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Darsycho

Beyond Reality! - Try it today!

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vElbm.png

There is a dimension, a dimension full of nonsense and surrealism. It is a place where crates are out to kill you, and a place where logic jumps off a bridge. A journey into a wondrous land of ludicrosity, your next stop: Beyond Reality!

So what does this wad have to offer? Well...

  • Explore super-green planets, planets made mostly out of crates, and a skyward club!
  • Bizarre enemies: Winged crates armed with gatling guns and a fireball shooting cannon, hand sized pinky demons, and living shish kebabs!
  • Glorious music by Andrew Sega.
  • All maps can be played from pistol start, but it drastically boosts the difficulty so beware.
  • Stuff!

Screenshots:

http://i.imgur.com/6mowN.png
http://i.imgur.com/KVIxv.png
http://i.imgur.com/2WLUc.png
http://i.imgur.com/v6tql.png
http://i.imgur.com/Xu1fE.png
http://i.imgur.com/Jb8FJ.png
http://i.imgur.com/96MNo.png

________________________________________________________________
DOWNLOAD HERE: https://darsycho.itch.io/beyond-reality

Enjoy you happy people!


CREDITS
Realm667 for various items.
Agent Spork for some ROTT objects (Assuming he coded it.)
UnholyPimpin for some decorate stuff and some sounds
Mind Shear Software (In Pursuit of Greed) - For some sounds and sprites
Andrew Sega (a.k.a Necros) - Music (Most of which are slightly edited by me)
Vader - For the New HUD face, and the headless zombieman.
JoeyTD and Mike12 - Doomguy head rotation
CoTeCiO - HUD Graphics
Freedoom - Some graphics and sounds
Diodeus - Providing sprite rips from the game Eradicator No longer in beyond reality.
Twilight Frontier - For providing some sprites
Joel Huenink - Providing some sprites (The WAD "All Hell is Breaking Loose")
Anthony Galica and team - Providing some sprites and sounds (The WAD "Beyond Doom: The Apocalypse TC (an unfinished TC)")
Insomniac Games for the GoingCritical sound (Spyro the dragon, the very first one)
deathz0r - For the giant imp sounds (I got lazy, so I borrowed his sounds )
hacx for some sounds
DonaldDuck (zdoom forums) for the fist sprite.
Arch - Revenant fists burrowed from pirate doom
Skelegant - player sprite edits
Happy time circus 2 - cyberdemon head projectiles
vader - decybered mancubus (for megamind)

 

Edited by Darsycho

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Zdoom is recommended, not sure about other ports.

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Wow, this is pretty damn cool. Great green theme, great new enemies, awesome music selection. But you might want to add more ammo on Ultra-Violence because I ran out of it on each map at some point. (I play from pistol start) Also in my opinion you sometimes spam too many monsters in one room, to a point where killing them becomes tedious rather than fun. You don't need 20 monsters to make the fight challenging, 4-5 carefully placed monsters can do the trick too, you just have to think about thing placement a little more.

Jack101 said:

Keep in mind, this is a older version, the current version has much changed.

Then why don't you post the newer version?

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Memfis said:

But you might want to add more ammo on Ultra-Violence because I ran out of it on each map at some point. (I play from pistol start)


I have fixed that, made some monsters weaker (especially the mini pinkies), other than that, I usually enjoy making my maps diabolical on UV, there's also some secrets here and there to help out by the way.

Memfis said:
Also in my opinion you sometimes spam too many monsters in one room, to a point where killing them becomes tedious rather than fun. You don't need 20 monsters to make the fight challenging, 4-5 carefully placed monsters can do the trick too, you just have to think about thing placement a little more.


Yeeeeeah I know, I'm going to redo some rooms here and there and try to make it less tedious, I really rushed map03. =P

Memfis said:
Then why don't you post the newer version?


I will soon, I'm almost done with the 6 map demo.

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whoops, forgot to bump this thread. :P

So here's the 6 map demo, have fun!
Screenshots updated on the first post.

http://www.mediafire.com/?cdji28xor929cw8

The changes so far:

  • A new episode, 3 maps full of cratey goodness!
  • Some enemies are slighty weaker.
  • New chaingunner, now with 100 health and an extra head!
  • Also, the zombieman has no head, I found it funny to do this because it would mean that the more heads the zombie has, apparently the more strength it'll gain (zombieman has no head, shotgunguy has one, chaingunner has two.), and plus it still makes sounds despite it having no head, because if croteam can do it, why can't I? =P
  • Firejets and icejets now display with full brightness.
  • Uh oh, it seems that the original doomguy head was angry that he was replaced! So now he wants to kill you. (And somehow, there are multiple copies of his head as well, weeeeeee!) [His death animation is a placeholder, because I was unable to find a good sprite rip of the doomguy face's gib graphics from PSX doom.]
  • The highest tier zombie has arrived, with a total of THREE heads, and six arms, his sprites are a placeholder because I suck at pixel editing, if somebody is willing to help me out on that, feel free to contribute!

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And I still have much more crazy crap to add, so hooray! :P

Also a little info: This wad will have about 16 maps when done.

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Thanks!

Also, the next version I'll release will have no new maps, I'm going to get to tweaking the map01-06 first, so I'll need some suggestions and criticism =P

So go ahead and list what you liked and disliked when you try it. I'd appreciate it.

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Well the layout and style are certainly established here, but I was disappointed with the lighting honestly to me the architecture and texturing look spot on but the lighting is saturated with generally the same light level with very little in the way of gradients and level contrasts. I think you need to go back here on each map and work on nothing but lighting it will greatly improve the overall look.

