paradaimon Posted December 19, 2020 Nice to see a megawad with maps titled in portuguese! Can't wait to play when it's done. 2 Share this post Link to post
Deadwing Posted December 22, 2020 On 12/19/2020 at 4:36 PM, SilverMiner said: Does the red liquid hurt? Yeah, but you will not need to pass through the big lava river =x On 12/19/2020 at 6:52 PM, paradaimon said: Nice to see a megawad with maps titled in portuguese! Can't wait to play when it's done. Thanks a lot! Yeah, it's hard to find maps with titles in portuguese :D 2 Share this post Link to post
dei_eldren Posted January 12, 2021 (edited) So, today i finally tried this for the first time, and beat the first level (after much gnashing of teeth)! At first, the beginning of HNTR didn't seem that much different from UV videos i'd watched (all linked to from this thread), and i died many times with the first Revenants and Cacodemons, feeling just a bit overwhelmed... But after maybe 5-6 practices i finally managed to kill them with good amount of health and ammo left. After which it took a little while (maybe around 40 minutes haha) but i got through the level dying just 2-3 times. And then for map02...on first try, i ran around (had also watched couple of videos of it on UV so i knew running around is a must) but managed to get killed by something just after getting the RL. This isn't easy...but very rewarding, In my opinion the set is simply gorgeous and the layouts are unique (in my rather limited experience at least - they're not similar to any of the levels i've played, and are even more intricate than in Moonblood - i guess Eviternity is closest). Unlike many, i don't mind the repetitive tilings when it makes sense, to me the visual impact was very strong. Great Work, Deadwing! Edited January 12, 2021 by dei_eldren 1 Share this post Link to post
Deadwing Posted February 5, 2021 Thanks a lot, @dei_eldren! Sorry for taking such long time to answer! I'm glad you've enjoyed the first episode so far! The early maps are tough but after some tries you get used to the gameplay style. For the final wad, the early maps will be a bit easier to hopefully a lot easier to navigate :P (but still with the non-linearity). The project is still in development, but things are going slower than expected >.< A very WIP picture of the current E2 map I'm working on: 13 Share this post Link to post
dei_eldren Posted February 7, 2021 On 2/5/2021 at 11:51 PM, Deadwing said: Thanks a lot, @dei_eldren! Sorry for taking such long time to answer! I'm glad you've enjoyed the first episode so far! The early maps are tough but after some tries you get used to the gameplay style. For the final wad, the early maps will be a bit easier to hopefully a lot easier to navigate :P (but still with the non-linearity) Yeah, in that sense a lot in common with Moonblood (to which i returned just a few days ago since i've finally got used to high-tier enemies), but of course the design now is much more intricate. Really like the way you've progressed the layouts without sacrificing the vanilla style gameplay...Doom, with the exception of Si666il, never had levels like this, but gameplay still manages to maintain the same atmosphere. 1 Share this post Link to post
Deadwing Posted February 13, 2021 Thanks a lot, @dei_eldren! Some more pics: 12 Share this post Link to post
Deadwing Posted February 13, 2021 I decided to try something in Photoshop to create a logo for this project. Hopefully this isn't too bad >.< 21 Share this post Link to post
Deadwing Posted March 2, 2021 Quick update for the project: - It's around 70% done. - Episodes I and II are fairly done, with the following things remaining: Epilogue maps from both episodes, soundtrack and Iconography. - As for episode III: 3 or 4 maps still need detailing, which should take a good amount of weeks to finish >.< 2 maps will also be done from scratch. Hopefully by July (around) I'll have everything wrapped up, with only the soundtrack + testing remaining to do. 9 Share this post Link to post
Deadwing Posted March 7, 2021 Ripping-off those floating stones from Ancient Aliens >.< Holy shit, skillsaw was crazy in creating 256 repetitions of 2 equal textures lol 10 Share this post Link to post
Pirx Posted March 7, 2021 looks great. a fine example of an abstract hell map. 1 Share this post Link to post
painelemental667 Posted March 24, 2021 This looks interesting. I am waiting for this. I like plutonia. Enjoyed playing moonblood. It was something different. 1 Share this post Link to post
