NieMaMordy Posted December 11, 2017 (edited) After 6 months of work, one big break, and one big come back, me and AnonimVio are finally releasing our boom compatible wad. In "I Hate My Neighbors" you will have to prove to your neighbors that you're still rocking. Take your SSG, leave your home (don't forget to lock the doors), and kill each and every one of them. You can enjoy it in singleplayer mode, as well as in coop. You can even play some deathmatch on MAP10. Wad contains 26 maps. We wish you have as much fun with it as we did. Here is a list of midi used: Spoiler TITLE: "Junes Theme" by Jonas Evant (Cover of Persona 4 OST) STORY: "The Steel Samurai" by Joniel Esguerra (Cover of Ace Attorney OST) MAP01: "I Hate My Neighbors Theme" by 8Bit Shocker MAP02: Unknown author and name. Track taken from Demon Steele Midi Pack MAP03: "Last Cave" by SwordBolt (Cover of Cave Story OST) MAP04: "Danger Zone" by Thomash Lee (Cover of Persona 3 Portable OST) MAP05: "Cry of Desperation" by Eris Falling (Plutonia Midi Project) MAP06: Fixed Idea" by Unknown author (Cover of Guilty Gear OST) MAP07: "Bumfuzzled" by Jimmy MAP08: "Mummy Rags" by Mark Klem MAP09: "Backroad Wanderer" by David Shaw MAP10: "Infinite" by Tom Mustaine MAP11: "Ghost Town" by Stuart Rynn MAP12: Unknown author and name. Track taken from Demon Steele Midi Pack MAP13: "Infuscomus" from Blood MAP14: "Truth" by Magnus Andersson (Cover of the House of the Dead OST) MAP15: "Aliens, Say Your Prayers!" by Lee Jackson (Duke Nukem OST) MAP16: "Holy Diver" Unknown author. Track taken from Demon Steele Midi Pack MAP17: "Simple Solutions" by Mark Klem MAP18: "Carmidi13" by unknown author (Carmageddon unused track) MAP19: "Denied" by Doomkid92 MAP20: "Blood Rush" by Eris Falling (Plutonia Midi Project) MAP21: "Man in the Box" from DTWID.wad (Cover of Alice In Chains's song) MAP22: "Death Waltz in B Minor by PRIMEVAL MAP23: "U R my NME" by Darkwave0000 MAP24: "The Battle for Everyone's Souls" by Jonas Evant (Cover of Persona 3 OST) MAP25 (ending): "Heartful Cry" by Thomash Lee MAP31: "Rivers in the Deserts" murdered with Chamelenoel's skills in FLStudio2 MAP32: "Bojna Čavoglave" by Marko Perković Thompson, murdered with MP3 --> MIDI conversion Here are some screenshots: Spoiler links: Idgames archive: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ihmn Old Post: Spoiler Hello there. Last year was a pretty busy one for both me and my friend AnonimVio. You see, we were both working on a megawad called "I Hate my Neighbors". The funny thing is that we weren't that far from finishing it. We've finished maps 1-25 as well as the bonus maps 31 and 32. Unfortunately, we both lost interest in creating maps lately. Because of that lack of motivation, we both decided to share finished maps with you. We also included things like new hud, menus, story screens, endoom screen and midi tracks from various authors. Now about this last thing. Most of the music were just taken from sources like other wads, youtube, vgmusic, old fps games and others. Map01 music was composed by 8bit Shocker, just for this wad, and we're both very grateful. Some of you might be curious about who created which maps. Maps created by me are maps 01-06, 12, 14, 16 (with some gameplay fixes by Anon) , 18, 20, 24, 25 and 31 Maps created by AnonimVio are maps 07-11, 13, 15, 17, 19, 21, 22, 23 and 32 Our mapping styles are a bit diffirent, so if you don't necessarily enjoy maps created by one of us, you might still like those created by the other one. One of the reasons we lost our motivation were probpems with properly balancing the gameplay. That's why the wad starts getting really hard at one point. We recommend playing through it continously, to prevent inability to proceed further. Wad is boom compatible. Every map is designed with pistol start in mind, though playing them this way might be a little bit too hard for some people, so we recommend playing through them continuously. Each of my maps have difficulty levels included, and most of AnonimVio levels do as well. Some levels even have par times, though only some of the first ones, maybe first ten. We upload this wad being well aware that we might never finish it. There is a little bit of hope that one day we will come back to mapping, but for now, we just burned out. We hope you will enjoy playing this wad as much as we enjoyed creating it. Tested on Qzdoom and Doomretro