.
This post has been edited by Ninety-Six: 26 May 2019 - 02:28 PM
#255 Posted 26 May 2019 - 03:42 PM
Ninety-Six, on 26 May 2019 - 02:27 PM, said:
And there's nothing wrong with that, the problem I think is that Romero has a kinda outdated view on game difficulty. He makes trial and error puzzle boxes where the punishmet of failure is death: that's not a popular thing to do these days and on top of that you just know that people will save scum through these levels instead of letting the maps flow naturally and restarting after a fuckup. That's a problem too: anyone can complete a Romero map by save scumming in a modern source port, that defeats the idea of challenge. Anyone can do it now, it's not an accomplishment to beat it.
E1M8b had a different approach to level design: the puzzle box was still there and it was punishing to fail but it had a more natural flow and the map itself was mechanically challenging. I'm only starting out in Sigil with a few maps in but I'm not impressed honestly, in comparison I liked E1M8b so much that I completed it 10 times in just a couple of days time, I just kept returning to it and appreciate different aspects. I hope Sigil will grow on me too because it really seems like an episode you have to play multiple times to get good enough and appreciate the flow.
#256 Posted 26 May 2019 - 04:49 PM
There's eyes you need to shoot in order to open doors. When you shoot the eye, the eye itself becomes blocked off to signify you activated it.
Problem is, if you shoot at it at an angle instead of head on (or with fists/chainsaw) the eye will become blocked off without triggering doors to open, making the level impossible.
He does the eye trigger several times in most of the levels, so its happened several times for me now.
#257 Posted 26 May 2019 - 05:01 PM
Zaxx, on 26 May 2019 - 03:42 PM, said:
Oh I know he does. And I'm not really defending it. However, when he said that he planned to make this as hard as possible, I saw this coming. Romero has always had a leaning towards the bullshit-y, going back as far as the vanilla games, even Wolfenstein and Quake.
Zaxx, on 26 May 2019 - 03:42 PM, said:
#258 Posted 26 May 2019 - 07:23 PM
NightFright, on 26 May 2019 - 11:56 AM, said:
Oh rad, thanks for the tip, I sent my fwd and e-mailed them. :3
#259 Posted 26 May 2019 - 07:23 PM
Ninety-Six, on 26 May 2019 - 05:01 PM, said:
Haha, yeah but there at least I see a reason for that: if you're a super hardcore doomer there will be a point where you can only increase the difficulty by introducing those bullshit trap rooms you see in a lot in "modern" mappacks. I'm sure that crowd will appreciate Sigil too, another Cacoward is a sure thing coming towards Romero, it's just that Sigil is clearly attracting a wider audience so the "Doomworld" direction sucks.
#260 Posted 26 May 2019 - 08:41 PM
#261 Posted 26 May 2019 - 09:55 PM
This post has been edited by NightFright: 26 May 2019 - 09:56 PM
#262 Posted 26 May 2019 - 10:36 PM
This post has been edited by Nancsi: 26 May 2019 - 10:36 PM
#263 Posted 27 May 2019 - 12:57 AM
#264 Posted 27 May 2019 - 01:52 AM
Update:
John hooked me up with a working link just now. You gotta give him that, he is fast and he cares about his customers.
This post has been edited by NightFright: 27 May 2019 - 02:13 AM
#265 Posted 27 May 2019 - 02:37 AM
NightFright, on 27 May 2019 - 01:52 AM, said:
Update:
John hooked me up with a working link just now. You gotta give him that, he is fast and he cares about his customers.
Emailed and got a response from John within 20 minutes, but I've got the same link that has the same info screen. Emailing him back now so I'm hoping it won't be too much longer.
Edit: Just received the download so I'm off to play it now!
This post has been edited by Malgon: 27 May 2019 - 03:30 AM
#266 Posted 27 May 2019 - 02:41 AM
There are 2 things to keep in mind:
- I think this is not meant to be played with GZDoom's usual hardware renderer, the visibility of things is just piss poor with that on. Use the software renderer or the softpoly renderer, those work great even in dark areas.
- Exploration is really the key to beating these levels: the secrets are very rewarding overall, keep an eye out for them. Unapologetically old school level design here, you need to find the items to survive but everything has a nice solution if you know what you're doing. There's a room that takes a lot of resources (HP or ammo) to explore at first sight? You can be damn sure there is secret to help you out with that.
Romero's level design still packs a punch.
This post has been edited by Zaxx: 27 May 2019 - 02:42 AM
#267 Posted 27 May 2019 - 02:52 AM
Quote
Usage in GZDoom couldn't be easier, btw. Load sigil.wad and sigil_shreds.wad and you are done.
This post has been edited by NightFright: 27 May 2019 - 02:52 AM