Khorus Posted July 23, 2019 Yeah, really good track! Would love to have it in Map28, fits the atmosphere just right. 2 Share this post Link to post
valkiriforce Posted July 23, 2019 I've listed AD_79's track for MAP28. I finally got around to including some more screenshots for the completed maps in the first post as well. I also decided to move Death March to the MAP19 slot since I feel The Devil's Triangle is pretty huge and seems a more fitting end for episode 2. @Pegleg I also played your map; I think I died twice on it before I decided to look ahead and see what I'd been missing later in the map. I sort of ran into the same issues with limited ammo at points and high difficulty, although I still need to give it a more proper playthrough before I can say for certain what could use tweaking (although that point with the arch-vile behind the cacodemons DerFurer'sFace mentioned in the YK room also comes to mind). The only other thing I can say though is I do think some areas could use a little more visual work, since I noticed some solid walls with no detail. I wouldn't mind tidying up some areas and working out the details myself if you'd like. Work on MAP30 is gonna take a while. I do have a small preview of the starting area I wanted to share - just so you know it's not just another, "MAP30." 16 Share this post Link to post
Moustachio Posted July 28, 2019 I've made changes to Map09 based on a viewing of @Mr. Meanor's stream. Lowered the monster count a hair, and made some environment changes so that traps couldn't be cheated. Also, more ammo! https://www.mediafire.com/file/1o27nc8zi68lzrt/ak09_07-27-19.zip/file 1 Share this post Link to post
Korozive Posted July 31, 2019 I see Episode 2 is complete \o/, and not to sound ungrateful but will it be compiled into a single episode like Episode 1 was? Makes downloading and playthrough a heckuva lot easier. 1 Share this post Link to post
DFF Posted July 31, 2019 Also, any idea when the collaborative map31 will be ready? I’m anxious to try the whole thing out 1 Share this post Link to post
valkiriforce Posted July 31, 2019 (edited) I still need to make some fixes for Pegleg's MAP19, which includes working on map difficulties and structural details, but I'll leave that for the next time I update the maps since it'll only hold out on uploading episode 2 for a while longer. I'll post episode 2 compiled here shortly. I did sent a message out to gaspe recently asking about the secret MAP31 entry, since they were the last one I sent it out to. Once again, I've just been working on MAP30 as I've just about finished the map structurally, and working out the thing placement. It's a huge map I've been trying to get finished up that I hope to share here as well when it's ready for testing. [EDIT] I decided instead of just compiling episode 2 maps I should just string them together with the first two episodes all compiled together, making it easier for everyone: ak_E1E2 (updated) Edited August 8, 2019 by valkiriforce 20 Share this post Link to post
valkiriforce Posted August 2, 2019 (edited) Guess what? MAP30 is finished! I played on all three difficulties and more recently survived Ultra-Violence with only bullets left and not enough to handle one mastermind, lol. I added a couple of extra cell packs and boxes of shells but I've decided to post it as it is right now: https://www.dropbox.com/s/rpw911e3coxzg3h/mindofenmity.wad?dl=0 It does require the latest version of the resource, so I'll go ahead and post that as well - https://www.dropbox.com/s/99kd2uapzp35rdy/ak_resrce.wad?dl=0 The only other issue I've encountered is some possible HOM if you stand in just the right areas, but I'm surprised it seems to mostly hold up. I may see if anything more can be done for it at some point but I do feel it's ready for some outside playtesting. And with that, we've only got three map slots left to finish up so we're getting close to a completed megawad. Edited August 4, 2019 by valkiriforce 12 Share this post Link to post
Firedust Posted August 2, 2019 (edited) Just wanted to pop in and say I am very excited to play this mapset! I've been really hungry for some throwback, classic-style Doom 2 Megawads (2011 was sure a good yeah for vanilla Doom 2, eh?) and it looks like my prayers have been answered! Hopefully, this will be out the door by the end of summer :) 2 Share this post Link to post
DFF Posted August 3, 2019 (edited) @valkiriforce Just finished map30, and overall i'd say a pretty decent final map. I did have a few qualms with it but a pretty good one that isn't just a "icon of sin". Main Points: Spoiler The only part that I really did not like about the map was the beginning with the revenant/chaingunner spam in the tiny start room. It was manageable but not my favorite, I feel like you could half the amount of thing here and still kind of have the same effect but not quite as spammy. Altrernatively you could move them farther out giving the player a chance to kill some of them before they swarm the doorway onto the small room. Ammo balance felt fine up until the blue key path/tower trek, where my ammo slowly started to dwindle as I climbed (with little to replenish), for me it got bad enough that it was more profitable and easier just to run past all the monsters (could be legitimately the point, bu still). Some more rockets