DynamiteKaitorn Posted February 24, 2020 (edited) Hello ladies and gentlemen of the DooM World forums! I present the first TMoD project of 2020! :D This is basically my first attempt at making a semi-megawad in the vanilla DooM engine... so expect jank. :l UPDATE(S): - Added a DP varient of all sounds used so that vanilla DooM can load PC sounds - Removed the butterfly enemy from maps 13 and 14 to prevent potential crashes - Did a janky fix on the bazooka so that it doesn't crash when you fire it (somehow chocolate DooM didn't catch the fact I accidentally made an infinite loop with the sprites XD) PLEASE INFORM IF OF ANY MORE CRASHES WHEN RUNNING THROUGH VANILLA OR CHOCOLATE DOOM!!! DETAILS: This wad was tested using CHOCOLATE DOOM so if things break in the modern engines well... ooof? D: --- ALL KNOWN BUGS SO FAR --- Spoiler [1] The BFG9000 Is broken. As a result, selecting it will make it impossible to select other weapons. I used part of it to make the rotating bomb animations. [2] The Pain Elemental is bugged in it's animations. Again, I had to use the limited frames I had access to. [3] The Arch-Vile's animations is also bugged. [4] The butterfly enemies make a sound. They're meant to be silent but I got bored of editing sounds. If it's a big enough problem I'll release an updated patch. [5] Some characters in texts may be off-centre. [6] A LOT of maps have a VISPLANE OVERFLOW crash if you noclip outside the level geometry. [7] The AUTOMAP has some weird colour issue going on. If anyone knows how I can fix this without having to exit like 95% of my project's textures, let me know. :) [8] Some textures are probably mis-alligned. [9] I have tried to find all VISPLANE OVERFLOW and DRAWSEG OVERFLOW errors that I can. if There's still some left, let me know. [10] The Deep Water effect doesn't work in MAP07 thus Dynamite is jesus. :P SCREENSHOTS: Spoiler Download Link: http://www.mediafire.com/file/pfu9agdgnbz6kfc/TMoDVan1.2.zip/file Edited July 9, 2020 by DynamiteKaitorn : Updated WAD to be more vanilla compatible 19 Share this post Link to post
elend Posted February 24, 2020 That looks actually really great and unique. I like that screenshot with the fountain. Gotta try this sooner or later. 0 Share this post Link to post
Noiser Posted February 25, 2020 (edited) I'm glad you released this project! I love the style your going for with nice pastel colors Will be playing asap! 0 Share this post Link to post
Philnemba Posted February 25, 2020 Played through this on Skill 4 and some good and not so good things: + Love the cute art style + Good music choice(I recognized that Black Stone E1M1 tune on map 11) + Pretty cool Dehacked job with all the monsters & certain decorations and the harmless wandering butterflies in the epilogue map was a neat touch. + Difficulty progression had a "Chex Quest" feel for it considering that there are only 5 normal monsters, one harmless "decoration" monster and one boss monster. - Using the stock Doom monster & weapon sounds feel out of place with the art style and should be replaced with maybe something cartoony to fit in better. - Map 04 is WAY too dark >_> - Map 08 is too lazy and feels like you can do better compare to the other maps. - A tad bit short as it only took me nearly 40 minutes to beat it. - Boss on Map 12 can just be skip by just hitting the exit switch before she can appear. May I suggest using the Monster/thing code pointer that uses the KeenDie frame if possible so its require to beat it before you can exit. Despite the above criticisms and suggestions, I had some fun playing through this little TC vanilla wad :) 1 Share this post Link to post
rex2005 Posted February 26, 2020 Here are my first impressions It looks awesome. I really like the purple sky in Map 02. It's really interesting. The gameplay is alright i guess. I had fun playing it. The only problems i had is that map 04 is really dark and the sprite for the pistol is really small and it's been bothering me quite a bit for maybe try to make it a little bit bigger. Overall, it's an okay wad. 0 Share this post Link to post
Noiser Posted February 26, 2020 (edited) On 2/25/2020 at 4:17 PM, Philnemba said: - Using the stock Doom monster & weapon sounds feel out of place with the art style and should be replaced with maybe something cartoony to fit in better. That seems to be a problem on ZDoom ports. The sound effects will work as intended on Chocolate\Crispy. 0 Share this post Link to post
-TDRR- Posted February 26, 2020 1 hour ago, Noiser said: That seems to be a problem on ZDoom ports. The sound effects will work as intended on Chocolate\Crispy. Are you sure? I'm playing on Doom Retro but almost all sound effects are still Classic Doom's. As for the wad itself, it's pretty good, but the level quality wasn't very consistent (in particular MAP04 and MAP08 didn't feel as good as the rest of the maps), and the weapon sprites need some improvement. But there's definitely some potential here, keep up the good work! 1 Share this post Link to post
Noiser Posted February 28, 2020 (edited) On 2/26/2020 at 5:20 PM, -TDRR- said: Are you sure? I'm playing on Doom Retro but almost all sound effects are still Classic Doom's. So it's boom-related I guess? It may not look like it, but Doom Retro is also very different from vanilla ports. Edited February 28, 2020 by Noiser 0 Share this post Link to post
DynamiteKaitorn Posted July 9, 2020 Bumping this thread to let people know I had to do some quick fixes as ironically this wad didn't work in vanilla. XD 1 Share this post Link to post
Doomkid Posted September 4, 2020 Finally got around to playing through this and I had a blast. The solid pastel colors gave me an almost Easter like feeling throughout the whole wad (if that makes any sense) and I just loved the vibe. I will say that the static areas have the potential to really mess with someone who has a slight propensity towards seizures or motion sickness such as myself. I just turned my screen brightness way down for those bits to get through them, they didn't last long (just the end of map09 and the boss fight I think). I personally don't give a hoot about stuff like this, but if you censored the nips on the little imprisoned Dynamites on the boss map (just by removing them/coloring them solid grey like the rest) then this could easily be added to the list of "kid friendly" wads. I mean like I said, I already think it is, but you know how some people are. The short levels and happy music make this a sure winner for not only kid Doomers, but especially for fans of DoomCute, fans of oldschool TCs and fans of simple, easy fun. The tough weapons and relatively weak enemies can lull you into a false sense of security though - there were about 3 ambushes where my health took a big hit and I realized I needed to keep on my toes the whole way through! Anyway, this is a great wad. 1 Share this post Link to post
DynamiteKaitorn Posted September 4, 2020 Yeah... just as a heads up: TMoD isn't for kids. It's actually quite a dark series. ;) 1 Share this post Link to post
DrJordo Posted September 5, 2020 Found a bug (?) on map 11: in the rooms with beds and windows, its possible to get on the bed, and through the window. From there, it's impossible to get back in-bounds. Unless you jump, which you shouldn't be able to in vanilla! 1 Share this post Link to post
P41R47 Posted September 17, 2020 Been playing it, sincerely, i love the approach you take on this TC. Sillier but dark underneat. Hope you can continue working on this, as it is trully a work of passion and love. 1 Share this post Link to post