Milkman Posted November 30, 2018 (edited) Hi there, new kid on the block, looking for a fellow player to playtest a 25 level Vanilla WAD. I’m hoping to have the final release ready for DOOM’s 25th birthday, as my little tribute to all the joy it’s brought me over the years. As that date looms closer, I thought it might be wise to get someone to play it first. The rough premise of ‘Birthday Bash’ is that you have to return to UAC because you forgot your BFG on the way back to earth (sooo clumsy), but need to fight through challenges before some undefined, omnipresent demon will allow you to get it, only to find a deeper twist at bay when you do… Designed and tested on ZDoom - No fancy Source Port tricks, addon textures or scripts required, just sector limit removing and Doom 1 and 2 textures merged. One should be able to run the WAD on any modern source port. No crouching or jumping. Freelook allowed but not encouraged. Difficulty should be moderate for the first few maps, and starts to escalate from there. The mapset is intended to be varied to capture the several aspects of Doom; Maps are a mix of puzzles, basecrawlers, slaughter set pieces and UAC styled and hell styled maps,.Screenshots: Test Maps (in Sandy Petersen abstract set-piece style): UAC Maps (E1 and E2 style): Hell Maps (E3ish): So far the first 21 levels are ready for playtest, I’m still tuning the last 4 which I’m hoping to have to a playtest standard in the next week. I’m specifically looking to test difficulty and get general feedback on challenges (and recommendations for the speedrunning aspect, if that’s a thing) Let me know if keen to play and I’ll figure out a way to upload the demo – Otherwise, hope you’ll play when it comes out officially! 24 Share this post Link to post
Thedoctor989 Posted November 30, 2018 i'll playtest it! just post the file on Mediafire.com 1 Share this post Link to post
apatuka Posted November 30, 2018 I like the design, i want to try this ! 1 Share this post Link to post
Thedoctor989 Posted November 30, 2018 (edited) PRO'S: WORTH EVERY SECOND! there's just about everything for all doom fans! (as well as some references with a twist!) CONS: Oversaturated and often Rage Quiting hordes of monsters! (level 6 being a exception though!) Example: DO: DONT!!!: (i had to go into god mode just to take the picture!!!) But overall it definitely shows off how far modding has come with such a old engine! 5/10 0 Share this post Link to post
Milkman Posted December 1, 2018 Thanks for playing Doctor! I'll take that on board and turn down some of the monster amounts. Were you playing on Ultra Violence? 0 Share this post Link to post
Myzo Posted December 2, 2018 Screenshots look great, I'd love to playtest it :) 1 Share this post Link to post
eharper256 Posted December 2, 2018 (edited) If you're looking for further playtesters (I usually play on HMP or HNTR, and with mods, if you want that perspective) give me a PM with the link and I'll check it out when I can and give you detailed caps and feedback usually. Last feedback thing I did was this: https://www.doomworld.com/forum/post/1902737 1 Share this post Link to post
VanaheimRanger Posted December 7, 2018 If you are wanting to release this on the 10th I won't have time to test it for you, but I'm very much looking forward to playing it. Good luck with the release :) 1 Share this post Link to post
Milkman Posted December 8, 2018 Thank you everyone for helping test it so far! All your feedback has been so valuable, it's really helped me tune the leels to get them to that next rung of quality :) While I'm soooo close to releasing something on the 10th, I think I'm going release it later in the week knowing it's as polished and considered as it could be. That's how birthday celebrations work, right? 0 Share this post Link to post
Milkman Posted December 8, 2018 On 12/7/2018 at 10:52 PM, guitardz said: If you are wanting to release this on the 10th I won't have time to test it for you, but I'm very much looking forward to playing it. Good luck with the release :) Thank you, I'll be sure to let you know when it's public-worthy :) 1 Share this post Link to post
Milkman Posted December 26, 2018 (edited) Hi everyone! Merry Christmas! I'd like to announce that Birthday Bash has past the Beta playtesting phase and is due for official release! I've missed dooms Birthday by 15 days, but releasing 25 levels for DOOM's 25th birthday on the 25th feels somewhat appropriate. Anyway, I'm going to figure out how to upload to /idgames tonight, but in the interim, please find the wad and txt file here: EDIT: Removed for redundancy Please download and enjoy the homage. I hope you enjoy, and are having a great holiday period! Edited February 27, 2019 by Milkman 4 Share this post Link to post