and shells could help, and a bit more health as this is where it was getting a bit scarce. The blue key is easy to miss in my mind as its location looks like a side path, plus as stated earlier I had no ammo at this point so I ran past it thinking the correct way was outside. I only realized I missed it when I got to the end and had to redo most of the circuit. maybe just me bit I do think that quite a few people may overlook it. not sure an easy fix for this either. the sector 808 megasphere is kinda pointless since the end is right there and nothing to kill. I realize that you added a door back if the player wanted to kill more things but seeing as this is the final map and there's only 1 secret to find, there isn't a huge motivation to go back. The sector 82 blue armor should probably be a secret since the method of getting it (at least how I did) seems to maybe warrant a secret. on a similar note I feel this map could use more secrets, Overall: the map looks quite nice and good atmosphere, blowing up the other icon is a cool ending, gameplay ranges from fair to very hard to just running away. This map could really benefit from a little more ammo and health, more secrets, and maybe less revenants and/or chaingunners at the beginning. Also found only 1 HOM by the yellow key back side Spoiler 1 Share this post Link to post
Juza Posted August 3, 2019 (edited) It seems that the version of MAP13 that was released is the old, broken version. I've already linked Valkiriforce a fixed version I made a few months ago which I thought I had already sent, or maybe I did but he didn't see it. Anyways, I hope it's updated soon, because the currently released MAP13 is not beatable. Edited August 3, 2019 by Juza 0 Share this post Link to post
valkiriforce Posted August 4, 2019 (edited) Hey, thanks for sending me the correct version again - I'm not sure how the broken map slipped into the compilation, but I've included the fixed map now (updated): https://www.dropbox.com/s/wv1n0f1xu3u1yw9/ak_E1E2.wad?dl=0 Edited August 8, 2019 by valkiriforce 0 Share this post Link to post
Philnemba Posted August 4, 2019 I dig and approved the new music for my map :) 0 Share this post Link to post
Seybsnilksz Posted August 4, 2019 I am trying to work on a slower track, but it's tough at the moment. I might start again from scratch, but I don't know when I'll be done with it. 0 Share this post Link to post
Lizardcommando Posted August 6, 2019 (edited) I just got around to playing E2. I'm loving it so far. You guys nail that Memento Mori 2 style pretty well in my book. 2 Share this post Link to post
Doomkid Posted August 6, 2019 I’ve been avoiding playing anything from this other than the joint map that Valkiriforce and I made, and another map Valkiri made a couple months ago that blew my socks off. Looking forward to diving into the finished product!! 1 Share this post Link to post
valkiriforce Posted August 6, 2019 (edited) I played both maps 14 and 15 recently: MAP14 Chaingunner (can't seem to tag them here as it keeps linking me to another user for some reason) -I noticed there were no difficulty levels, so it needs implementation. -Sector 1155 closes once the player drops down, which can lock coop players in previous area if the player dies. -I feel like the sector 466, 467 and 468 areas should be accessible to the player, and replace the impassible lines with block monster. -Guess I just didn't find that backpack; I was wishing I had it for the blue key fight with the arch-vile, since I had to run to take cover quickly when they emerged and I stumbled back down to the pit of water where there's no ammo, and I nearly ran out among all the demons being resurrected as I was working my way back up. -Felt like there could be some more boxes of bullets, maybe as you enter the big room in the sector 272 area and some more ammo in the sector 852 area. It can be unpredictable how many monsters arch-viles will resurrect so I don't think including more ammunition there would hurt. -Sector 621 area felt like a secret, since I didn't see any incentive for me to go down to the lava teleport which I assumed would just take be back to a safe platform. Had a lot of fun with this one; lots of exploratory navigation and very impressive architecture for something that manages to stay within the vanilla limits. I think there was one area where it was possible to get an HOM in the sector 977 area in the corner next to sector 997 when looking northeast. There was also one fireplace secret (sector 89) that I thought was difficult to notice in my playthrough. Maybe make the sector 94 a little darker? Otherwise I thought this was a very solid experience. I would like the difficulty levels to be implemented though, so if you'd like I can make the adjustments for you if that's what you'd prefer. MAP15 @gaspe Played on all three difficulties. -On easy mode, I thought the revenant in the first trap where you grab the chaingun should be replaced with a former commando or some other lesser monster, then maybe have the singular revenant appear on HMP and both for UV. -Kind of wished I had more bullets early on, maybe another box of bullets in the BFG area. I don't have many complaints about this map, really - lots of interesting ideas on display, although I found the damaging water a little annoying specifically in the circular area with the revenants, but I could let it slide honestly. Difficulties seemed well-balanced as well, so it's really that opening revenant trap I would alter for the easy difficulty at least. It just happened on my playthrough on easy I took a rocket to the face when blocked by a spectre and took a dive down to 30hp, then I was shot by a sergeant which I think brought it somewhere below 20. Just seemed kind of brutal of a mistake to make for something on the easy difficulty. I wasn't able to find the secret exit on my playthrough but it looks like you've managed to hide it pretty well behind several other tag actions before unlocking it. Overall it was a pretty cool map with a great atmosphere, and I really liked the texture choices throughout. 0 Share this post Link to post
