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Theshyguy489

BELLATOR V3 (WAD)

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Download: https://drive.google.com/open?id=1JVs0ANBsYDnlOprUr5dNK4ifTF5caxcX

 

Story: You are a soldier fighting back against the hell invasion on earth. Your commanding officer sends you to retake a military base invaded by demons. You fly just outside the base and get dropped off. The game starts here.

 

History: Bellator was my debut wad that was not very good. After some feedback, I made a v2 but I barely changed enough. So I decided to do a complete rehaul. This v3 is the end result.

 

Info: 11 map campaign, no secret levels. Music by Andrew Hulshult. 2 custom NPC's and a new weapon from Realm667

 

Requirements: GZdoom engine, DOOM 2 IWAD, Jump and Crouch allowed, Lighting on, Freelook recommended

 

Compatibility: Should work with any mod, however, MAP02 does not work with Brutal Doom.

 

Bellator V1 for comparison: https://drive.google.com/open?id=1D7Ho7hzBnhGAdTJhhMXPkOX0auxHiJze

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Edited by Theshyguy489

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Played Map01 (Retaking Base Alpha). Great map! Only issue I had was with the dark rooms - hard to find out where to go.

 

Also, are the maps pistol start or not? I am assuming from screenshot #2 they are.

 

 

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13 hours ago, Pure Hellspawn said:

Played Map01 (Retaking Base Alpha). Great map! Only issue I had was with the dark rooms - hard to find out where to go.

 

Also, are the maps pistol start or not? I am assuming from screenshot #2 they are.

 

 

In the dark areas did you have lighting on? The point of that area was to use the flash of your gun to navigate.

I don't know what you mean by pistol start. Map01 starts with a pistol but you get to keep your weapons after a map is done. If that is what you mean.

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21 minutes ago, Theshyguy489 said:

In the dark areas did you have lighting on? The point of that area was to use the flash of your gun to navigate.

I don't know what you mean by pistol start. Map01 starts with a pistol but you get to keep your weapons after a map is done. If that is what you mean.

 

If there are any compatibility options we should use, please let us know.  I did fire my gun to kill the demons, but the room did not brighten. All other rooms were light.

 

Here in the DOOM community, a lot of people play each map from a pistol start. Some mapsets are meant to be played (or can be) from a pistol start, while in others you need to use weapons from previous levels to win.  

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Just finished the map set. All in all it was pretty good. I played on UV continuous and didn't find it to be much of a challenge, although a few of the rooms were ridiculous compared to the others. Here are some thoughts.

 

Spoiler

This is a very cramped set of maps and the rooms where large amounts of monsters teleport in are too small. I don't mind fighting a whole bunch of Revenants and Hell Knights and such, but there was barely any room to move around and they just kept coming. As the other commenter mentioned above, the very dark areas in the first map were a bit of a pain and I really didn't enjoy that part. However, that was just on the first map and the rest were fine for lighting. The levels were well designed (but a bit cramped, like I said) but I had fun playing them. I like the storyline you have going and all the messages from the Fleshgod throughout the levels. I took some screenshots to talk about.

Screenshot_Doom_20191013_004335.png.74ab380b6651561a103f18eb0d121f07.png

 

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Screenshot_Doom_20191013_012631.png.f0f1dcbaa8d85d4c92e221a31f8c839c.png

 

There are a lot of misaligned textures in these maps and it makes them look hastily thrown together and messy. These are just the worst examples. It's a simple thing to fix and will make the maps look much much better. I normally don't nitpick about things like that, but it was all over the place. 

 

Spoiler

Screenshot_Doom_20191013_011316.png.10981c6b6341ab2dca974ae375e6f2eb.png

 

Screenshot_Doom_20191013_012230.png.d6f0745f09a50c7b0b587e393c973256.png

Screenshot_Doom_20191013_011001.png.30f688e899a552234a0bdadaa4444c38.png

 

This was a fantastic map. The Hitler Boss fight was a neat inclusion and I absolutely loved the Wolfenstein part. The Pinkies coming out of those cubby holes like the dogs do in the first map of Wolf3D was genius. I could actually open the door to Hitler's office before lowering the columns in front of it. I don't know if that's something you wanted to be able to do. 

