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  5. MAP24 - “Burnt Guts” by Slava Pestov Last time Now; Well the baron snipers remained for some reason, okay the only secret crushes them, but frankly they offer little to the proceedings. Most of the map is pretty ho-hum in how it pans out, the yellow key trap being pretty awful in terms of execution (Looks like this was mostly unchanged). The blue however is in a different league, pretty striking to look at and offers not one but two "Oh shit" moments. Overall this is slightly above par, but mostly because of that one area which elevates the map above mediocrity. MAP25 - “Castle of the HellKnights” by Antoni Chan Last time This time Fair play, I actually enjoyed this one a lot this time. Okay so we still have the starting area and going through the mouth of the Icon of Sin, beyond this is the kind of flesh horror that I last experienced in Skulltiverse, it actually pops nicely and the encounters in here are not exactly hard, but more amusing, the highlight for me was managing to get all three barons crushed at the same time. The final room offers the most resistance, I wouldn't exactly say that this room is well designed, because it is flawed but how everything panned out was a real mess and I am thankful for the recovery items in here that would be deemed generous by modern standard. Another mark here is for a mastermind that actually carry a sizable amount of threat, mostly because the safe spot at the exit isn't immediately available, other cover is the bare minimum and achieving distance between yourself and the spider queen is hampered by mid-tiers coming from every other angle. Overall this is one of the most striking maps in the set and finally offers something more than that opening vista, good job Cammy. Note - Technically I have played map25 on Christmas eve (It has just gone 11pm here), but I thought I would get a pass because it is Christmas. Enjoy yourselves tomorrow.
  6. Santa Claus is back, and he's even more deranged than ever. Merry Shitmas, ya filthy animals! To commemorate the holiday season, and to celebrate the tireless work of my next-of-kin, here is another new single map for GZDoom, done for @Baratus's birthday using their and Skelegant's custom weapons mod Broadsword Jim, a modifier that puts you in the metallic, armored shoes of Jim, a sword-headed wielder of both medieval and modern weaponry. While vacationing in Hyper-Siberia, he suddenly finds himself on a mission to stop Santa from blowing up the world, and to save Christmas from a very unfestive fate. What's that? You've never played Broadsword Jim before? Go sort that out!!! ----- Download "BroadXmas" (21.4MB): GZDoom 4.11.0+ required. Only tested in this port/build. Dropbox Mirror This map requires Broadsword Jim 3.4 (which is included in the ZIP) to be loaded alongside it. Load order is: gzdoom.exe -file baBroadswordJim_v343.wad BroadXmas.pk3 Software renderer NOT supported - hardware renderer REQUIRED. Dynamic lights encouraged but not required. Please load lights.pk3 as well if you wish to use them. ----- Name: Broadsword Jim Saves Christmas Map Format: UDMF Ports Tested: GZDoom 4.11.0 only. IWAD: doom2.wad Maps: MAP01 Music: See credits Gameplay: Single-play only Difficulty Settings: None Multiplayer Placement: None Build Time: 12 days, give or take Textures: Adventures of Square textures (plus edits) Requirements: Jumping, crouching, freelook Screenshots: ----- FAQs: Q: Why'd you make Santa evil?? A: This map is in a few ways a spiritual successor to the "Merry Shitmas!" map I made for TurboCharged Arcade: The Sequel Episode, in which you also kill Santa because reasons. Some inspiration has also been taken from Winter's Fury, both in terms of the wintery Doom bestiary, and of how I present the story in this map. Q: Why all the pop-up messages and cutscenes? A: As with my previous releases, Saint Alfonzo's Darkbase and Gloombase, this map features an objectives system (which is optional to view) and cutscenes (which are skippable). Autosaves are also provided at key junctures. Q: I'm not used to the weapons! A: Not technically a question, but: hit F1 to read the help screens, they tell you how the weapon set works. Also remember each weapon has an altfire, and portable items are given - and in case you run out of ammo, your sword-head is your best friend, and is actually incredibly powerful. There also some secret weapons to find. Q: Why use Adventures of Square textures, but include stock Doom monsters? A: Because the cartoony textures fit the weaponset's equally cartoony looks well, imo. We're in Jim's world, not necessarily in the Doom universe. Q: Does the above mean we're gonna be seeing Adventures of Square E3 soon??? A: lol no
  7. Map22 - Nova Akropola - by Steve Duff and Cammy Please forgive the tl;dr. A lot of this is extensive playtest commentary for Cammy, plus looking at the whole Realm of Chaos franchise that's coming out in 2024, at least so far as my maps are concerned. ;D These are going to be fairly intensive commentaries because we now have three versions of all my maps; the original Realm of Chaos versions, the as-yet-unpublished Realm of Intensified Chaos versions, and the Realm of Chaos 25th Anniversay Edition versions, not to mention the Abcess version of Map06. The versions in RoC and RoIC are entirely by me, whereas the versions in RoC25 are a cross-generation collaboration by myself and Cammy, although in many cases I haven't seen Cammy's changes until, well, now. ;D Indeed, every map in RoC25 must be understood as a collaboration between the original mapper and Cammy. Viewing them as purely the work of the original mapper, and giving that mapper all the credit or blame, gets it wrong. These are collaborations and should be treated that way. In many cases, there are major changes in architecture and combat: specifically, slaughter