Archvile
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > [Release]Whitemare - megawad for limit removing port
Pages (2): [1] 2 »  
Author
All times are GMT. The time now is 00:28. Post New Thread    Post A Reply
Archi
Member


Posts: 432
Registered: 07-09


Whitemare - 18-level megawad for limit removing source ports (was designed for them) by Russian Doom Community. Wad's theme - winter. A part of levels was made in a speedmapping contest in 2010's winter, after it - some maps were slightly remade. Enjoy it, and hope that you'll like it!

Screenshots:






Link to download: http://www.sendspace.com/file/4xtpqi

Last edited by Archi on Jan 19 2011 at 17:17

Old Post Jan 19 2011 15:45 #
Archi is offline Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Phobus
Forum Staple


Posts: 2925
Registered: 10-06


Certainly looks interesting. I'll be sure to give it a go soon.

Old Post Jan 19 2011 16:00 #
Phobus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
40oz
Forum Etiquette Expert


Posts: 7640
Registered: 08-07


Whoa! random megawad out of nowhere! ill have to budget some time to play this.

Old Post Jan 19 2011 16:07 #
40oz is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
darkreaver
Senior Member


Posts: 2028
Registered: 05-08


Cool! Will check it out sooner or later

Old Post Jan 19 2011 16:11 #
darkreaver is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Archi
Member


Posts: 432
Registered: 07-09


Updated to new version... added Credit pic.

Old Post Jan 19 2011 17:17 #
Archi is offline Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
SAV88
Member


Posts: 383
Registered: 11-10


Good work, my compatriots! I just took a look at all these levels, and I must say it's a well-built, original, creative mapset. There are some crude old-school design elements, but also some modern, tasteful, spectacular architecture, especially in later maps. For example, I really like these colorful, detailed, atmospheric indoor areas (MAP03, MAP11, etc) and ingeniously designed Christmas trees.

Hopefully this wad will get a good speed-demo attention.

__________________
My Doom speed demos, old and new

Old Post Jan 19 2011 20:31 #
SAV88 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
NeoWorm
Junior Member


Posts: 104
Registered: 08-05


Wow, this seems to me that its a Cacoward material.

Old Post Jan 19 2011 23:51 #
NeoWorm is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
NaturalTvventy
Forum Regular


Posts: 833
Registered: 06-09


Got a ways into the first level, was going real well with full health and plenty of armor. then i saw a revenant teleport in ahead of me and heard something happening behind me. red screen, dead, struck by two revenant rockets from the clump that had teleported in behind me as well and insta-fired.

I quit, with no desire to return again. But I have this general rule against playing wads that have cheapo revenants or chaingunners that pop out behind you without any warning. I'm sure most are more tolerant of such gameplay mechanics, as it has often been utilized in custom WADs ever since there was such a thing as a custom WAD. The 7 minutes I saw were great :) I really liked the dark cave feel to it, and the snow-covered trees. Detailing was innovative without being gaudy, and sizes of fighting areas was just right.

NT

Old Post Jan 20 2011 01:31 #
NaturalTvventy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Use3D
Forum Legend


Posts: 4742
Registered: 04-02


What a nice surprise.

Old Post Jan 20 2011 03:23 #
Use3D is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
darkreaver
Senior Member


Posts: 2028
Registered: 05-08



NaturalTvventy said:
I quit, with no desire to return again. But I have this general rule against playing wads that have cheapo revenants or chaingunners that pop out behind you without any warning.

L_O_L :P
WADs that DONT utilize cheap revenant and/or chaingunner traps fucking sucks. They are made for women. Be a man; jerk off to cheap chaingunner traps.

Old Post Jan 20 2011 08:47 #
darkreaver is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
NeoWorm
Junior Member


Posts: 104
Registered: 08-05



NaturalTvventy said:
Got a ways into the first level, was going real well with full health and plenty of armor. then i saw a revenant teleport in ahead of me and heard something happening behind me. red screen, dead, struck by two revenant rockets from the clump that had teleported in behind me as well and insta-fired.

Surprisingly you have to change the typical run&gun style of play for this wad. Its one of the few wads that made me think about how the hell should I get through the next room. Especially that Mastermind in first level. Its hard and unfair and thats what I like about it.

Last edited by NeoWorm on Jan 20 2011 at 10:34

Old Post Jan 20 2011 09:17 #
NeoWorm is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
The Lag
Member


Posts: 661
Registered: 02-07


i'm playing this while listening to christmas music. very enjoyable so far.

Old Post Jan 20 2011 09:21 #
The Lag is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jerrysheppy
Junior Member


Posts: 174
Registered: 03-09


Looks really nice, I always like wintry/northern settings in games (ironically I just started replaying Icewind Dale 2) and the weather here in Nebraska is currently fitting for this. :P

Not sure when I'll get to playing this but it's definitely next in my Doom playing queue.

NaturalTvventy said:
Got a ways into the first level, was going real well with full health and plenty of armor. then i saw a revenant teleport in ahead of me and heard something happening behind me. red screen, dead, struck by two revenant rockets from the clump that had teleported in behind me as well and insta-fired.

Is it even possible to die from two revenant rockets if you've got full health and "plenty of" armor?