and a little bit of Delphidoom and prboom+. No jumps, or crouches are alowed. Use doom 2 or freedoom phase 2 as IWAD Coop starts are included. The only map we included deathmatch exits on is map10. Thanks for suggestions MegaZombieMan EDIT EDIT EDIT: Ultimately, we decided to just compile it as a smaller megawad with 26 levels. We edited some balance related things, and made it look a bit more finished. Let's call it a beta. Download link got updated. When we fix all the glitches and errors, we will upload it to idgames archive. Have fun. Changelog: Spoiler fix 1: fixed some unescapable pits. Changed levels numbers. fix 2: fixed some balance issues, added mapinfo, and some other stuff. fix 3: many coop fixes. Thanks Memfis. fix 4: Balance fixes. First 6 maps are looking a bit nicer now. fix 5: Fixed critical bug on map 14, that made you unable to proceed. Thanks MegaZombieMan fix 6: Gameplay fix in map01. Now it should be easier to notice where the switch is. fix 7: Added some visual candy on the first 6 maps. Edited February 8, 2018 by Chamelenoel : Idgames in the tidtle 22 Share this post Link to post
Memfis Posted December 11, 2017 Played through the first 14 levels so far and enjoyed them quite a lot. AnonimVio's style is dark and serious, whereas yours is colorful and a bit more naive (in a good way). They complement each other well. I disliked the difficulty spike on Map11: everything before was so approachable and now suddenly you're throwing slaughter-like encounters at me? I feel like that's a bit too sudden. The following maps seemed noticeably trickier too, with low health balance, so I figured it's time for me to take a break. Btw Map06 is impossible to complete in prboom-plus because linedef 240 "eats" keypresses, preventing the player from activating the switch behind, and Map10 uses a hanging corpse that blocks your movement (thing 11). Quite adorable wad overall, I've been dreaming of creating something like this ever since I started mapping to be honest. Gonna play more for sure. Btw in case you guys don't realize this (and I know there are people who don't), there is no requirement that every wad needs to have exactly 32 levels. If anything, we need more mapsets with unusual length to break that pointless tradition. So you could always just repackage this as a 26 level megawad and release it without that annoying "abandoned" mark. Just saying... 7 Share this post Link to post
SuperCupcakeTactics Posted December 11, 2017 I'll check this out more later but upon first impressions I'm charmed and will also enjoy these maps :) 0 Share this post Link to post
NieMaMordy Posted December 11, 2017 (edited) I must admit, we had some problems with balancing the gameplay. In my opinion Anonim's levels were too hard, while in his opinion my levels were too easy. This discord might have been one of the reasons we lost our motivation. So yeah, I recommend changing your difficulty settings when playing maps after the 11th one, because it becomes very hard after that. You can also try playing continously. I edited the main post to include that info. EDIT: Added a new version of a wad with fixed errors memfis was talking about Edited December 12, 2017 by Chamelenoel 0 Share this post Link to post
Benjogami Posted December 11, 2017 1 hour ago, Memfis said: Btw in case you guys don't realize this (and I know there are people who don't), there is no requirement that every wad needs to have exactly 32 levels. If anything, we need more mapsets with unusual length to break that pointless tradition. So you could always just repackage this as a 26 level megawad and release it without that annoying "abandoned" mark. Just saying... I agree a whole lot with this. If you tell everyone it was meant to be this way from the start, no one will know any better, and it'll likely change the way that people perceive the wad (for the better!). 0 Share this post Link to post
Pirx Posted December 12, 2017 damn title. i keep reading "i ate my neighbors" 2 Share this post Link to post
Ribbiks Posted December 12, 2017 paging @Killer5 to map32 :) I also liked map19 and map27. 1 Share this post Link to post
valkiriforce Posted December 12, 2017 I agree with Memfis; since the project isn't going for the full 32 it would be nice to have it release with the available maps. A 26-level megawad still sounds like a good length. 3 Share this post Link to post
