Ion Fury "formerly Ion Maiden, launching August 15!"
#1728 Posted 03 August 2018 - 03:50 PM
GOG's page says Iron Maiden is being released in Q3 2018, but wasn't IM's release pushed back to Q1 2019?
#1729 Posted 03 August 2018 - 04:07 PM
Master O, on 03 August 2018 - 03:50 PM, said:
GOG's page says Iron Maiden is being released in Q3 2018, but wasn't IM's release pushed back to Q1 2019?
GoG and 3D Realms'(got -0 direct Info to date) clients are the last to know.
As I mentioned previously, if you want up-to-date info, stick with Steam.
https://steamcommuni...56057412051471/
This post has been edited by Hank: 03 August 2018 - 04:53 PM
#1730 Posted 03 August 2018 - 09:09 PM
When you map for IM your blockwalls will be purple.
#1731 Posted 04 August 2018 - 12:36 AM
#1732 Posted 04 August 2018 - 01:38 AM
#1733 Posted 04 August 2018 - 03:38 AM
#1734 Posted 04 August 2018 - 12:42 PM
The first 8 stages is very easy IMO, I never had less than 70 health until that stage. The concept is nice, but the map is way too big for a mode like that. The spiders is more of an annoyance than a real threat becasue of this, since you spent half of the game just looking for these little bastards. The waypoint to the last alive enemy is a very good feature. During the last stage(?), with like 300+ enemies in it the fps dropped so low that it's impossible to finish the thing.
Will there be more maps for "Queen of the Hill" mode? Will you make brand new maps for it, or you'll just use chunks of already-made maps like this one?
#1735 Posted 04 August 2018 - 03:55 PM
Mblackwell, on 03 August 2018 - 09:09 PM, said:
Ok, now will the non-blocking walls not be purple?
Sanek, on 04 August 2018 - 12:42 PM, said:
By the sounds of things, there was a lot of manual work put into creating the waves, so it wouldn't be a trivial thing to make more levels like this. Then again they might code up a more dedicated system for it which makes it easier to implement.
#1736 Posted 04 August 2018 - 04:38 PM
Micky C, on 04 August 2018 - 03:55 PM, said:
Because they are Red? At least on my comp.
#1737 Posted 04 August 2018 - 05:04 PM
Sanek, on 04 August 2018 - 12:42 PM, said:
The first 8 stages is very easy IMO, I never had less than 70 health until that stage. The concept is nice, but the map is way too big for a mode like that. The spiders is more of an annoyance than a real threat becasue of this, since you spent half of the game just looking for these little bastards. The waypoint to the last alive enemy is a very good feature. During the last stage(?), with like 300+ enemies in it the fps dropped so low that it's impossible to finish the thing.
Will there be more maps for "Queen of the Hill" mode? Will you make brand new maps for it, or you'll just use chunks of already-made maps like this one?
It is rebalanced and has performance improvements in the next update (Update 3).
As for more maps: in the full game release we are planning on it, at least. As for what that will entail I can't say at this point.
#1738 Posted 06 August 2018 - 12:43 PM
#1739 Posted 07 August 2018 - 06:17 AM
I don't want being an ass, but she's hot.
This post has been edited by Player Lin: 07 August 2018 - 06:18 AM
#1740 Posted 26 August 2018 - 12:50 PM
#1741 Posted 26 August 2018 - 09:26 PM
Also, freaking props to Andrew Hulshult for showing up everywhere. He's earned it.
This post has been edited by MusicallyInspired: 26 August 2018 - 09:30 PM
#1742 Posted 26 August 2018 - 11:43 PM
Mr. Tibbs, on 26 August 2018 - 12:50 PM, said:
Really cool video, and really cool looking games.It's been many years since I've been wishing for the old school primitive 3d aesthetic to finally get the respect it deserves. Everyone is making pixel art inspired games, so why not old school 3d? These guys get it.