Old Post Jan 20 2011 09:31 #
jerrysheppy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
SAV88
Member


Posts: 383
Registered: 11-10



jerrysheppy said:
Is it even possible to die from two revenant rockets if you've got full health and "plenty of" armor?

A revenant missile can do up to 80% damage. A green armor reduces your healthlosses by 1/3, and a blue armor by 1/2. So with enough bad luck, losing 100% health from two missiles is indeed possible if your armor is green.

__________________
My Doom speed demos, old and new

Old Post Jan 20 2011 09:49 #
SAV88 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shadowman
Junior Member


Posts: 108
Registered: 08-07


I recorded a map 01's demo to show how everyone can avoid revenants' rockets. =)
http://www.sendspace.com/file/4k2d4l

Last edited by Shadowman on Jan 20 2011 at 11:19

Old Post Jan 20 2011 10:02 #
Shadowman is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
DeathevokatioN
Forum Staple


Posts: 2722
Registered: 03-10



NaturalTvventy said:
Got a ways into the first level, was going real well with full health and plenty of armor. then i saw a revenant teleport in ahead of me and heard something happening behind me. red screen, dead, struck by two revenant rockets from the clump that had teleported in behind me as well and insta-fired.

Those revenants are very easy to take care of if you keep moving and stay alert.

Old Post Jan 20 2011 11:12 #
DeathevokatioN is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Chex Warrior
Member


Posts: 375
Registered: 03-08


God I love surprise megawads!

Old Post Jan 20 2011 12:04 #
Chex Warrior is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
FuzzballFox
Member


Posts: 548
Registered: 08-08


Ooh these screens look rather nice, gonna give this a go...I need some new material~ C:

Old Post Jan 20 2011 12:05 #
FuzzballFox is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
ellmo
Custom Title


Posts: 1647
Registered: 04-03


WIN-TER!
Can't play it right now, gonna try it out when I'm home, from what I see I'm going to love this - it could use a better, different (more winter-ish) sky texture however.

Old Post Jan 20 2011 13:23 #
ellmo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
DeathevokatioN
Forum Staple


Posts: 2722
Registered: 03-10


Not to be an ass but I removed the music in my personal version because there were too many nu metal tracks in there. Either that or ripped from other DooM wads. The levels are great with tons of action, and great architecture so that's what still counts.

Old Post Jan 20 2011 14:34 #
DeathevokatioN is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Archi
Member


Posts: 432
Registered: 07-09


There's only thrash and Viking metal!
Btw, tracks really fit to maps.

Old Post Jan 20 2011 14:42 #
Archi is offline Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
DeathevokatioN
Forum Staple


Posts: 2722
Registered: 03-10


Sorry, I am just a music snob. :P

Old Post Jan 20 2011 14:56 #
DeathevokatioN is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 8059
Registered: 01-03



Archi said:
There's only thrash and Viking metal!
Btw, tracks really fit to maps.


Precisely the stuff that rarely works as MIDI.

Old Post Jan 20 2011 15:17 #
Graf Zahl is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Hellbent
Forum Bellend


Posts: 4892
Registered: 06-00


I don't like big wide open. Specter use tired/cliched; no surprise player. Uninteresting gameplay. *yawn*

Okay, that's a bit harsh. I'll give it another try. Points for no hype the project.

Old Post Jan 20 2011 15:30 #
Hellbent is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Fisk
Senior Member


Posts: 1040
Registered: 02-07


Old Post Jan 20 2011 16:30 #
Fisk is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
40oz
Forum Etiquette Expert


Posts: 7640
Registered: 08-07


OOne thing I seem to notice about the russian doom community is they like really big maps and have no problem with the repeated tiling of textures. Especially in that first shot, it gets horrendously worse in an exponentially larger snow crater a couple rooms after the one that shot takes place in.

Chainsaw in the starting room of MAP01 is a super plus though.

Old Post Jan 20 2011 17:15 #
40oz is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shadowman
Junior Member


Posts: 108
Registered: 08-07


=================
"Not to be an ass but I removed the music in my personal version because there were too many nu metal tracks in there."
=================

Archi, I warned you about the metal-style music. It doesn't fit to winter-levels...

Old Post Jan 20 2011 17:45 #
Shadowman is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Phobus
Forum Staple


Posts: 2925
Registered: 10-06


To be fair, if it were all Christmas songs/carols MIDI-fied, it'd feel a bit too lighthearted, and if it were all the more standard snow/ice sort of light orchestral stuff it'd be more suited for a horror or slow map.

As I've not played these I'm not sure which is closer, but a bit of metal is fine in Doom, if done tastefully rather than just "I love [this band] so I'll put it in to loop for ages as a poor-quality MIDI".

Old Post Jan 20 2011 17:51 #
Phobus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
ellmo
Custom Title


Posts: 1647
Registered: 04-03


Hm, noone is getting any errors with this WAD? I have a shitload of undefined textures and missing things.

Old Post Jan 20 2011 18:11 #
ellmo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Archi
Member


Posts: 432
Registered: 07-09


ellmo
Which map has missing things? I tested it on Eternity Engine and seen nothing wrong(Prboom+ also, but eternity has console with errors).

Old Post Jan 20 2011 18:24 #
Archi is offline Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 00:28. Post New Thread    Post A Reply
Pages (2): [1] 2 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > [Release]Whitemare - megawad for limit removing port

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.