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Thanks, I'll check it out in a moment, my internet sucks so much right now.

Pottus said:

Well the layout and style are certainly established here, but I was disappointed with the lighting honestly to me the architecture and texturing look spot on but the lighting is saturated with generally the same light level with very little in the way of gradients and level contrasts. I think you need to go back here on each map and work on nothing but lighting it will greatly improve the overall look.


I'll try my best, I too have noticed a few spots that could have used some lighting, so thanks for the tip.

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Some of the stuff you should look at is this for example.


I've created the lighting contrast you should be shooting for, I've noticed you use a lot of really high light levels this will take away from the eye being able to distinguish structure. I think this is the kind of lighting look you should be shooting for less brightness on your lower light sectors. You can see just from the quick demo I did the architecture stands out a lot more with better defined outlines.



Inside try and do your lighting like this, bright light sectors with darker walls it stands out very nicely.

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Version 3.

http://www.mediafire.com/?66611z0oxk3p3zk


List of changes

  • The first three maps have been edited, mainly with the lighting.
  • Map03 has been redone a bit, new rooms were added, some rooms were removed and others were rearranged.
  • Living shish kebabs can no longer be resurrected, they take longer to die giving you a chance to move away, and they give out a warning noise when they're about to explode.
  • A new enemy, the barrel man, he is basically a suicide minion.
  • A few new textures
  • Some maps were lowered in difficulty.
  • Fixed some minor texture misalignments
For episode 3, I was thinking of a ice and fire theme, but I'm not exactly sure if I want to because the theme has been done to death, should I go with this theme or does anybody else have any bizarre ideas? :)

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The lighting changes made a nice difference the quality looks well polished and your style foundation is well established keep going on this one it's pretty good!

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I like this. It's so obscene and insane that it's crate. Erm, I mean... you know.

The maps look good in terms of detail n' style (except when it's meant to look purposely nutty, of course :P ), though it suffers a bit from the layouts, which are kinda mazy and spindly. MAP01's locked door placement, for example, causes a lot of backtracking that serves no real gameplay purpose. It's not enough to bring the whole package down, of course, but it's just something worth focusing on in the future. That and height variation, since a lot of areas have little of the practical sort (e.g. ledges in rooms, bridges, catwalks, etc.). Still shows promise, though. :)

The sheer ridiculousness of it all kinda works, either way, and the music selection is kickass regardless of fittingness. Seriously, you could make a whole megawad of Mechanism Eight and it'd never get old and would fit anything, even the hell maps.

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Well.. It looks.. bizarre :). And that's good! Very good! I shall see thy WAD in this very moment.

EDIT:

Impressive! I didn't love the interface graphics that much, but I've certainly loved the textures and monsters. That brown thing, some kind of "IMP".. Very pro! Well designed (Better than the crate, I must say). Nevertheless, really good!

And difficult!

Maps like that make me wonder: "Why the hell I put so much health and ammo on my maps? Why I care so much with the player's survival?". hahaha. Anyway, the balance is the difficult thing to obtain, and I thought that I've found little ammo and health, since I've passed through some sectors with just 1% health and craving frantically for ammo.

Whatever, very good! Congratulations!

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Xaser said:

I like this. It's so obscene and insane that it's crate. Erm, I mean... you know.

The maps look good in terms of detail n' style (except when it's meant to look purposely nutty, of course :P ), though it suffers a bit from the layouts, which are kinda mazy and spindly. MAP01's locked door placement, for example, causes a lot of backtracking that serves no real gameplay purpose.


Well I tried to fill those gaps with some spawning monsters =P.

tellerstein said:

Well.. It looks.. bizarre :). And that's good! Very good! I shall see thy WAD in this very moment.

EDIT:

Impressive! I didn't love the interface graphics that much, but I've certainly loved the textures and monsters. That brown thing, some kind of "IMP".. Very pro! Well designed (Better than the crate, I must say). Nevertheless, really good!

And difficult!

Maps like that make me wonder: "Why the hell I put so much health and ammo on my maps? Why I care so much with the player's survival?". hahaha. Anyway, the balance is the difficult thing to obtain, and I thought that I've found little ammo and health, since I've passed through some sectors with just 1% health and craving frantically for ammo.

Whatever, very good! Congratulations!

Thanks, what difficulty were you on by the way?

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_bruce_ said:

Cool!


Thanks! Could have put more stuff in that post such as why you think it was cool and such, but thanks. =P

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Obsidian said:

Pretty out of it. Just a suggestion for a boss fight:

http://www.youtube.com/watch?v=XcveSaCNGb4

I reckon the second or third one would fit in nicely with your wad.


Meh, I already had something to replace the cyberdemon (not spoiling it :P), I just don't feel like making the sprites for him at the moment so he'll not make an appearance for a while :P

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Jack101 said:

Meh, I already had something to replace the cyberdemon (not spoiling it :P), I just don't feel like making the sprites for him at the moment so he'll not make an appearance for a while :P


That's a pity. I thought you might like the Hammer Hound. :-)

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I'm going to change the style of episode 3, don't know what to but it has to be something icy.

Until then, I'm working on episode 4:

http://i.imgur.com/FId0h.png

http://i.imgur.com/zKUhA.png

http://i.imgur.com/8R8dM.png


Basically, it's Knee-Deep in the Dead, The Shores of Hell, and Inferno themed (Or at least inspired by) rooms all literally mashed together floating in what appears to be a cyberspace-like void.

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