valkiriforce Posted August 8, 2019 Got a bit of an update here - hope you guys like the new title screen: Still need to brainstorm a proper intermission screen as opposed to the placeholder that's currently there. Also, I've included an updated version of Pegleg's MAP19: Death March with a number of gameplay fixes and additional details. You can check that out in the updated episode: ak_E1E2.wad I played @antares031's MAP17 today on all three difficulties, although I died stupidly on UV so close to the exit so I didn't see the last stretch of it. On easy mode, a couple of encounters seemed a bit difficult: the sector 560 lift area which had a couple revenants and an arch-vile teleport in, which I thought could do without one or the other, and the yellow key grab which I also felt was difficult for having revenants and an arch-vile. I would just remove the latter on easy mode. Maybe a couple less revenants also for the last area when you flip the yellow switch and cacos, hell knights and revenants start teleporting in. Other than that, I really have no problems with the map and I rather enjoyed the layout. Once again, it's impressive what people are still able to pull out of the vanilla engine without going overboard, as I didn't seem to encounter any problems in my testing through chocorenderlimits. Wasn't able to get 100% secrets but I did find a couple of the secrets. Overall, I thought it was a fun experience, I just wish I hadn't lost steam when I made it so far on my third playthrough and died by falling into a pit with two revenants punching me to death (which was purely my fault, since I led them to a room where they could trap me). 16 Share this post Link to post
joepallai Posted August 8, 2019 @valkiriforceThe new title screen looks good. I like it! 1 Share this post Link to post
DFF Posted August 8, 2019 very nice. I liked the lettering. It looks very good and reminds me of alien vendetta a bit. 0 Share this post Link to post
antares031 Posted August 8, 2019 44 minutes ago, valkiriforce said: I played @antares031's MAP17 today on all three difficulties... On easy mode, a couple of encounters seemed a bit difficult: the sector 560 lift area... and the yellow key grab... Thanks for the feedback! I'll see what I can do for those encounters on easy mode sooner or later. 0 Share this post Link to post
gaspe Posted August 11, 2019 On 8/6/2019 at 11:49 PM, valkiriforce said: MAP15 @gaspe Played on all three difficulties. -On easy mode, I thought the revenant in the first trap where you grab the chaingun should be replaced with a former commando or some other lesser monster, then maybe have the singular revenant appear on HMP and both for UV. -Kind of wished I had more bullets early on, maybe another box of bullets in the BFG area. I don't have many complaints about this map, really - lots of interesting ideas on display, although I found the damaging water a little annoying specifically in the circular area with the revenants, but I could let it slide honestly. Difficulties seemed well-balanced as well, so it's really that opening revenant trap I would alter for the easy difficulty at least. It just happened on my playthrough on easy I took a rocket to the face when blocked by a spectre and took a dive down to 30hp, then I was shot by a sergeant which I think brought it somewhere below 20. Just seemed kind of brutal of a mistake to make for something on the easy difficulty. I wasn't able to find the secret exit on my playthrough but it looks like you've managed to hide it pretty well behind several other tag actions before unlocking it. Overall it was a pretty cool map with a great atmosphere, and I really liked the texture choices throughout. Thank you, I'm very glad you liked the map. The suggestions for the lower difficulty levels are welcome. 0 Share this post Link to post
antares031 Posted August 11, 2019 A quick update for MAP17, based on the feedback. Nothing much, just a slight change in monster placement: akel_antares031_map17_20190812.zip 2 Share this post Link to post
Khorus Posted August 15, 2019 Here's the first version for Map28 "Climbing Blood Mountain", a 15-20 minute linear adventure map inspired by my favourite Alien Vendetta levels. Using AD_79's fantastic "Empire Built Upon Lies" (should already be in the .wad) as soundtrack. Any feedback appreciated, hope it turns out to be fun :) The map is also a tribute to my Grandmother who passed away in February. She taught me to paint, cook and make things to help express myself from a very young age. She always had an amazing garden to explore and get lost in, so there are patches of greenery around the map with goodies and such to represent that. Some screenshots and a mapshot in the spoiler; Spoiler 16 Share this post Link to post
