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Alwaysdoomed
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Posts: 129
Registered: 03-11


http://i1020.photobucket.com/albums/af324/unholypimpin/GD27.png

LINK TO BETA RELEASE 1 http://www.mediafire.com/?o8qw8z3pyycofn0
This is a single player wad that iv been making for a while.
Its a wad that requires the latest zdoom(NOT GZDOOM NO 3D FLOORS)
=================================================================>>
There will be 3 episodes in this wad.

The Episodes are as followed
=================================>>
Ruins of Humanity-------the theme will range from tech bases to corrupted hell converted bases.

Plains of Foreboding-----the theme will be void maps with a large variety of subthemes ranging from broken up structures/tech or hell themed to broken up landscapes.

Eternal Conflagration-----the theme will be hell

Each episode will have 2 differant end game bosses
===============================>>
There are 3 differant classes to choose from
===============================>>
-psychic = all weapons do 40% more damage, only 50 default health,
cant use supershotgun
===============================>>
-marine = starts with chainsaw, pistol does 25% more damage, supershotgun does 40% more damage 100 default health
===============================>>
-heavy weapons specialist = 140 default health, uses chaingun instead of smartgun for +50% damage, uses cluster rocketlauncher instead of regular rocketlauncher for +100% damage
===============================>>
The Episodes are as followed
=================================>>
Ruins of Humanity-------the theme will range from tech bases to corrupted hell converted bases.

Plains of Foreboding-----the theme will be void maps with a large variety of subthemes ranging from broken up structures/tech or hell themed to broken up landscapes.

Eternal Conflagration-----the theme will be hell
===================================================>>
This wad will have alternate endings per episode and some maps will have 2 exits leading to 2 totally differant maps.
heres an example of such a map.
http://i1020.photobucket.com/albums/af324/unholypimpin/oom2.png
and heres 3 videos showing how map01 can exit to two differant maps
http://www.youtube.com/watch?v=E_lLRNueKvw
http://www.youtube.com/watch?v=DR2rHjIHA3Q

=====================================>>


So far i have 10 maps finished.

mappers and contributers
========================
-ALwaysdoomed-----project manager/mapper/tester
-The_afrit------------Tester/project balancer sound and music guy
-merlin86-------------Tester
-Chronoseth----------Tester
-H3llraich ------------Tester
-FuzzballFox----------Tester
==================================>>
If anyone wants to help test and or become a mapper please let me know.

======================================>>
and now for the screenshots
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_102035.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_101950.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_101820.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_101628.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_102316.png

Last edited by Alwaysdoomed on 12-12-11 at 22:32

Old Post 03-16-11 21:01 #
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omegamer
Member


Posts: 305
Registered: 02-10


Looks cool but remember if you want a classic feeling dont add toooo much new contend.
Also seen on the screens you have some custom weapons.
Dont use to much of them or you wonŽt get the classic doom-feeling.
Also I would like to be a tester, the idea with the 2 or more exit sounds great!!!

Old Post 03-16-11 21:15 #
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Alwaysdoomed
Junior Member


Posts: 129
Registered: 03-11


if you wish to be a tester then keep in mind i want indepth reports on each map mainly bugs and balancement issues, suggestions are open as well.

i just dont want stuff like oh that map was cool or it sucked or its too hard. if the map was cool then name a few examples on how it was cool or good, if it sucked tell me what sucked about it so i can fix it. if it was too hard then tell me which parts were too hard and ill replace or remove monsters or add more items and or powerups.

Old Post 03-16-11 22:19 #
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omegamer
Member


Posts: 305
Registered: 02-10


yeah tommorow I will send you critics for map1.
sorry that im so slow im just workin on a wad myself.
IŽll write you a single message for each level because I write them right after I played it.
Just took a little look.
Looks cool.

Old Post 03-18-11 16:35 #
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magicsofa
Senior Member


Posts: 1387
Registered: 04-03


that chaingun looks like a big fucken dildo

otherwise, looks cool! :)

I like the idea of multiple pathways through the episodes...anyway I might be interested in playtesting, but if not I will of course look forward to release

Old Post 03-18-11 16:44 #
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Alwaysdoomed
Junior Member


Posts: 129
Registered: 03-11



magicsofa said:
that chaingun looks like a big fucken dildo



LAWL!!! your the first to say that =P

wait your intested in becomming a tester or you just want to merely give the wad a spin?