fights are all Cammy changes. I don't want to give the impression that I'm upset by this. In fact, I found Map22 very entertaining. I just want to stop seeing "this is the best" or "this is the worst" Duff map. These are not my exclusive property anymore. Get with it! :D That said, some of the alterations Cammy made in Nova Akropola involved changing secrets. This makes perfect sense because leaving all secrets as they were can also imply leaving architecture and fights as they were, meaning that Doomers who've already played RoC will know where everything is, giving them less reason to play this version, which IMO would be a shame. Clearly, there was a point, whenever this project first occurred to Cammy, to just do a bespoke OST and leave the megawad as it was. But from the moment Cammy thought about sprucing the maps up a bit, perhaps in pre-emptive response to such comments as, "Why do a bespoke OST for a crappy old '90s megawad?" he first set foot on the road of mission-creep, one I know very well from such projects as Abcess, Shotgun Symphony and Realm of Intensified Chaos. You quickly learn that modernizing old maps can be tougher than simply making new ones, but you keep at it anyway because you know the old maps have good bones and because you get pissed off by modern players who assume that all '90s mappers were incompetent, pithecanthropoid morons, and this is your chance to make them swallow their own blood. ;) Before finally getting into the gameplay, let's look at the entire sequence of Map22 versions in UDB and GZDB in order of completion, with convenient statistics; Original Realm of Chaos version 1996; Realm of Intensified Chaos version 2014; Realm of Chaos 25th Anniversary Edition version 2023; Monster counts on UV: RoC -- 282 RoIC -- 520 RoC25 -- 491 I played the RoC and RoC25 versions, and part of the RoIC version, today. As might be expected from the monster counts, the RoC version was somewhat easy and I completed the map without dying, though my health was down to 6% at one point. The RoIC version, which dates from 2013/14, is a nasty map from start to finish, though my deaths only piled up in the Red Key section, which is where I stopped. Death Count was north of 12 at that point, with much worse sections to come. The RoC25 version that I played previously was much easier than this one, with 369 monsters on UV, but structurally it was much the same as the current edition, apart from replacing green textures with grey, and without the monsters teleporting into the Blue Key Battle in the Akropola itself. The extra monsters and the greater darkness overall made a significant and very welcome increase in overall toughness. The start is the weakest part of the map, as it's the most faithful to the original RoC version. You begin with a hitscanner hot start, breaking out of the "prison" from Map21. Alas, this really made no sense as you had already busted out of jail at the beginning of Map21! ;D So much for continuity. @LadyMistDragon, unfortunately, missed the SSG and Rocket Launcher in the opening when she ran straight into the outdoors and didn't explore the side wings. I think that both Cammy and myself should make these weapons more obvious in future revisions to prevent this kind of thing from happening again. That said, LadyMistDragon fought on valiantly without them. The outdoor area is an improvement over my hideous original, but the sloggy Spectre fight is still there. I'd recommend replacing them with more dangerous monsters as well as breaking away more from the original visuals. The next area, the red lava room, is the first really big departure from the original, pitting you against 4 Revvies as you seek to reach the main Akropola complex below. I found it to be a fun and surprisingly dangerous fight. Dropping into the Akropola complex presents you, first, with a layout reversed from the original, and a much better fight. I concentrated on taking out the PE first but was bushwhacked by the Revvie on my right. The dark grey textures used here, replacing the original GStone and green Marble, IMO made the monsters more effective because now it's harder to see them. Another nice touch, not present in the original or RoIC versions, is Archies guarding the goodies behind those pillars flanking the stairway on the other side of the Akropolis. What a great way to snatch pelts! Players will likely run in here seeking to tank up on health and ammo, be horrified by the Archie, start fighting it, and then find themselves incinerated by Manc fireballs or Revvie rockets that they dodge right into. It certainly happened to me. Oh, such larks! :) Although it looks really cool, I can't help wondering why there is gradient lighting on the lava since it's all under open sky. A feature retained from the original is that the Red and Yellow key wings can be tackled in any order, breaking away from the map's inherent linearity. By contrast, the RoIC version puts the Blue Key in the Red Key wing and the other keys have to be gathered in a linear order. I tried the RK wing first but was a bit low on ammo and health, so after 3 deaths, I switched to the much easier Yellow Key wing, which also fills you up with health and ammo. Cammy remains quite faithful to the structure of this area, including the guardhouse where you can get the RL if you missed it earlier -- was a BFG in the original -- and then mow down the hordes of hitscanners and Imps. The major addition is the Revvie/Archie platforms at two corners. They add a bit of spice but otherwise, it's a less exciting change than I first thought, so this section remains one of the easiest parts of the map. The Revvie/Archie platforms could be more dangerous if they lower to the floor when the player grabs the RL, though it's a potentially good design choice to keep this area easy since it offers some respite from the brutality found elsewhere. It's