Killer5 Posted December 12, 2017 (edited) @Chamelenoel @AnonimVio @Ribbiks Sick map. PrBoom+ 2.5.1.5 cl9 (no idea about secrets and monsters) https://www.dropbox.com/s/m05ugdfgtt12590/ihmn32.zip?dl=0 A critique: there should be pain elementals that are released on timers if you dont hit those switches fast enough. If you hit the switch the PEs for that wing are crushed. Edit2: The midi is amazing. Edit3: I have the midi on repeat now. Might consider playing it permanently on stream. Edit4: Add scrollers on those larger square pillars in the first wing for shits and giggles for A+ fun. Edited December 12, 2017 by Killer5 1 Share this post Link to post
NieMaMordy Posted December 12, 2017 Yeah sorry for these secret maps. We thought it would be a good idea to include joke ones as maps 31 and 32 :p I will try to convince AnonimVio about this non 32 map wad release, but I can't promise anything. He still belives that one day we might come back to finishing it. 0 Share this post Link to post
Killer5 Posted December 12, 2017 @Chamelenoel I'm dead serious in my comments. But I just really like maps/midis like this. 0 Share this post Link to post
NieMaMordy Posted December 12, 2017 Good news. Anonim made up his mind, and we both decided to release this one as a 26 maps wad. This version won't be that much diffirent from the current one, but at least you won't need to use idclev. We will also try to fix balance a bit. We will keep you posted 5 Share this post Link to post
NieMaMordy Posted December 12, 2017 (edited) I updated the main post. We compiled it to be a little bit more finished. Some people told us it's a good idea, and we kinda think so too. Let's consider it a beta. When we get rid of all the main glitches, we will upload it to idgames archive. I hope you will have fun, and won't encounter any major bugs. changes: -Map 23 is now map 22. -Map 27 is now map 23. -Map 30 is now map 24. -We also added Map 25 with the big wall of text, including story and credits. -We deleted partimes. There is too much trouble with them -Added difficulty levels to every level now. Edited December 12, 2017 by Chamelenoel 3 Share this post Link to post
SleepyVelvet Posted December 13, 2017 (edited) Up to level 11 tonight; got trashed by the final YK encounter and the final archvile didn't cooperate, will continue tomorrow and hopefully post an FDA dump. edit: or just have them now, will do the rest tomorrow I guess. noisy_ihmn_1to11.zip 0 Share this post Link to post
Archi Posted December 13, 2017 Map30 is not going to work properly on earlier slots. 0 Share this post Link to post
NieMaMordy Posted December 13, 2017 (edited) Why not? Do you mean that story and monster screen aren't going to appear? We fixed it by adding map 25 which cannot be beaten and contains a wall of text with the plot and credits Edited December 13, 2017 by Chamelenoel 0 Share this post Link to post
Archi Posted December 13, 2017 Map30 is the only map where enemies can telefrag each other and player. Icon of sin fight will still work, but enemies will get stuck in each other after a while (and player can get stuck too). 0 Share this post Link to post
NieMaMordy Posted December 13, 2017 (edited) The problem is that we can't find any way around that. Many would say that mapinfo would be the best solution but the problem is that mapinfo is very glitchy, does not work for us half of the time, and many ports don't support it. We don't want to put any one switch maps there either. Anyone knows any other solution for this? Edited December 13, 2017 by Chamelenoel 0 Share this post Link to post
Memfis Posted December 13, 2017 You could spawn monsters on a conveyor belt above the arena that would then immediately move and drop them. I think that should help a lot. 0 Share this post Link to post
Big Ol Billy Posted December 13, 2017 If you want to use the MAP30 slot, why not have a string of essentially blank maps that build anticipation towards the final battle. You're only lacking 5 slots, correct? For example, call each one "Countdown" and just make an empty black room with a big glowing sector number (MAP25="5", MAP26="4", etc.) where the player exits immediately upon moving. It'd be a lot easier than reworking your IoS fight and could even add a little style and drama. 0 Share this post Link to post