Old Post 03-18-11 20:22 #
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Alwaysdoomed
Junior Member


Posts: 129
Registered: 03-11


I will be putting out a 11 map public demo test of this wad in 2-3 days

the demo will consist of the first 10 maps of episode 1
((Ruins of Humanity)), and the first map of episode 2
((plains of Forbodding)).

The final skill level Veil of Death is unfinished and wont be in the demo version.

Old Post 09-14-11 21:49 #
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Alwaysdoomed
Junior Member


Posts: 129
Registered: 03-11


I have desided to release a 12 map beta of Global Death.

Anyone who gives me a good amount of feedback in this thread will be permenantly added to the end game credits.

so far episode 1 has 10 finished maps and episodes 2 and 3 have 1 finished map.

Three different classes have been added to this wad and +1 new skill level. Read the top Page to get a better understanding on each class.

This wad requires the latest version of zdoom to run, NOT SKULLTAG COMPATIBLE!!

Heres the link to the beta http://www.mediafire.com/?o8qw8z3pyycofn0

Please note there will probably be some unbalancement in this wad, so please give me your feedback so I can Balance this wad better.

Thank you in advance for testing/playing Global Death.

Old Post 12-12-11 22:39 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1951
Registered: 01-10


Okay. So I played a little of it. First the good: I love the new difficulty settings. Your mapping skills are very good too as far as architecture goes. The ambient noise is cool too, although I personally like music in the background. I also like the different classes you can choose from. Maybe in a future update you could have a whole separate 7 weapon arsenal for each class.

The stuff that I'd like to see changed:

I wish you'd use some of the bestiary monsters that we don't see a lot of and give some of the others a rest. I know for a fact there are a bunch of monsters I haven't seen used EVER. Try some of those out.

Stuff that if you don't change people will be upset:

The exit to map 02 and map 02 itself are wayyyyy too dark. Zdoom doesn't do a good job of graduating darkness like prboom does and I couldn't see anything upon entering the cave towards the ancient tomb. Also I noticed a few inescapable pits that don't kill you fast enough for them to be acceptable. The main one I'm talking about is in map 01 with the jumpy blood pool going towards the exit.

So far good job. I look forward to seeing more of this. How many maps do you plan on making? I warped around and noticed the second episode starts on GR20, and 3rd on GR30. Can I assume you will have more than 40 maps then? :)

Old Post 12-13-11 00:47 #
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Alwaysdoomed
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Posts: 129
Registered: 03-11


as for how many maps episode 1 will have, hell idk.
Episode 2 and 3 will have a little more maps since i love making other themes than tech bases **.

The map numbers are just placeholders since episode 1 could have up to 20 maps when finished.
Around gd09 i was thinking of splitting the maps down 2 different paths which lead to 2 separate bosses.

Ya ill probably be making the exit to ancient tomb much lighter than it currently is.

As for monsters, i know ill be adding alot more monsters which will include torm monsters that arnt very used and also my own creations.

1 such monster of my own creation is the mancubwar which is a mancubus with 750 health and a machinegun attack. His sprites are still WIP so atm he just looks like a larger more red mancubus.

Im glad you liked what you played so far, and I hope you enjoy all the maps you havnt played yet.

Im sure ill eventually get around 50-60 maps into this since there will be alot of nonelinear map exits. Probably each episode should have 10-15 maps worth of normal gameplay progression((this means all the exits you choose to take)).

Theres no way you can play all the maps with 1 playthrough, which adds for reply value if you want to see all the maps in 1 episode.

Last edited by Alwaysdoomed on 12-13-11 at 01:07

Old Post 12-13-11 01:01 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1951
Registered: 01-10


That's cool that there are gonna be so many maps. May I suggest you have a "Marathon" gameplay mode where you do play all the maps. Supposing you beat the maps the correct way and take all the paths you unlock it after beating each boss once on UV or something. I find adding unlockables adds replay value to a game.

I think maybe some unlockables could be like the players get something from beating each episode on hard, also something from beating them on very hard. Then they get something from beating the whole game on very hard, but of course you'd need some way for zdoom to keep track of the fact that one player has used all the paths. Maybe have a super hard map unlocked after everything else is unlocked that allows the player to earn some super-gun.

Last edited by General Rainbow Bacon on 12-13-11 at 04:15

Old Post 12-13-11 04:09 #
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Alwaysdoomed
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Posts: 129
Registered: 03-11


I guess if many people agree i could add a traditional map progression episode without multiple paths.

Old Post 12-13-11 05:22 #
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Alwaysdoomed
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Posts: 129
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soo... 26 downloads and only 1 person has any feedback on my wad =[

so im guessing gameplay is flawless? maps are flawless?