a judgment call. Note that in the RoIC version, I completely eliminated this area and replaced it with a 3-part arena loaded with Wolfies, Wolfenstein textures, and a swastika skylight because RoIC is dedicated to tracking down and killing Hitler. The Red Key wing adds a PE to the initial Caco trap, and also removes radsuits from the lava, preventing the player from jumping down there to fight the fliers. However, it's easy enough to back up through the entrance door and camp the fight. Otherwise, if you charge forward, you'll get another trap releasing a battalion of Imps, making for some extreme discomfort for a player at my meager level of skill. Good news is that the BFG is a free giveaway here. Once you raise the lifts, you can attack deeper into the RK wing, facing numerous troopers and Wolfies. As to the mystery of why I use Wolfies, back in '96 it wasn't an issue in the MacDoom world. We didn't care. I still like Wolfies as carriers of a nice machine gun. It's no more complicated than that, but as mentioned above, I decided to make RoIC Wolfie-oriented to justify using the little buggers. Anyway, it's pretty easy to survive the series of narrow, hitscanner-heavy corridors to find the switch that lowers the Red Key. The next mission is to find the secret Plasma Gun. To do this, you need to locate a vertically misaligned SP_Hot texture, which opens a chamber guarded by a Chaingunner and which contains some health and ammo, plus another misaligned wall texture, which reveals a switch that opens the path to the PG. The weapon, guards, and other goodies are the same and in the same place as the original, but the method of reaching it is different. This is the kind of tweak that makes these maps fresh for RoC veterans. Further, as you walk towards the PG, you cross walking triggers that lower a wall at a pillar in the Akropolis area, the one with a question mark on the floor next to it. Thus is revealed a switch that lowers a platform with the Invuln on it. I'm totally thrilled with this new secret progression. Well done, Cammy! As it happens, I didn't find the PG or Invuln on this playthrough. ;D And now for the biggest gameplay change, the slaughtery fight inside the Akropolis itself. I had the BFG, the SS, and all those rockets. I died 3 times using the BFG to blast the enemies, but a new element compared to the last version I played is all the monsters that teleport in, especially the 3 Archies. I thus decided to exploit a weakness typical of many slaughtery fights by doing a ring-around-the-rosie and promoting infights. Worked like a charm but I still died twice more thanks to missing an Archie each time. Given that Cammy separated me from 5 pelts, the fight has to be judged as successful, but given the huge number of monsters required to take me down 5 times, it can also be viewed as unsuccessful, and players more familiar with slaughtery setups might well use ring-around-the-rosie from the start and essentially nerf the whole thing. After this, we have a slightly modified version of the original's exit, this time adding 2 Revvies to the mix and eliminating the side corridor where the exit actually was. Overall, I'd say this map is very successful, with some pacey parts and some rave-up parts, plus a really cool secret progression for the PG and Invuln. The opening area was a bit unattractive, but the Akropolis, with its reversed crosses and scrolling red Marbfaces, looked really cool. OTOH, the side wings can use a facelift, especially the YK wing. I guess it all depends on how much Cammy wants to maintain an old-school look, but there's a point beyond which adding new looks and detail more or less forces your hand, and IMO Cammy's hitting that plateau here. Of course, I can't forget the midi, Dead Prominence, with its forward momentum and sense of adventure. Outstanding work!
  8. MAP25: Castle of the Hell Knights by Antoni Chan The title is misleading - I expected yet another stronghold with higher than average number of hell nobles, instead I got a trip through the intestines of an Icon of Sin. Not that I'm disappointed, I've always appreciated when mappers remember that Doom 2's final boss was supposed to be a living creature. After dispatching the initial opposition, you enter the monster's guts, where you can kill enemies outright or (which I find more enjoyable) use the crushers to do the job for you. There's no cheesing the final fight, with a bleachers of hell knights (here they are) and two cyberdemons plus mancubi firing at you from behind. I'd say the most entertaining way to deal with this is to flip a switch on the top level, adding cacodemons, arachnotrons and a mastermind to the party - most will tear themselves apart, the rest can be finished off with a plasma rifle. Overall, another breezy map, though not without an edge. I know there were some high-profile wads released this month, but one, most of the community has already thrown themselves to play them, so fewer people would join, two, pleasure delayed is a pleasure doubled. In a true hipster fashion, I'd vote for something completely different: +++ Sepia - a 34-map MBF-21 megawad made by Petyan with several guest mappers, based around the usage of colour brown. +++ The 10x10 Project + What Lies Beneath + Pagodia - three separate episodes that are being voted on for a while now. I think it would be an interesting and diverse set. +++ Good Morning Phobos - a 33-map Boom-compatible megawad by sincity2100. Another set of maps that is often voted for, I had fun playing it on HMP and I'd like to see how UV holds up.
  9. Didn`t you make a Christmas WAD with festive monsters? Imps with red pointy hats? Candy throwing cyberdemons?
  10. yayyyy id is going to the star wars mines yayyyyy it means we'll have to sacrifice more members of the community to marty stratton in the hopes that the next game will be better
  11. ak47fu2