NieMaMordy Posted December 13, 2017 (edited) I apologise mate, but I think memfis's idea is better. I never liked such countdowns. I will rework map 24 today, and will post it later. 1 Share this post Link to post
NieMaMordy Posted December 13, 2017 So I added blood waterfalls to map 24. Now it should work fine in every source port. BTW, we recommend using idclip and checking out who's the icon of sin this time. You propably won't recognise him, but his expression is kinda funny. I updated link in the main post. I hope you will enjoy this map much better now. 0 Share this post Link to post
SleepyVelvet Posted December 16, 2017 (edited) Rest of FDAs: noisy_ihmn_theRest.zip My playing was pretty god-awful :) Bugs: I found an inescapable pit on map11. I think I remember a HOM on some map but I don't remember where. Notes: The ammo starvation on UV was eventually too much for me first playthrough, which is fine because it's UV (as long as this is intended). I went down to HMP by map15, and then to hntr at map21. Overall experience: These maps were pretty fun actually. The difficulty ramping is pretty steep, and mostly a result of tight ammo/health balance. If I had a time machine, I would tell me to play 1-10 on UV; 11-20 on HMP; 21-24 on HNTR for a casual experience. On 12/11/2017 at 2:56 PM, Chamelenoel said: Every map is designed with pistol start in mind, though playing them this way might be a little bit too hard for some people, so we recommend playing through them continuously. I guess this is true. Difficulty settings seemed to work for maps that I downshifted for. 0 Share this post Link to post
Memfis Posted December 16, 2017 Hey, I hosted this in multiplayer tonight and found some problems. I have to say overall you did a great job maintaining coop compatibility with these emergency teleporters, but there are still a few issues: Map14: - there are three player 2 starts and no player 3/4 starts. - it is possible to get stuck in sector 554. Map16: - there are two player 2 starts and no player 3 start. Map17: - the emergency teleport to sector tagged 23 takes you to the spot where monsters are the most likely to gather, I died there in like 2 seconds. Map22: - the emergency teleport to sector tagged 3 faces the wrong direction (you appear with monsters behind your back). I feel like I've seen a similar problem in some other level, but unfortunately I'm not certain. Map30: - um, what's the deal with tag 8? If these lamps are supposed to seal off the players in the starting area then it doesn't work, but what's the point of that anyway? I don't know if you want to spend more time on this, but if you care I feel like some levels could use additional coop ammo and items. In particular, Map16 is really really tight on ammunition, and it doesn't help that not everyone can get the shotgun (because only the enemies drop it) or the berserk (even with item respawn it takes a while for everyone to pick it up). Map17 also seemed kinda tight. On Map19 maybe you could place two soulspheres at the start so that the guy who snatches the megasphere doesn't get to have all the fun. Since Map21 is a tyson map, it should have many coop berserk packs so that everyone can get one. The rest of the levels seemed fine I guess but still a little bit of bonus items for multiplayer would be welcome if you feel like working on that. Overall I found IHMN great fun in coop, so thank you for supporting it. :) 0 Share this post Link to post
NieMaMordy Posted December 17, 2017 I fixed everything you mentioned above. Thanks for testing it in coop, because we weren't able to test it ourselveres, because our routers suck. Updated the main link. 0 Share this post Link to post
NieMaMordy Posted December 18, 2017 Uploaded the final version. If no other bugs will be found, I will upload it to idgames tommorow. 1 Share this post Link to post
HAK3180 Posted December 19, 2017 Hey, found a minor thing in map 13. In the southeast part of the map I was able to drop down to sector 326/333 in the corner in such a way that I was stuck. Don't know if you've already uploaded, but I think you could very easily just drag one or two vertices to create a little bit more space over there. 2 Share this post Link to post
NieMaMordy Posted December 19, 2017 (edited) thanks man. I was just about to upload it to idgames. I will fix that and send it there after that EDIT: I just uploaded it there. Waiting for acceptance Edited December 19, 2017 by Chamelenoel 1 Share this post Link to post