valkiriforce Posted February 15, 2016 Hey, it's been a while and I've had about 15 maps from 2013 and onward sitting around for the longest time and decided to finally share it here: https://www.doomworld.com/idgames/levels/doom2/megawads/vispire (Final Idgames Link) Haven't playtested as much as I ought to - hopefully it'll prove to be of some merit. Also vanilla compatible, as always. 0 Share this post Link to post
kmxexii Posted February 15, 2016 Clool! It's been awhile. Glad to see you check in 0 Share this post Link to post
Demon of the Well Posted February 15, 2016 I think I remember that last one. Welcome back! 0 Share this post Link to post
plums Posted February 15, 2016 Played 3 maps so far, fun, unconventional style. MAP02 has a mancubus stuck in a wall, that maybe shouldn't be there at all. 0 Share this post Link to post
valkiriforce Posted February 15, 2016 Indeed, that was an accident - since I don't recall there being any mancs in MAP02. Thanks for the heads up. 0 Share this post Link to post
Ribbiks Posted February 15, 2016 here's a fda if you're into that sort of thing. all maps, pistol started, a death here or there: https://www.mediafire.com/?mpvpf334499w401 felt sloggish at times, but the tendency for sudden difficulty escalations kept me entertained for the most part. 0 Share this post Link to post
gaspe Posted February 15, 2016 On MAP02 on both of these tunnels all the MIDSPACE lines aren't impassable so you can get stuck into the pits behind them. 0 Share this post Link to post
40oz Posted February 15, 2016 MAP10 was my favorite! felt like someones been playing Alien Vendetta lately!! How do you get the yellow key on MAP15? 0 Share this post Link to post
valkiriforce Posted February 16, 2016 40oz said:How do you get the yellow key on MAP15? It's that silver lift on the southeast part of the map; walking through that temporarily lowers the yellow key. I meant to make that much more obvious but never got around to it. Also fixed that midspace issue, thanks. 0 Share this post Link to post
HavoX Posted February 16, 2016 Wah-hey, got something to do tonight for a change! 0 Share this post Link to post
gaspe Posted February 16, 2016 Pretty cool set overall. Maps 10,13 and 15 are my favourites. I found these things while playing on PRBoom+ cl2: -MAP10: the two cacodemons (things 127 and 128) were stuck, I guess it's some problem with those self-referecing sectors -MAP15: I could pick up the soulsphere without accessing the secret. The sectors tagged 12 in the closet with 3 barons should be doors and not raised floors, those monsters didn't teleport into the map as the trigger doesn't release them. 0 Share this post Link to post
valkiriforce Posted February 16, 2016 Thanks for the feedback - I've addressed both issues and hopefully fixed that yellow key lift in MAP15 to be a little more obvious. 0 Share this post Link to post
KneeDeepintheSludgemetal Posted February 17, 2016 For Speedmaps these were great. Took me a few tries toward the end. Keep em coming. 0 Share this post Link to post
SleepyVelvet Posted February 17, 2016 these were fun. My favorite maps were 10, 13 and 14; especially 13. 0 Share this post Link to post
valkiriforce Posted February 26, 2016 Updated the file with some deathmatch improvements and a new sky for episode 2. MAP11 now has it's own DM area. 0 Share this post Link to post
pavera Posted February 26, 2016 Wow, valkiriforce is back? Awesome. Can't wait to check these out later. 0 Share this post Link to post
valkiriforce Posted March 13, 2016 Updated first post with the latest release - this time adding two more levels (MAP16 & 17) with deathmatch areas added to both. This will likely be my last update before an idgames release - so be sure to let me know if there's anything that could use some tweaking/fixing or any other errors in general. 0 Share this post Link to post
gaspe Posted March 15, 2016 The last 2 maps are really fun, like the other stuff. MAP16 in some parts gave me a sort of a Hell Revealed vibe. It's a very good conclusion of the wad. 0 Share this post Link to post
EffinghamHuffnagel Posted March 16, 2016 valkiriforce said:or any other errors in general. D_VICTOR music is in the wad twice. 0 Share this post Link to post
