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BLλZING_DUST

[WIP] No Guts, No Glory!

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Posted (edited)

 

M_DOOM.png.3f87bf68ad28aa1978b1470e803114f6.png

 

About the WAD:

 

No Guts, No Glory! is a 12 level mappack made by none other than me. It is a mappack that has been under development since the September of 2016 and has been receiving updates, overhauls, remakes and scraps ever since. It is a mappack that has received updates as I've got better.

 

It's a classic run 'n' gun WAD that offers classic Doom gameplay with a twist of what modern sourceports allow (crouching, jumping, mouselook aiming), good visuals, lengthy levels and lots of metal. It is currently WIP, it has been for a very long time, and it's coming to a closure.

 

Questions:

1. Does this WAD require modern sourceports?
- Yes it does, GZDoom specifically. I'm planning to expand it to Zandronum and ZDoom, but I'll have to ditch the +WALLSPRITE utilizing entities.

 

2. What IWAD does this require?

- Doom 2.

 

3. What new content is there?

- Twelve maps, Grass entities, new textures taken from all sorts of texture packs found on Realm667 and GoldSrc games (Half-Life, Counter-Strike, Team Fortress Classic) and some made by me (Doom Slayer themed textures).

 

4. How difficult is it?

- While there are no options for changing the difficulty, it does offer a challenging gameplay. I personally find it very difficult, especially the later levels, and I did need to use resurrection a few times.

 

5. Can you play it with Brutal Doom????????????????

- Yes.

 

6. Does it have an ENDoom?

- Yes, although a slightly outdated one.

 

Links:

ModDB Page - https://www.moddb.com/mods/no-guts-no-glory

ZDoom Forums Thread - https://forum.zdoom.org/viewtopic.php?f=42&t=55002

 

Screenshots

Spoiler

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Edited by BLλZING_DUST : editing an image into the spoilers

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Posted (edited)

Been fun so far. I'm up to Map 9 on UV continuous at the moment. A couple of comments:

 

- I do seem to be running low on SSG/CG ammo quite frequently in the early maps.

- I don't seem to have found a PG and I've had 600 Cells for 3 maps now. If there's so much ammo around for it, there really should be a (non-secret) PG somewhere around Map 5/6. This would also have helped with the low ammo I've been experiencing for other weapons.

- On Map 8, you seem to only be able to open the blue door once. If you don't go through it, it doesn't seem like you can open it again and get stuck.

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On 7/8/2018 at 1:16 AM, Degree23 said:

Been fun so far. I'm up to Map 9 on UV continuous at the moment. A couple of comments:

 

- I do seem to be running low on SSG/CG ammo quite frequently in the early maps.

- I don't seem to have found a PG and I've had 600 Cells for 3 maps now. If there's so much ammo around for it, there really should be a (non-secret) PG somewhere around Map 5/6. This would also have helped with the low ammo I've been experiencing for other weapons.

- On Map 8, you seem to only be able to open the blue door once. If you don't go through it, it doesn't seem like you can open it again and get stuck.

 

I apperciate the comments, and now to address them:

 

1. I personally didn't and I've for a while thought I give players a bit too much ammo, but I'll note this comment and add more shells and ammo.

2. I'm well aware of this, and with this I want to give players an incentive to look for secrets and find a PG (or something else).

3. It'll be fixed in the next version.

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No Doom WAD's complete without an Icon of Sin at the end of the map, so I've decided to add one in the latest version of No Guts, No Glory. (Credits to Erick194 for porting the Doom RPG textures)

 

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Screenshot_Doom_20180712_121934.png.931a24f0ae48a76aca75119a4d6aa760.png

Screenshot_Doom_20180712_121946.png.399f90b0fc4aca0151e357012c74851d.png

Screenshot_Doom_20180712_121954.png.3f89e73a17b6377456a1a67ba719d4f3.png

Screenshot_Doom_20180712_122004.png.962e7b397a3a71b4d1872d88a45ac2d2.png

Screenshot_Doom_20180712_122010.png.b6b8fca8c74554bddb60225a8387be90.png

Screenshot_Doom_20180712_122021.png.875a11df41192a0d2db3d6ab5304ea30.png

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Maps 11 and 12 (old version, don't know if anything changed) were considerably less fun than the previous ones I'm afraid. Running into large room after large room full of spaced out enemies became incredibly tedious. Plus the maps were so large that progression through them felt like I was doing the same thing over and over with no real change. The size of the maps works against it here because each area adds very little new.

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