Tristan Posted August 15, 2019 Hey, I'm pretty late to the party but I cranked out a MIDI today if anyone would like to use it - I know I said I'd do stuff for this but have been tied up with a bunch of other things lately, sorry! Illusion (02:53) 4 Share this post Link to post
Gothic Posted August 19, 2019 On 8/15/2019 at 10:28 AM, Khorus said: Here's the first version for Map28 "Climbing Blood Mountain" You can get stuck here: Kind of dissapointed this wasn't a secret area. 2 Share this post Link to post
valkiriforce Posted August 21, 2019 @joepallai Tried playing MAP25 on easy, but it didn't seem like there were many less monsters than on UV, so I decided to just go for that. I think the biggest obstacle of this map is the amount of chaingunners in open spaces; wandering outside can feel rather suicide at times, as it's easy to lose track of two or three chaingunners on upper platforms far away while attacking other nearby monsters. There was also a box of bullets and shells (things 273 & 274) that were stuck on a high platform unintentionally on sectors 211 and 213. I don't remember of the medikit was also stuck up there but I would just space the items around those sectors a little more as they seem too close to the platforms. I was confused by the two stuck cyberdemons and the arch-vile, as I happened across that secret area where they can be crushed, but I guess looking at the editor they are intended to teleport elsewhere and cause trouble when you grab the BFG. It just doesn't look right to see the two cybers stuck like that, although I can understand crushing them as a bonus for disabling a later trap. Checking the difficulties, I definitely think the map should be less brutal for casual players. I was getting decimated on HNTR as I went in not expecting the amount of gunners and revenants coming at me from all sides. Even though I found that megasphere secret in the beginning I was still brought down to the lower 20-30 range of health. Aside from the amount of chaingunners and other open space hazards I did think there could be more health available near the start with some armor. I reached a point where after many deaths I decided to IDDQD through the map just to see the rest, and I definitely think that exit platform can be suicide, and the cyber appears on all difficulties. I would definitely remove them from ITYTD/HNTR, and place the cyber behind a number of enemies so the player has at least a moment to respond and take cover instead of taking a rocket at point-blank range just inches from the exit switch, it just seems a little too cruel. Unfortunately, the other issue I ran into was a number of HOMs as seen in chocorenderlimits. I still think the map is great, and I like a lot of the details and open wandering of the layout. I just think the difficulty needs major adjustment for the lower settings as I felt the amount of chaingunners would discourage me from being as open to wandering as I'd like to for a map of this size. 1 Share this post Link to post
joepallai Posted August 21, 2019 @valkiriforce Thanks for the feedback! I will get to work on those things mentioned (especially the difficulty). 0 Share this post Link to post
valkiriforce Posted August 22, 2019 @Khorus Played MAP28 recently: -On HNTR, I felt a few encounters could be lighter. The starting area teleporter trap with imps, the sector 71 area with two revenants, the sector 171 area with three chaingunners and the sector 805 area could probably have a couple less cacos. The ring of teleporters in sectors 364, 365 and 132 also felt a bit much with two hell knights in each spot. I would just have one appear in each for easy, then two in each for normal and the revenants on hard. -As pointed out by Gothic, it's possible to jump to the sector 210 area and get stuck behind the pillars in the upper left corner of sector 219. -Linedef 924 has a bleeding HOM. I had a great time playing this map on all three difficulties; I would only adjust the easier setting for casual players that may not expect to face that many monsters in those few instances. I did think the Spider Mastermind/Cyberdemon encounter in sector 347 could have been better set up; It was easy to camp in the corner near the switch to fire at them and take cover. Maybe have the platforms lower to the ground or have a teleport line where they make it to ground level, though it probably wouldn't work so well for the Mastermind. Once again I had a blast running around the level and was really impressed that it seemed to work well under chocorenderlimits without any major issues. 1 Share this post Link to post
Khorus Posted August 23, 2019 Thanks for the great feedback, valkiriforce :) I'll work on the balancing for the lower difficulties, that's always one of the harder parts to fine tune so appreciate the good ideas there. I'll experiment with teleports that only appear for the cybie in sector 347, see how that plays out. I liked the idea of him being a threat if the player decides to just run, but I think that should still work out in that area if he's a bit mobile on the floor. 0 Share this post Link to post