VanaheimRanger Posted December 26, 2018 Awesome, man! I've been interested in checking this out. You should update the OP with the release info as well :) 0 Share this post Link to post
KVELLER Posted December 27, 2018 Some issues that popped up while I was playing: Spoiler This wall in MAP04 has no texture. It can only be spotted if you enter the area and then come back, so it seems like a common oversight. Now on MAP05 you've got this room where everything is ok: but the room opposite to it is missing a texture: I'm assuming the blood sector around it should be at ground level, like in the previous image. Now, this is a big one. You can (and seemingly will) get stuck here: The blood sector will raise, and the red button will do absolutely nothing. How did that pass through beta testing? Or am I missing something here? 0 Share this post Link to post
Milkman Posted December 28, 2018 9 hours ago, KVELLER said: Some issues that popped up while I was playing: Reveal hidden contents This wall in MAP04 has no texture. It can only be spotted if you enter the area and then come back, so it seems like a common oversight. Now on MAP05 you've got this room where everything is ok: but the room opposite to it is missing a texture: I'm assuming the blood sector around it should be at ground level, like in the previous image. Now, this is a big one. You can (and seemingly will) get stuck here: The blood sector will raise, and the red button will do absolutely nothing. How did that pass through beta testing? Or am I missing something here? Thank you KVELLER, the MAP04 issue was one I definitely missed the whole way through testing, thanks for pointing that out. But the MAP05 issues I definitely fixed, it looks like the changes to that map didn't save or something, because the rest of the WAD seems up to date from a Doombuilder glance. I've updated the Mediafire file. What source port were you using, out of curiosity? 1 Share this post Link to post
VanaheimRanger Posted December 28, 2018 5 minutes ago, Milkman said: What source port were you using, out of curiosity? Looks like GZDoom by the Alternate HUD. 1 Share this post Link to post
KVELLER Posted December 30, 2018 On 12/28/2018 at 1:05 AM, Milkman said: What source port were you using, out of curiosity? guitardz is right, I was using GZDoom, version 3.6.0 to be precise. 0 Share this post Link to post
KVELLER Posted December 31, 2018 Alright, I downloaded it again and found some more issues in the subsequent levels: Spoiler There's a missing texture in the steps near the end of MAP09. More missing textures in the "same" area, this time in MAP10 (you can see them at the left and right). Several of the steps here have the same issue, not only the ones on the screenshot. I just ran up these stairs in MAP09, so I don't know if the same thing happens there. MAP11. Looks like another section that won't allow the player to progress. I looked in Doom Builder and noticed how the area in front of the "lava arrow" actually has a small, thin sector directly in front of the arrow, which leads me to believe that should be a lift, but the line doesn't have any action whatsoever. 0 Share this post Link to post
Milkman Posted January 2, 2019 Thanks KVELLER, MAP 9/10: this issue didn't come up in playtesting at all! Didn't even think of it ,will fix. MAP 11: Perhaps, or maybe you need a bit of help from an Arch Vile to clear that ledge... :D I'm very glad your playing through these by the way!! 0 Share this post Link to post
KVELLER Posted January 2, 2019 4 hours ago, Milkman said: MAP 11: Perhaps, or maybe you need a bit of help from an Arch Vile to clear that ledge... :D Oh... I didn't even think of that. You can still kill the Arch-Vile though (I did) and it's not even necessary to have freelook on; you can still target him if you stand in the area with the marble Arch-Vile face (ironically enough). 4 hours ago, Milkman said: I'm very glad your playing through these by the way!! My pleasure :) 0 Share this post Link to post