 

Edited by kknot5889

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More screenshots and thoughts.

 

Spoiler

 

Screenshot_Doom_20191013_010351.png.ba92055a000d24a08a1cc7c14d0bb35f.png

 

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These are some areas that I particularly liked. Looks like you put a lot of effort into making these look great and it really shows. The Revs popping up out of the fresh graves had me laughing so much and I really liked the inclusion of the ladder in the library. It was a really nice touch. 

 

Screenshot_Doom_20191013_132442.png.90cb649e156587584ea9d2368d6edbab.png

 

On map 10, this building is very very blue, but is accessed by using the red skull key. I don't know if you just have something tagged incorrectly or what, but it was very confusing after I grabbed the red key. I tried all other options before even trying this door because it's obviously for use with the blue key. Also, the final battle in this map is kind of lame. You've got a Cyber and like 30 demons in that tiny room and I can just back out, let the door close and let them fight it out for a while. By the time they were done, there was a single Caco and the Cyber left, which is not really how you want your last major fight to play out. 

 

The second map, SHHHH, was SUCH a great concept. It's a gimmick, sure, but I really enjoyed the tension. I do think, however, that this map should be moved to later in the set. Just a few maps later, probably. Having a gimmick map like this right after the opening level was kind of weird, you know? Like I said, I love the map and I think it was a very inventive idea. But it's a little jarring to have that sort of map right after you've been introduced to the story and the world and all.

 

Screenshot_Doom_20191013_010248.png.aa5bde240c3d8bcd9feba18445f61579.png

 

 

This is just a nitpick, but I don't like the use of the word "can't" here. I don't think the Fleshgod with his ancient powers and wisdom would be using contractions when taunting his nemesis. This would be much better as 'YOU CANNOT STOP ME'. Sounds more foreboding.

 

I really like the idea of the last map. Traveling around inside the Fleshgod is such a good concept. I like the scrolling flesh textures on the walls. Really made it feel like you were travelling inside his intestines. It's also the second darkest map in the set, which was totally fine this time because you gave the player the automap right away. That's a really good way to be able to have the atmosphere that you want while not leaving us lost. Good call. However, the execution of the map was kind of boring. Near no ammo and fighting those tiny pink ball enemies that I hate. Those vanishing chanting guys was pretty creepy and I liked the use of them, but what the hell are they doing inside the Fleshgod? I could understand the little shit ball enemies, but those guys seemed out of place. I liked them, but I'm just curious how they fit in with being inside the Fleshgod. 

 

Well that's about all I've got for now. I enjoyed this little mapset. There was some really creative stuff going on in here and some very well designed levels. Thanks for sharing! I look forward to seeing some more mapsets from you in the future. Had a really good time with this one.

 

 

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Played through, agree with a lot of the comments above. Lots of misalignments that should have been easy fixes.

 

Map02 was such a unique concept - Very cool.

 

Some of the maps seemed to run out of steam - Map04 springs to mind, where one of the keys is just a grab and go, while the others all had traps associated with them.

 

The penultimate map was decent, but does have a lockout in it - In the cyber room, the switch to open the door is a d1 rather than a dr. It should be either a door open with no close, or a dr.

 

Final map was so different to the rest of the set. Enjoyed it, but probably needed a few less of those flying monsters and the invisible ones - Ammo got so tight I was punching things out.

 

Nice set.

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On 10/14/2019 at 2:12 PM, Magicana said:

Played through, agree with a lot of the comments above. Lots of misalignments that should have been easy fixes.

 

Map02 was such a unique concept - Very cool.

 

Some of the maps seemed to run out of steam - Map04 springs to mind, where one of the keys is just a grab and go, while the others all had traps associated with them.

 

The penultimate map was decent, but does have a lockout in it - In the cyber room, the switch to open the door is a d1 rather than a dr. It should be either a door open with no close, or a dr.

 

Final map was so different to the rest of the set. Enjoyed it, but probably needed a few less of those flying monsters and the invisible ones - Ammo got so tight I was punching things out.

 

Nice set.

I have noticed that a lot of people did not like the limited ammo in MAP11. It was intentional. I wanted the last level to feel like survival horror, so I made supplies low.

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