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Milkman

Birthday Bash MegaWAD

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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:

 

 

 

Screenshot_Doom_20181130_152421.png

 

 

DONT!!!: (i had to go into god mode just to take the picture!!!)

 

Screenshot_Doom_20181130_151901.png

 

 

But overall it definitely shows off how far modding has come with such a old engine! 5/10

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Thanks for playing Doctor! I'll take that on board and turn down some of the monster amounts. Were you playing on Ultra Violence?

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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 :)

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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?
 

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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 :)

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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 by Milkman

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Awesome, man!  I've been interested in checking this out.  You should update the OP with the release info as well :)

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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.

 

sfLOVwz.png

 

Now on MAP05 you've got this room where everything is ok:

 

OTvaIUc.png

 

but the room opposite to it is missing a texture:

 

PQu5Ful.png

 

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:

 

DYAnya2.png

 

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?

 

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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.

 

sfLOVwz.png

 

Now on MAP05 you've got this room where everything is ok:

 

OTvaIUc.png

 

but the room opposite to it is missing a texture:

 

PQu5Ful.png

 

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:

 

DYAnya2.png

 

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?

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5 minutes ago, Milkman said:

What source port were you using, out of curiosity?

Looks like GZDoom by the Alternate HUD.

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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.

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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.

 

Xwsqqtt.png

 

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.

 

3ESvv0S.png

 

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.

 

jybNKZU.png

 

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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!!

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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 :)

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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.

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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.

 

JXeL4LM.png

 

MAP14:

 

Big missing texture at the start:

 

ta7QzXr.png

 

One of the linedefs in this elevator is missing the Lower Unpegged flag:

 

xrGJSlG.png

q6ug4eC.png

 

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?

 

E9jQFn1.png

 

Missing textures. As in, actual files that are missing:

 

Ab1n5K1.png

KZgO12v.png

 

This Imp is stuck:

 

7VwMJpX.png

1CO03oq.png

 

A minor detail. Only some lines are visible on the automap here, and it doesn't make much sense:

 

2iCc7iO.png

 

This floor is damaging for no good reason:

 

koVxKTX.png

f058tCN.png

 

MAP31:

 

This map... this map is just broken. Let's start with the small things:

 

Missing textures on the sides:

 

ArrndBp.png

 

And up here, that black bar in the corner:

 

MocKsus.png

mpDHdkl.png

 

You can get stuck in that lift BTW.

 

Big untextured wall:

 

yqAwlZG.png

onRRQ5H.png

 

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:

 

4hTNsiK.png

 

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?

 

kqEh58O.png

lwRhQUp.png

 

Another stuck Imp:

 

0Sq2dv8.png

 

Uh...

 

PqGGA1t.png

 

This lift doesn't work from this side (which might be intentional?). It's also misaligned.

 

RbZBVnh.png

5SLAVIM.png

 

This door sinks into the ground instead of opening... This is mapping 101 territory :P

 

VzKdG7h.png

FvDXKlF.png

 

This ledge is damaging:

 

XiHV1Ek.png

Kw0dSwJ.png

 

I hope that last step isn't supposed to be climbable, because it isn't.

 

wSmYDKS.png

SOF6722.png

 

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.

 

AEGyAb7.png

 

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?

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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.


 

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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.

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Posted (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:

 

RrOKeH7.png

h8Bbtml.png

 

This step doesn't have a texture:

 

8O6vAav.png

745PomI.png

 

MAP18:

 

Very misaligned texture:

 

U10Odml.png

PHf6wge.png

 

You can get stuck here at the start of this area. I'd suggest putting a damaging floor at least.

 

f4KFSnx.png

 

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.

 

1KKExtD.png

 

MAP19:

 

There's this. It looks like an antenna or something haha, but I'm guessing it shouldn't be there.

 

iO89dmS.png

 

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.

 

nhVwQAG.png

 

MAP21:

 

You can get stuck here as well, if you don't "jump" properly:

 

uTllPt0.png

 

Stuck monsters:

 

dsPFiWL.png

 

vO5Co1r.png

 

Small mistextured line to the right:

 

ARnvCSl.png

12uDZPF.png

 

Some of the marble blocks here have damaging floors:

 

3Rvq4CC.png

 

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 by KVELLER : More info

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You thought double posting was a terrible sin? Well, think again...

 

Spoiler

MAP23:

 

Stuck Cacodemon:

 

On3o7yg.png

 

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.

 

iU23jHy.png

 

See that place in the lava that has a shadow cast on it? It's not damaging.

 

x9poRNH.png

 

Not a big deal, but these steps aren't textured:

 

L4xQXIq.png

o7NFORD.png

 

More non-damaging lava:

 

Yg9U8fT.png

 

Another untextured step:

 

zt60ojb.png

 

The door in this spot has the Upper Unpegged flag, so it looks weird:

 

yuXft6J.png

BJgOD94.png

 

MAP25:

 

This one had me laughing like crazy. See this teleporter?

 

Ok9Q4Dt.png

 

It brings you here: to the void!

 

FWljmAm.png

 

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.

 

NbMPzy4.png

 

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.

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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 :)

 

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