    Share Your Sprites!

    So I put these in my own repro topic but I figured I should put this here also so people see it. Feel free to use them. I just made a quick edit to the existing summoner sprites to be a spirit from Eternal.
  12. MERRY CHRISTMAS 2023! Latest version: Zoon-tex [v3.0] on Dropbox (19MB) v3.0 is a BIG update (totalling 5,874 textures and 1,208 flats!) that integrates the tech textures from the Zoon-tech offshoot pack seamlessly into the original, improves some colors, and adds a ton of switches.
  13. Off the top of my head I don’t know the exact thing that causes the error(s) in that specific level. But we as developers don’t have the time to chase that either; bugs reported for ports and versions that we clearly state aren’t compatible won’t be addressed, it’s as simple as that. Now if you somehow get the same behavior in 0.27.5, we’d be very eager to hear it.
  14. I played the Second Episode. It turned out quite well. Maybe even better than the First Episode in terms of Design. And the gameplay has become better. I have only one question: "How do I get to the Secret Levels?" I see in MAPINFO that you can get in from MAP14, but I searched everything: there is no Secret Exit. Only on MAP15. Where is he? Therefore, I had to watch the Secret Levels using the "changemap". MAP32 made me sweat. It resembles a Hardcore Version of "Dead Simple", but with your WolfTEX. In short, I killed a couple of hours. I'm Waiting For The Third Episode!
  15. DoomGappy