This post has been edited by ALF Dude: 26 August 2018 - 11:43 PM
#1743 Posted 26 August 2018 - 11:56 PM
Mr. Tibbs, on 26 August 2018 - 12:50 PM, said:
I have no idea why that guy has so few subscribers.
#1744 Posted 28 August 2018 - 09:11 AM
I've had a spider go idle behind the truck and the only way to reach it was to noclip.
To add insult to injury, it was the last enemy in wave 15...
This post has been edited by Doom64hunter: 28 August 2018 - 09:12 AM
#1745 Posted 28 August 2018 - 09:39 AM
#1746 Posted 28 August 2018 - 11:09 AM
Doom64hunter, on 28 August 2018 - 09:11 AM, said:
I've had a spider go idle behind the truck and the only way to reach it was to noclip.
To add insult to injury, it was the last enemy in wave 15...
Which version did you play? Latest beta?
#1747 Posted 28 August 2018 - 11:20 AM
oasiz, on 28 August 2018 - 11:09 AM, said:
Oh, no just the regular release. Didn't realize there was a beta.
By the way, in terms of performance, my machine was barely able to handle the last wave, but all others went fine.
#1748 Posted 28 August 2018 - 11:24 AM
Doom64hunter, on 28 August 2018 - 11:20 AM, said:
By the way, in terms of performance, my machine was barely able to handle the last wave, but all others went fine.
The beta has an overhauled qoth mode, you should be able to enable it if you bought it from steam.
What's been changed are the wave pacing, addition of a radar, major bugs with scoring have been fixed, etc..
It should run much smoother.
#1749 Posted 28 August 2018 - 11:32 PM
oasiz, on 28 August 2018 - 11:24 AM, said:
What's been changed are the wave pacing, addition of a radar, major bugs with scoring have been fixed, etc..
It should run much smoother.
Just tried it, ran much smoother, and is also a bit harder due to having less armor pickups.
No enemy got stuck this time, and the radar is definitely a great addition.
#1750 Posted 29 August 2018 - 12:25 AM
There were some major last minute balancing changes that got done for qoth launch that made it perhaps a bit too easy in some sections.
Before launch you moved at roughly 50% speed when firing, which offset the balancing by a huge amount but it wasn't nearly as fun with that
Pacing was made a bit quicker to compensate and some pickups were redone also the formula for score calculation was pretty much completely redone so it much better reflects your progress and rewards skilled play more.
Hardest skill should be a nasty challenge now btw!
#1751 Posted 29 August 2018 - 05:56 AM
oasiz, on 28 August 2018 - 11:24 AM, said:
ever going to 'finalize' that beta into an update so us poor 3dr purchasers can get a taste?
#1752 Posted 29 August 2018 - 08:15 AM
oasiz, on 29 August 2018 - 12:25 AM, said:
There were some major last minute balancing changes that got done for qoth launch that made it perhaps a bit too easy in some sections.
Before launch you moved at roughly 50% speed when firing, which offset the balancing by a huge amount but it wasn't nearly as fun with that
Pacing was made a bit quicker to compensate and some pickups were redone also the formula for score calculation was pretty much completely redone so it much better reflects your progress and rewards skilled play more.
Hardest skill should be a nasty challenge now btw!
I did play on the hardest skill setting, the shotgun train wave was in my opinion the hardest to beat. Shotgunners are definitely the most dangerous out of the current roster of enemies. (do they have official names by the way?)
Managed to beat it on the second try though. My years of experience as a heavy in TF2 finally paid off
Also, my specs are as follows:
- OS: Windows 10
- Processor: Intel® Core i7-5820K CPU @ 3.30GHz, 6 Cores
- RAM: 12GB
- GPU: NVidia GeForce GTX 970
and with this the last wave had no performance issues on my end.
This post has been edited by Doom64hunter: 29 August 2018 - 08:16 AM
#1753 Posted 29 August 2018 - 08:26 AM
Forge, on 29 August 2018 - 05:56 AM, said:
Being worked on, there is a nasty save bug that has been holding it back.

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