eharper256 Posted January 3, 2019 I want to highlight that I playtested this and its really quite excellent. Its a wad that loves to play with your expectations; and has lots of fresh ideas and technical marvels you don't often see in many maps these days, many of which I was pleasantly surprised with. Some mild spoilers if you want (I recommend seeing it all yourself, though): Spoiler The highlights for me include the entire level collapsing into a bloody hellscape, the section with cacos emerging from the darkness and only highlighted in narrow bands of eerie red light, and some of the fun theme levels, like assembling a puzzle of platforms using shootable switches, charging through swathes of demons in a chainsaw theme level, and a jumping puzzle level. If you haven't already checked it out, I'd highly recommend it. 1 Share this post Link to post
KVELLER Posted January 3, 2019 After playing the rest of MAP11, I saw how the whole map revolves around the Arch-Vile gimmick, so I guess it's ok. It still sucks that you can get stuck, but oh well. More issues: Spoiler MAP12: Ok, this isn't a big deal, but it would be cool if that skull door could be opened from this side, in case the player wants to go back to the other side for whatever reason. What is a big deal though, is the fact that you can get trapped behind that blue key door; it can't be opened from the inside. MAP14: Big missing texture at the start: One of the linedefs in this elevator is missing the Lower Unpegged flag: MAP15: You can see the BRNSMALC texture only on this side of the linedef, its opposite side doesn't have a texture, neither does the line parallel to it. You can also enter the area with the nukage, which isn't damaging. Is the player supposed to be able to go in there at all? Missing textures. As in, actual files that are missing: This Imp is stuck: A minor detail. Only some lines are visible on the automap here, and it doesn't make much sense: This floor is damaging for no good reason: MAP31: This map... this map is just broken. Let's start with the small things: Missing textures on the sides: And up here, that black bar in the corner: You can get stuck in that lift BTW. Big untextured wall: Also, that area is very barren and leads to a dead end. Is it supposed to be accesible? Now... most of the nukage in this map doesn't do any damage, at all (this includes the big outdoor areas). I was thinking that maybe it was a deliberate design choice, but then I saw this: A radiation suit. Which is useless. I jumped down into the nukage in the outside area and thought that maybe this would let me go back up. Nope. Is this intentional? Another stuck Imp: Uh... This lift doesn't work from this side (which might be intentional?). It's also misaligned. This door sinks into the ground instead of opening... This is mapping 101 territory :P This ledge is damaging: I hope that last step isn't supposed to be climbable, because it isn't. And finally, this Soul Sphere. If you jump down into this ledge to grab it, you can't go back up as far as I'm aware. You're just screwed. This map also suffers from some serious ammo starvation. I really like most of the maps in this WAD, I really do, I LOVED MAP15 with its big emphasis on exploration, but it's raw. It's fucking raw. Whether it suffered from a lack of proper playtesting or Doom Builder screwed you over, it doesn't change the fact that this released in a rather buggy state, especially MAP31 as I pointed out. A couple more months to do playtesting on the final version would've gone a long way, who cares if it's late to Doom's birthday? 0 Share this post Link to post
Milkman Posted January 3, 2019 13 hours ago, eharper256 said: I want to highlight that I playtested this and its really quite excellent. Its a wad that loves to play with your expectations; and has lots of fresh ideas and technical marvels you don't often see in many maps these days, many of which I was pleasantly surprised with. Thank you e Harper, I'm glad you think so :) you're playtesting was really great, and helped me tune a lot of the levels! 1 hour ago, KVELLER said: I really like most of the maps in this WAD, I really do, I LOVED MAP15 with its big emphasis on exploration, but it's raw. It's fucking raw. Whether it suffered from a lack of proper playtesting or Doom Builder screwed you over, it doesn't change the fact that this released in a rather buggy state, especially MAP31 as I pointed out. A couple more months to do playtesting on the final version would've gone a long way, who cares if it's late to Doom's birthday? Very true. While I did declare that it was due to release, I've help off uploading it to /idgames to make some of your feedback, so technicaly it hasn't been 'officially' released (Thank god!) Yeah MAP31 was... rushed... I was desperatley trying to make it for the month of December at least, but now I've even missed that so I might as well take the time to get it right. 0 Share this post Link to post
