In 1989, Roger's Hotel had already trouble with drug dealers and users, but it got whole lot worse when inhabitants abandon their rooms with stacking reports of terror inducing sightings, soon after Swat team was sent but never came back.
The Hotel: Lost Contact
Mod by The OutDoomers
Release date: May.31.2023
The OutDoomers are:
-Hevn Demonic
-Das_Lawrence
-Angel-Neko_X
The Hotel: Lost Contact version 4.7 and previous numbers
were always tested on Gzdoom version 4.6.0. and 4.10.0 (should work fine on newer versions too)
as such mod is meant to be played with Gzdoom
-----------------------------
Fixes and changes with version 4.7
- Inventory items such as Painkillers, Pepsi drinks, chocolate bars ect
can now be collected maximum amount and carried to next levels
as previously but unintentionally amount was set in 1 when starting
a next level, this oversight is now fixed.
Previous Fixes and changes with version 4.6
-Exit stats / intermission will informs any player
who has confusion what button to press to continue next level.
-Endless lines of intermission stats in console fixed.
-Moldbeacon is made into squeezable always-carry torch (do not discard this item manually, you can only pick it up once)
No more throwing.
IWAD: Doom 2
Single player: Mainly designed for Single
Multiplayer: Coop player starts on some levels (experimental idea/incomplete)
Gengre: Horror
Weapon reloading and item slot use.
Crouching, some jumping and even some swimming,
hope you have binded your keys before you encounter
these challenges.
Couple Puzzles too.
Difficulty Skills
- Easy
- Normal
- Hardcore
- [Unknown skill]
Uses Dynamic Lights, 3D Floors, True Color textures.
Maps were designed for use of 'Dark' Sector light mode.
I played a bit of this. It's got some cool elements, cool visuals and cool ideas, but in practice it's really not that fun to actually play. The visual filters are too grating, some of the enemies too spongey and many of the areas look far too similar to play this without needing to CONSTANTLY open the map. Also, the level transitions are broken and I had to use the nextmap command to get the next level every time regardless if I'm smashing the "use" key for dear life or not - maybe an issue with the version of GZDoom I'm using (4.8.2 atm), but I don't really know. I'm sure a lot of work went into this and some people might enjoy it, but it's definitely not for me.
Sadly at the moment, i can't think of reason why some players have issues with level transition, i think it is individual's Gzdoom that has problems, maybe try other Gzdoom version or double check everything from your game controls.
I was gonna jump in saying I had the same issue, But it seems this is an old thing lol. Im using GZdoom4.11.3, so Ill try it on a younger version than that.
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