Super Skulltag -- NEW UPDATE released! :o
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
hmmm I found this very good mod, I played it with my mod brother in arms
call me "Legendary Hawk" Or "Fegz"
I'm The Best There Is, The Best There Was, The Best There Ever Will Be
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
This mod is fantastic. Also I'm the 100,1000th viewer of this topic. Does that mean I get some sort of prize?
Watermelon wrote: Stall is notorious for his D.
For the best song you'll ever hear, click this linkLollipop wrote: What does ETA mean? I'm sorry, but I don't get too much around on the internet.
I DARE YOU
-
- New User
- Posts: 15
- Joined: Thu Jun 07, 2012 10:50 pm
- Location: New Jersey
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
How do you legitimately unlock the secret exit in SSTMAP14 I tried to figure out how to get to the switch that unlocks the BFG area and the yellow key switch for a good 30 minutes before saying screw it and using no clip. I'm assuming there's a teleporter hidden somewhere?
Last edited by DarkStone45 on Fri May 15, 2015 4:33 am, edited 1 time in total.
-
- New User
- Posts: 15
- Joined: Thu Jun 07, 2012 10:50 pm
- Location: New Jersey
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
After finishing another playthough of the SST maps I figure some constructive feedback would be good.
General Feedback
-All current cell based weapons take at least 2 cells per shot. Wouldn't it be better to drop drop the total cell count to 150/300 and half the values?
-I'm not sure if it's map design or balance but the single-barreled shotgun outclasses the SSG in most cases. The combination of higher accuracy and the better 10 pellet count matter more than the increased DPS of the SSG. I don't thing the regular shotgun should be nerfed it's in a good place right now but perhaps a ROF buff or slight increase in SSG accuracy would go a long way.
-Can the Skulltag versions of weapons be moved to the second slot of an individual key press, at least the grenade launcher? The rocket launcher is much more useful for general engagements compared to the very situational nade launcher and having to hit 5 twice got me killed a couple times.
-Runes are currently preserved between maps. AFAIK this is an intended behavior but could lead to some consequences. I kept the Regeneration from SSTMAP21, thinking that the combat advantage of restoring 5 health a second up to 150 beat out the other choices but the level also has a high jump. If someone were to keep the high jump they could likely sequence break other levels, say SSTMAP28's red key could be accessed much earlier then expected.
-Does the pistol have higher base damage than the chaingun and minigun because I couldn't figure out if that was the case from hand testing but it seemed to be slightly more reliable at taking out low level enemies.
Map specific
-Overall the difficulty curve is quite nice starting out with fairly easy levels than ramping up fine but a few levels stuck out like SSTMAP05's demon ambush on the red key and SSTMAP06's final battle (mostly because there's too little space to use the plentiful rockets). I would say SSTMAP08 is exceptionally hard for when it is but that's intentional. It's up there in the original Doom II as well.
-SSTMAP21's platforming section has some design flaws mostly that the various islands have staircase like slopes making running starts nearly impossible to pull off as you cannot jump while "falling". If the islands were flattened it would be much more tolerable.
-SSTMAP28 is absolutely wonderfully designed, brutally hard, highly enjoyable level. I didn't see who's the maker but damn it's a great level with some minor flaws. Anyway, the spinning sky effect is a bit dizzying near the beginning, it's fine in that end game part because of all the craziness you get thrust into near the end but perhaps slowing it down a bit would be appreciated.
I got stuck for a bit thinking I broke the level near the beginning because I had to shoot a wall to open a necessary door. It's not a bad mechanic by any means especially because it's used for the remainder of the level just counter intuitive. Maybe forcing the player to open the beginning door by the same means would eliminate the confusion?
Maybe I'm just dumb but I couldn't figure out the puzzle you get teleported to without god mode to stop dieing. It didn't seem to make much sense to me on which of the targets hurt you at any given time and which you could take down properly.
Also I think the cyberdeamons are broken. I think they're supposed to teleport in when you pick up the Doomsphere near the end of the level but nothing happened I just found them stuck in their spawn boxes.
Finally it's not a flaw of the level itself but those after it. Both SSTMAP29 and SSTMAP30 seem underwhelming after such a crazy and enjoyable level. I'm not sure how to top this though.
Edit: Oh and I still can't figure out how to access the damn secret exit on SSTMAP14.
General Feedback
-All current cell based weapons take at least 2 cells per shot. Wouldn't it be better to drop drop the total cell count to 150/300 and half the values?
-I'm not sure if it's map design or balance but the single-barreled shotgun outclasses the SSG in most cases. The combination of higher accuracy and the better 10 pellet count matter more than the increased DPS of the SSG. I don't thing the regular shotgun should be nerfed it's in a good place right now but perhaps a ROF buff or slight increase in SSG accuracy would go a long way.
-Can the Skulltag versions of weapons be moved to the second slot of an individual key press, at least the grenade launcher? The rocket launcher is much more useful for general engagements compared to the very situational nade launcher and having to hit 5 twice got me killed a couple times.