KVELLER Posted January 3, 2019 1 hour ago, Milkman said: Very true. While I did declare that it was due to release, I've help off uploading it to /idgames to make some of your feedback, so technicaly it hasn't been 'officially' released (Thank god!) Yeah MAP31 was... rushed... I was desperatley trying to make it for the month of December at least, but now I've even missed that so I might as well take the time to get it right. Well, I hope you've learned your lesson! Rushed stuff is never good, but at least you're willing to fix it. 0 Share this post Link to post
KVELLER Posted January 7, 2019 (edited) Stuff: Spoiler First of all, I should mention that I did not play MAP31 on its entirety, so there might be more issues than the ones I mentioned. MAP17: This elevator doesn't lower at all: This step doesn't have a texture: MAP18: Very misaligned texture: You can get stuck here at the start of this area. I'd suggest putting a damaging floor at least. This secret has nothing at all in it on ITYTD/HNTR/HMP. It's just odd to find a secret that gives you no reward whatsoever. MAP19: There's this. It looks like an antenna or something haha, but I'm guessing it shouldn't be there. MAP20: I need to mention that this looks pretty friggin fantastic, in fact, the whole first half looks really cool. Anyway, there's a small mistextured cieling at the right, and I also managed to fall down nearby and get stuck instead of killed. MAP21: You can get stuck here as well, if you don't "jump" properly: Stuck monsters: Small mistextured line to the right: Some of the marble blocks here have damaging floors: BTW, I noticed how some of the maps have points of no return. While this isn't inherently bad, it does prevent players from going back in case they missed something, and it tends to piss some people off. Still, it's your call at the end of the day. Edited January 7, 2019 by KVELLER : More info 1 Share this post Link to post
KVELLER Posted January 10, 2019 You thought double posting was a terrible sin? Well, think again... Spoiler MAP23: Stuck Cacodemon: MAP24: These ledges are a bitch to navigate. Trying to go from the one in the middle to the lower one is a nightmare, and I actually ended up doing a strafe jump from the place where I took the screenshot. See that place in the lava that has a shadow cast on it? It's not damaging. Not a big deal, but these steps aren't textured: More non-damaging lava: Another untextured step: The door in this spot has the Upper Unpegged flag, so it looks weird: MAP25: This one had me laughing like crazy. See this teleporter? It brings you here: to the void! I looked in Doom Builder and there's a teleport destination there, for no reason at all. The game gets confused and sends the player there instead. And last but not least, there's this room. There's this weird "hole" next to the teleporter, which also happens to be next to a random textured line. Furthermore, it's incredibly easy to get stuck at the start of that room, with the little platforming section and pitch black textures. And WE. ARE. DONE! It was quite a fun ride, if a bit bumpy :) I'm eager to play MAP31 again once a fixed version comes out. 0 Share this post Link to post
Milkman Posted February 27, 2019 Hey all! Just want to Necro this thread one last time to say that we are actually, officially done! After extensive testing across several source ports to help with compatibility, and cleaning up some level design issues along the way, I can happily say that I've tied a bow around Birthday Bash (better late than glitchy, right?) and it's now sitting with /IDgames, hopefully going to make that accepted list in the next 7 days. I'll make another new post aonnouncing it's offical release with a link to the Newstuff pit when it's up, and start afresh with a sexy new heading. That way any newcomers won't get lost in this pit of playtesting feedback. Many thanks to all who helped playtest and gave feedback, it was incredibly useful. Special muchas gracias to KVELLER for your crazy thorough playtesting, you are a king amongst men :) 4 Share this post Link to post
VanaheimRanger Posted February 27, 2019 Nice! Good job to you and kveller, i've been looking forward to this for a while. 0 Share this post Link to post