    NO MORE 3D CURSED MODELS FOR DOOM

    why are they dancing
  16. General Rainbow Bacon

    [RC5] EVITERNITY II - RC5 Released!

    @Somie1998 : You could at least try to play the megawad the way they intended a few times before asking for this. They put so much effort into this wad that it's kinda rude to ask for this right out of the gate. It's like asking for more seasonings for your meal that someone spent hours preparing before even trying what they made first. All of you that keep asking for this need to be a little more thankful you get free content like this at all.
  17. shroomzy5000

    UAC Blacksite - My First Release - GZDoom

    Post has been updated to point to the proper google drive file :)
  18. shroomzy5000

    UAC Blacksite - My First Release - GZDoom

    haha sorry made a more recent post when i dropped it! here you go! https://drive.google.com/drive/folders/1LRlxI2a0eDPuLcfKZOKdip0GvH6pcWqy?usp=drive_link
  19. I'm not doing some advance monster or weapon modification, so I don't need MBF for now.
  20. Jello

    Doomworld Members' Sketchbook

    I've always loved their design aesthetic, it is really relevant to my interests. The first time I saw images from Demon's Souls I thought "Yeah... that looks like what I've been drawing forever, I love it". However I also really, really suck at their games, Dark Souls kicks my ass every time I try it, so maybe I could just be a design consultant. I love the idea of their games, but for whatever reason I've just never been very good at them. But thank you for the compliment, much appreciated :-)
  21. Dimon12321

    [RC5] EVITERNITY II - RC5 Released!

    In which way? I'm not insisting, but this might be just a rare case when some linedef didn't work right once
  22. this is not supported. Please run on the latest available version!
  23. DoomGappy

    Rambling about a Doom 2 level that i love.

    I have started to feel the same way about e1m5 recently, after replaying episode 1 a lot for Amalgoom. I also have a specific fondnes for doom2 map11. These are the two striking ones from the original games, and perhaps it's because of the specific action packed run-and-gun-and-get-behind-cover way these levels play.
  24. ... what? Id producing a bad star wars game hurts the doom community... how?
  25. ludicrous_peridot

    SIGIL 2 !!!

    Can't be very helpful here I am afraid as I play in non-emulated DOS on a 2.8GHz CPU, and the performance is expectedly fine. I also only played through the first level and started exploring the second, but don't feel that I am up to playing it further UV, as everything takes too many save and load attempts. Also MIDI soundtrack sound very nice indeed, but I am tempted to give the Thor version a go eventually, to hear the difference for myself. For the sky I would suggest seeing if patching the source port further to use SKY6_ZD (and SKY5_ZD for Sigil 1) would make it any better as these are regular Doom skyboxes, unlike the default ones which are sky-dome mapped.
  26. Crusador560

    1x1 demos [-complevel 21]

    map10 max in 6:54 map11 max in 7:13 map12 max in 6:15 1x110m654.zip 1x111m713.zip 1x112m615.zip
  27. Lord Belial

    [RC5] EVITERNITY II - RC5 Released!

    You seem to ask this about quite a few WADs ;) I'm far from a Doom expert, but for a WAD like Eviternity 2 there would be a huge amount of both technical and design work required to make it compatible with Brutal DOOM. The quality of E2 speaks to the high standards of the dev team, which means they wouldn't be happy with a "it doesn't crash all the time" level of compatibility. And balancing the WAD for Brutal DOOM would severely compromise the vanilla experience, so there would really need to be a separate Brutal DOOM version. Given how many hours were needed to "just" make E2 for vanilla Doom, you can understand why the team wouldn't be interested in entertaining such requests. Have started a pistol-start RC5 playthrough. Loving it even more! Particularly:
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