-Runes are currently preserved between maps. AFAIK this is an intended behavior but could lead to some consequences. I kept the Regeneration from SSTMAP21, thinking that the combat advantage of restoring 5 health a second up to 150 beat out the other choices but the level also has a high jump. If someone were to keep the high jump they could likely sequence break other levels, say SSTMAP28's red key could be accessed much earlier then expected.
-Does the pistol have higher base damage than the chaingun and minigun because I couldn't figure out if that was the case from hand testing but it seemed to be slightly more reliable at taking out low level enemies.
Map specific
-Overall the difficulty curve is quite nice starting out with fairly easy levels than ramping up fine but a few levels stuck out like SSTMAP05's demon ambush on the red key and SSTMAP06's final battle (mostly because there's too little space to use the plentiful rockets). I would say SSTMAP08 is exceptionally hard for when it is but that's intentional. It's up there in the original Doom II as well.
-SSTMAP21's platforming section has some design flaws mostly that the various islands have staircase like slopes making running starts nearly impossible to pull off as you cannot jump while "falling". If the islands were flattened it would be much more tolerable.
-SSTMAP28 is absolutely wonderfully designed, brutally hard, highly enjoyable level. I didn't see who's the maker but damn it's a great level with some minor flaws. Anyway, the spinning sky effect is a bit dizzying near the beginning, it's fine in that end game part because of all the craziness you get thrust into near the end but perhaps slowing it down a bit would be appreciated.
I got stuck for a bit thinking I broke the level near the beginning because I had to shoot a wall to open a necessary door. It's not a bad mechanic by any means especially because it's used for the remainder of the level just counter intuitive. Maybe forcing the player to open the beginning door by the same means would eliminate the confusion?
Maybe I'm just dumb but I couldn't figure out the puzzle you get teleported to without god mode to stop dieing. It didn't seem to make much sense to me on which of the targets hurt you at any given time and which you could take down properly.
Also I think the cyberdeamons are broken. I think they're supposed to teleport in when you pick up the Doomsphere near the end of the level but nothing happened I just found them stuck in their spawn boxes.
Finally it's not a flaw of the level itself but those after it. Both SSTMAP29 and SSTMAP30 seem underwhelming after such a crazy and enjoyable level. I'm not sure how to top this though.
Edit: Oh and I still can't figure out how to access the damn secret exit on SSTMAP14.
Last edited by DarkStone45 on Sun May 24, 2015 8:27 pm, edited 1 time in total.
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
Dear Darkstone45, thank you for such a critique on map 28.
The map itself took over a year to finish on my end, and another on slimes end to finalize it.
It was a beautiful work of fiery passion that took much time, that nobody was sure would actually make it in the mod.
I am thankful that after such a long time in development, I see someone got as much enjoyment out of the level playing it, as I did making it.
Thanks to slime for his hard work as well, without him map 28 wouldn't be nearly as good.
Cheers.
The map itself took over a year to finish on my end, and another on slimes end to finalize it.
It was a beautiful work of fiery passion that took much time, that nobody was sure would actually make it in the mod.
I am thankful that after such a long time in development, I see someone got as much enjoyment out of the level playing it, as I did making it.
Thanks to slime for his hard work as well, without him map 28 wouldn't be nearly as good.
Cheers.
-
- Registered just to make one post
- Posts: 1
- Joined: Sat Jun 27, 2015 11:55 pm
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
Hey why with me it does not work, please help it would be nice
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
I have no clue because you're not being very specific.DoomGuy(FR) wrote: Hey why with me it does not work, please help it would be nice
Do you have any screenshots or error messages? There's something Devilhunter's been nagging me to fix but I'm not sure if it is the same thing.
Last edited by Ænima on Wed Jul 15, 2015 9:20 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- konamikode
- Posts: 21
- Joined: Sat Oct 11, 2014 11:11 pm
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
I followed all of the instructions but whatever I do, I always get this error message:
Execution could not continue.
R_InstallSpriteLump: Bad frame characters in lump STFEVL4
Execution could not continue.
R_InstallSpriteLump: Bad frame characters in lump STFEVL4
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
For SST deathmatch page is not foundÆnima wrote: (Note: Requires skulltag_actors.pk3 and skulltag_data.pk3 to run. If you don't know how to load Zandronum with the necessary files, or you don't know which order they go in, please take a look at this post.)