Keyboard_Doomer Posted March 16, 2016 Cool to see new maps from you, valkiriforce. I'll join others in saying that they are indeed fun to play through. We have decided to play this WAD for this week's Thursday Night Survival on ZDaemon and it sure would be nice to see the WAD creator join us. Of course, everyone else is invited as well! 0 Share this post Link to post
valkiriforce Posted March 17, 2016 Somehow I forgot to add exits to the deathmatch areas of MAP16 & 17, so I updated the link once more. EffinghamHuffnagel said:D_VICTOR music is in the wad twice. Indeed, that is odd. I removed them both. Thanks for that. Keyboard_Doomer said:We have decided to play this WAD for this week's Thursday Night Survival on ZDaemon and it sure would be nice to see the WAD creator join us. Of course, everyone else is invited as well! Ah, that ought to be interesting. Never been a part of Thursday Night Survival, so I'm unfamiliar with how it works. Glad to see you guys are willing to give it a shot though; should prove interesting! 0 Share this post Link to post
Keyboard_Doomer Posted March 17, 2016 valkiriforce said:Ah, that ought to be interesting. Never been a part of Thursday Night Survival, so I'm unfamiliar with how it works. Joining is as easy as downloading ZDaemon and finding the most populated server on Thursday evening :> As to how it actually works... TNS does have its specifics but I don't want to ruin fun for everyone, it's certainly better to see for yourself... The session starts at 19:00 GMT (15:00 EDT) which is 9 minutes from the time I write this reply and usually lasts for 6-8 hours, sometimes longer. 0 Share this post Link to post
rhinoduck Posted March 18, 2016 As promised, I'm just going to mention the MAP16 issue here. From the short ledge in front of the blue wall, it is possible to step on the sectors where railings end and then up on the blue wall and ascend all the way to exit. Probably the easiest solution would be to make the railing posts sectors' linedefs impassable... or playing around with heights is an alternative. 0 Share this post Link to post
kuchitsu Posted March 18, 2016 Maybe it's also possible to lure an arch-vile to the starting area and finish without any keys. I hope it is, sounds fun. :) 0 Share this post Link to post
Tristan Posted March 18, 2016 Simple fun that presents a mild challenge without going to obnoxious levels with it that inevitably aggravate me to the point of breaking something (RIP mouse, RIP HDD...), something I've recently felt has been lacking in a lot of WADs...Thanks for this. 0 Share this post Link to post
valkiriforce Posted March 19, 2016 rhinoduck said:As promised, I'm just going to mention the MAP16 issue here. From the short ledge in front of the blue wall, it is possible to step on the sectors where railings end and then up on the blue wall and ascend all the way to exit. Probably the easiest solution would be to make the railing posts sectors' linedefs impassable... or playing around with heights is an alternative. Ah, I was wondering how it was being beaten so quickly - I'd forgotten about those posts. I've since blocked each side of it now, thanks. kuchitsu said:Maybe it's also possible to lure an arch-vile to the starting area and finish without any keys. I hope it is, sounds fun. :) Interesting enough, I did forget to add block lines to the teleporter in the red key area, so I tried giving this a shot. I wasn't able to blast high enough to reach the platform, though. Not sure if it's any different or the same in other source ports, so who knows. Eris Falling said:Simple fun that presents a mild challenge without going to obnoxious levels with it that inevitably aggravate me to the point of breaking something (RIP mouse, RIP HDD...), something I've recently felt has been lacking in a lot of WADs...Thanks for this. Glad to see you guys enjoyed it - it was great fun joining in the other day. :) I was certainly surprised to find this so soon on TNS; I never thought I'd be playing these levels online one day while I was still working on them. It was very rewarding. 0 Share this post Link to post