Deadwing Posted March 24, 2021 (edited) 1 hour ago, painelemental667 said: This looks interesting. I am waiting for this. I like plutonia. Enjoyed playing moonblood. It was something different. Thanks a lot, painelemental! The wad nears its completion, with 28 maps already ready, but there's still a lot of work to do, which will demand some good months before a public release. >.< Edited March 24, 2021 by Deadwing 2 Share this post Link to post
Deadwing Posted April 1, 2021 (edited) Some more pics, probably the last of the batch for now, since next map will have to be done from scratch and It'll take a lot of time >.< 15 Share this post Link to post
Firedust Posted April 5, 2021 Your updates looking tastier every time. 1 Share this post Link to post
Deadwing Posted June 24, 2021 (edited) Hey guys! I updated the OP with new pics and info. Some updates for the projects: -> 30 out of 32 maps are done. -> 4 of them are amazing maps made by guest mappers: @antares031, @riderr3, @A2Rob and @Lorenz0 Later on, I'll make a post presenting all of them :D -> I'm currently working on the soundtrack, I have 10 tracks ready (out of 14 or 15). 2 of them are featured in the new awesome TNT soundtrack wad from Cammy: "Hot Pressure" and "Minds Like Magnets" (made for it) It'll take a while to get everything ready, though, because I still have to make the MP3 versions of them, and I'll have to spend some money in plugins and vst's. -> @galileo31dos01 built this amazing status bar for the wad: -> I'm feeling confident that this will be ready at December this year or a bit earlier. There's still a lot of work to do with one more robust map to build from scratch, all the soundtrack work and testing to do. I honestly don't even remember how some maps play lmao I think the wad is currently 85% done, though! Edited June 24, 2021 by Deadwing 17 Share this post Link to post
dei_eldren Posted June 24, 2021 Having played through all the available levels, i am really looking forward to this! 1 Share this post Link to post
TJG1289 Posted June 24, 2021 I've been watching this one for a while now, and I'm excited for it's release! It looks fantastic. I know some levels are already available, but I'm waiting for the whole thing to be out. 1 Share this post Link to post
Deadwing Posted June 24, 2021 Thanks a lot, guys! Hopefully the final release will meet all your expectations >.< 6 Share this post Link to post
Deadwing Posted July 25, 2021 Another update for the project: -> 31 out of 32 maps are done. -> Last map is on development, although I expect it to get 1 or 2 months to be ready >.< -> Soundtrack is released and can be downloaded here: -> As said before, Ozonia will feature 4 guest incredible maps. Time to present them! First guest map is from @Lorenz0. It's a really beautifully crafted map for E1 with a strong adventurous + dungeon crawler feel: Second map is from @antares031, it occupies slot 32 and it's an fantastic epic journey, with some amazing vistas + challenging and very creative setpieces: Third map is from @riderr3. It's a very unique and beautiful E2 map with exploratory + puzzle challenges mixed with very creative setups and progression: Finally, last map is from @A2Rob, an amazing action focused non-linear journey through some of the most intense moments of this wad: 20 Share this post Link to post
Armolitskiy Posted July 30, 2021 Very beautiful. I especially liked this cloud effect. 1 Share this post Link to post
NuMetalManiak Posted September 2, 2021 MAP13: I was unable to get any of the teleport closet monsters to teleport in. For reference: -Every sector tagged 23 is connected to linedef 77 (with action 38). Ten sectors seem to have this issue, with some of the closets connected to each other more or less. None of the teleport lines can be reached by these monsters after I crossed those two lines 2 and 77. The sectors in question are 291, 487, 488, 489, 490, 492, 493, 495, 499, and 501. -Sectors tagged 37 open a door, but because the teleport line is below the two monsters in those respective closets (at a lower ledge), they never leave their closets. These sectors are 505 and 356 (also including 354 and 355 as they are the lower ledges these monsters cannot reach). -Sectors tagged 2 (as well as one sector tagged 12), doesn't free two arachnotrons. Seems to be that the ceilings are too low. These sectors are 323, 292, and 293 I'll add more when I get to them. First episode seems to be free of any issues for me. 3 Share this post Link to post
Deadwing Posted September 2, 2021 Awesome, thanks a lot @NuMetalManiak! I'll address these issues >.< 1 Share this post Link to post
NuMetalManiak Posted September 3, 2021 MAP18 - sector 349 flat looks wrong. MAP19 - sector 188 is a random teleporter outside the map. That's about it! I've got nothing else to really pinpoint bug-wise. Very fun megawad in general, definitely has classic vibes. 1 Share this post Link to post