:[by Ænima and ALIENWolve]:[/size]and the SST Team mappers
the SST readme wrote:A mod created for Skulltag, with the intent of making the original Doom2 gameplay far more addictive and satisfying while keeping most of the original gameplay balance the same. Also, this mod improves Doom2's general æsthetics hundredfold. Overall, this mod was made to really spice up the otherwise "classic" play and feel of Doom2-under-ST and present a new, refreshing style of playing 1993's Doom.Spoiler: More specifically, some features include: (Open)Incase you didn't read the list there (or if you're not familiar with SST), I'll restate that in addition to being a game-enhancement mod that can be played with any map pack, Super Skulltag also contains remakes of the Doom2 maps in a new refreshing style. We plan on finishing every single one, and we're about 75% of the way done. Here is a list of the maps that are either done, WIP, or not taken yet:
http://pastebin.com/Wnsq8bYu
Also, a FAQ is "do these replace the doom2 map names?", and the answer is no. They do not. In other words, you can play SST with any other map pack that you want. It doesn't use MAP01-MAP32, it uses SSTMAP01-SSTMAP32.[/size]
Anyways, here is a list of requirements and recommendations if you'd like to map for SST:Spoiler: mapper requirements (Open)Spoiler: map requirements (Open)
Here's the original teaser trailer for Super Skulltag:[/size]
[spoiler][/spoiler]The [video] tag is deprecated, please use the [media] tag
(Yes, it's 4 years old. Conmon made it shortly before SST's original release. But I think it still serves its purpose as a trailer rather well, so why bother making a new one? :P)
Here's another video, this is an early test of the "ragdoll" physics. Still needs some refining.Spoiler: (Open)Aaand yet another video, this one showing how to abuse the spraypaint. ;pSpoiler: (Open)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[/size]
SOooooooooo anyways ... The new version, v1.4 is shaping up really well, but it's not quite done yet. Until then, here's the latest public Release Candidate:[/size]
Super Skulltag v1.4, RC7:
Mirror #1[/size]
SST "Lite"(put this in your Skins folder and you can use it anywhere. But don't host it):
Mirror #1
SST Deathmatch Add-On (only for pvp gamemodes):
Mirror #1
Mirror #2
ST monster/weapon randomizer (replaces 25% of Doom2 things with ST things):
Mirror #1
[/size]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[/size]
Spoiler: Changelog (Open)
Feedback and discussion is much appreciated!
- DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
- Contact:
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
And you copied all that... to tell us that?? :/ Anyhow, here is a Link.
I moved all the wads to one folder, cept for a few wads. Sorry about that....
I moved all the wads to one folder, cept for a few wads. Sorry about that....
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
Ok thanks sorry I new to this forum stuff
- konamikode
- Posts: 21
- Joined: Sat Oct 11, 2014 11:11 pm
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
It has been 3 months I still have no idea how to get this mod working.
No matter what, I always get this error:
Execution could not continue.
R_InstallSpriteLump: Bad frame characters in lump STFEVL4
No matter what, I always get this error:
Execution could not continue.
R_InstallSpriteLump: Bad frame characters in lump STFEVL4
- DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
- Contact:
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
Have you been loading Skulltag_Actors_1-1-1.pk3 and Skulltag_data_126.pk3 before the SST mod?
Or.. you can just run Skulltag_Content2.1a.pk3 before SST
Either way, you should be able to run it with ZDL as seen in this screenshot..

There is also a .bat file somewhere in this thread, have you tried that yet??
Or.. you can just run Skulltag_Content2.1a.pk3 before SST
Either way, you should be able to run it with ZDL as seen in this screenshot..
There is also a .bat file somewhere in this thread, have you tried that yet??
- konamikode
- Posts: 21
- Joined: Sat Oct 11, 2014 11:11 pm
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
I tried using the ZDL launcher, didn't work.DevilHunter wrote: Have you been loading Skulltag_Actors_1-1-1.pk3 and Skulltag_data_126.pk3 before the SST mod?
Or.. you can just run Skulltag_Content2.1a.pk3 before SST
Either way, you should be able to run it with ZDL as seen in this screenshot..
There is also a .bat file somewhere in this thread, have you tried that yet??
I tried it without the skulltag stuff and with the skulltag stuff and still the same error. I'm gonna try to find the batch file.
EDIT: Found it, had to modify it a little bit aaaaand... same error.
Last edited by konamikode on Fri Oct 02, 2015 5:20 am, edited 1 time in total.
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
I've never had this error. Did you download the pk3 from this thread or from getwad?konamikode wrote: It has been 3 months I still have no idea how to get this mod working.
No matter what, I always get this error:
Execution could not continue.
R_InstallSpriteLump: Bad frame characters in lump STFEVL4
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- konamikode
- Posts: 21
- Joined: Sat Oct 11, 2014 11:11 pm
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
PK3? The file is a pk7.Ænima wrote:I've never had this error. Did you download the pk3 from this thread or from getwad?konamikode wrote: It has been 3 months I still have no idea how to get this mod working.
No matter what, I always get this error:
Execution could not continue.
R_InstallSpriteLump: Bad frame characters in lump STFEVL4
And yes, I did get it from this thread... hmm...
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
Maybe you got a bad download. If so, downloading it again might fix it.
"For the world is hollow, and I have touched the sky."
- konamikode
- Posts: 21
- Joined: Sat Oct 11, 2014 11:11 pm
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
I've done that seven times.Empyre wrote: Maybe you got a bad download. If so, downloading it again might fix it.
- konamikode
- Posts: 21
- Joined: Sat Oct 11, 2014 11:11 pm
RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
Does anyone know the solution to my problem? Should I test each individual version?
- HellBlade64
- Forum Regular
- Posts: 103
- Joined: Mon Aug 13, 2012 9:03 pm
- Contact:
Re: Super Skulltag v1.4, RC7: More improvements, no new maps. :c
So... where's SSTMAP12?
Edit: On that note, why are there maps missing from what's setup as a 32 map thing?
Edit: On that note, why are there maps missing from what's setup as a 32 map thing?