Common people help me out here.

Old Post 12-17-11 20:30 #
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fiend-o-hell
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Posts: 248
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I sympathize with you dude. It's just slower than normal is all. I'm sure it'll pickup.

Now for your wad, I only had a short amount of time to play with it, so I'm sorry to say I will not be providing a comprehensive review. I just played roughly 4 levels and zipped through the rest to see what you have. Here are my thoughts...

The good...
+AWESOME intermission screen
+e2 and e3 look spectacularly promising
+Classes are creative

Overall
1.Texture alignment and transition.I noticed a lot of locations laden with odd texture and flat transitions.
http://img27.imageshack.us/img27/273/oddtex.th.png
http://img534.imageshack.us/img534/43/oddflat.png
METAL, SUPPORT1 & 2 is everyone's bread and butter transition texture, so use it as much as you can.

2.specify settings. I don't play a lot of zdoom maps, so It took a while to figure out that I should be jumping to beat the level. Its a minor annoyance, but that and any other port specific settings you should be addressed in your readme (which wasn't included with your beta).

3.Differentiate the classes more. I would start with giving them different starting weapons. Maybe each should have their own item pickup types.

4.Marine Buddies? Why?. They are kinda just thrown their without any pretext or anything. Consider adding some kind of radio up link or something with a mission structure.

3.Unbalanced. Never enough ammo, health, and all other basic necessitous. I think this was the most frustrating aspect of your wad. I only played as HS, but I would imagine a pshche class would have a tougher time.

5.Other quirks:
-heavy specialist picks up chaingun as standard then switches to doom version
-DoomGuy face missing from HUD
-Ghost imp enemy is very frustratingly annoying!
-mixed bag of quality. Later levels feel a lot more better than the early stages.

e1 (general)
Its unbalanced, uneven, and underdeveloped. Right off the bat I can see atmosphere is your top priority and that's fine, but the ambient tracks just feel inappropriate for the kind of levels you have now. If your sticking with stock textures, make the levels darker and rely on point light sources emitted from LITEX tex or lamps.

map e1m1
-Death pits exit unmarked
-lower the dmg from blood pools
-over reliance that horrendous SP_ROCK1 texture
-Cave area is way to dark and swarming with monsters

map e1m2
-felt underdeveloped and lackluster
-death pit! Oh noooo!

map e1m3
-Getting better. Address problem 4 above.

map e1m4
-got stuck in the beginning somewhere. Couldn't get a door open.

Looking back, I threw a ton at you. But you know what, this looks very promising and I'd like to encourage you to finish it Alwaysdoomed, so keep it up. Also, your style of mapping reminds me a lot of my style!

__________________
Links to FoH Project threads:
Fight On!, Wonderland, WIP page, Standalone Series, PANOPHOBIA

Old Post 12-18-11 09:52 #
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Alwaysdoomed
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Posts: 129
Registered: 03-11


Thanks for the feedback fiend-o-hell. I hope you get to playing more of the maps and then give even more feed back.

As for the insufficiant ammo and supplies i gotta ask what skill level you were playing on?

The ghost imps your refering to are the nightmares right?

I probably will be swopping out the music with something else in the near future.

I look forward to more feedback from you if u continue to play the maps.

Old Post 12-18-11 11:41 #
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Seeker_of_Truth
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Posts: 251
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I'll take a look at this, but I don't know if I'll get much done until after Christmas.

Old Post 12-18-11 21:04 #
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fiend-o-hell
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Posts: 248
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Alwaysdoomed said:
Thanks for the feedback fiend-o-hell. I hope you get to playing more of the maps and then give even more feed back.

As for the insufficiant ammo and supplies i gotta ask what skill level you were playing on?

The ghost imps your refering to are the nightmares right?

I probably will be swopping out the music with something else in the near future.

I look forward to more feedback from you if u continue to play the maps.



I had diff set to 3 mostly as the heavy class. Just noticed a general lack of ammo as I was going through it. I'll play the the rest of the levels in more depth in the next coming days and get back to you.

I just want to reiterate that the music was OK, it just didn't go along with your levels. I feel you either need to do an atmospheric touch-up, or like you say, migrate to a more doomish sounding score. But I can see you are striving for that sort of condemned vibe, so I recommend you go for the touch-up.

And yes, i was referring to the nightmares (speaking of which they gave nightmares last night. Nooooo! I'm stuck in one and I can barely kill it!)

Old Post 12-18-11 22:39 #
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