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zeldavxa

[v0.9.1 UPDATED] Chex Quest Episode 4: Flemmed to The Core

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a.k.a. Thy Flem Consumed


I love Chex Quest. It's adorable, quirky, short and literally Doom. So what's not to love? Sadly the mod scene for the .iwad is... lacking to say the least. So I started working on a 5 level expansion for it, out of love.

The story is quite simple: The dastardly muccus species have taken things one step too far and have kidnapped the Chexian heads of state and taken them to their home galaxy. It's Chexguy's task to locate the portal Lord Snotfolus used, rescue the governors, and rice heck.

 

E4M1: Emergency Call

Spoiler

Screenshot_Chex_20200428_140615.jpg.096ab533c507443b8700f3be69d0f40c.jpgScreenshot_Chex_20200428_140603.jpg.36b7688044955c69657e6c030c241954.jpgScreenshot_Chex_20200428_140526.jpg.d82e817eae19a259a0edabe431f8b2f4.jpgScreenshot_Chex_20200428_140635.jpg.3742060634c8fed45505a4de59c8b049.jpg

E4M2: Alien Cliffside

Spoiler

Screenshot_Chex_20200428_140939.jpg.d7bc7f4ebc82aecafa4518b4c03be36a.jpgScreenshot_Chex_20200428_141011.jpg.7aa02954924e97a4917788abc46aaf1b.jpgScreenshot_Chex_20200428_141053.jpg.20f370a4593cbd7eccd975b7fbaa6da4.jpgScreenshot_Chex_20200428_141106.jpg.c4535cd2f2cbb5ed047368c63d3ef71b.jpg

E4M3: Ruins of Mukabog

Spoiler

Screenshot_Chex_20200428_141144.jpg.99b6cb522798df3b4fadbcfd72ec545b.jpgScreenshot_Chex_20200428_141334.jpg.dde103281c3e3ffba4837513f8bc6eed.jpgScreenshot_Chex_20200428_141211.jpg.fa85547d2ee87111301f8f81e1ee9e72.jpgScreenshot_Chex_20200428_141249.jpg.81006062211afd8612e30b1281ad1df5.jpg

E4M4: Dash for the Finish

Spoiler

Screenshot_Chex_20200428_141501.jpg.c99ac4d76673ef43d31bc4abed0307b5.jpgScreenshot_Chex_20200428_141517.jpg.41fe54661d28d8ccc647a89c14b5ad7b.jpgScreenshot_Chex_20200428_141533.jpg.bae49e903ca98dcf3958b412416f5646.jpgScreenshot_Chex_20200428_141549.jpg.7eb7c389b4af3f39953546b2fbadda9d.jpg

E4M5: In The Hall of the Muccus King

Spoiler

Screenshot_Chex_20200428_141722.jpg.054f10a95ee7b136d29a5921f37924d2.jpgScreenshot_Chex_20200428_141739.jpg.4733d060b99583b092868ec82f7c9e68.jpgScreenshot_Chex_20200428_141811.jpg.4039c552f94bd927713029455a856b11.jpgScreenshot_Chex_20200428_141831.jpg.c556069ba18ad0c26da659f8a9b51d47.jpg

UPDATED! PRE-FINAL VERSION! IT HAS HOMESTUCK MUSIC NOW!
0.9.1: E4M3 Elevator bug fixed

Here's the latest version (up to 05/17/2020): HERE

IMPORTANT:

  • Load Along Chex3.wad, NOT chex.wad. Chex Quest 3 can be downloaded on here
  • Maps are made on UDB with the Chex Quest 3 (UDMF) configuration.
  • Contains files for a Double Large Zorcher (SSG replacement) and Arachnus (Arachnotron replacement) created by Stephen "Strife" DiDuro. Originally created for the T.U.C.Q. expansion "Strife's Level Packs". Permission has been granted to use them.
  • Wad file also contains ReaperAA's "ColdPal Beta 4" palette
  • Wad contains a duplicate of DOOM.WAD's file "dsstnmov" in order to fix a chex3.wad oversight that cause an annoying enemy alert to play on loop whenever a ceiling or floor move action was executed (this includes elevators, pillars and crushers)
Edited by zeldavxa : Updated 0.9.1

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Looks neat! Even though judging by the screenshots, it's a bit cramped at many places.

Gonna give this a try.

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Gave it a try (Extreme Ooze/UV), and it's a rather mixed bag for me. The first two levels are kinda crammed, that I wish there was more room for movement (maybe nowhere as deserted as parts of Chex Quest's E1, but still wide enough to avoid and take down enemies). The latter two levels do have potential, though.

dsstnmov doesn't seem to get picked up by the engine for option menu, which just seems weird to me.

I love the palette use, it gives the mod a different personality. A slightly more serious Chex Quest is a small, but nice flavor additive!

The lack of music is kinda jarring to me, but I'm sure you might add some atmosphere- and demographic-wise appropriate MIDI. :)

Looking forward for new version releases!

Edited by InDOOMnesia

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6 hours ago, InDOOMnesia said:

Gave it a try (Extreme Ooze/UV), and it's a rather mixed bag for me. The first two levels are kinda crammed, that I wish there was more room for movement (maybe nowhere as deserted as parts of Chex Quest's E1, but still wide enough to avoid and take down enemies). The latter two levels do have potential, though.

dsstnmov doesn't seem to get picked up by the engine for option menu, which just seems weird to me.

I love the palette use, it gives the mod a different personality. A slightly more serious Chex Quest is a small, but nice flavor additive!

The lack of music is kinda jarring to me, but I'm sure you might add some atmosphere- and demographic-wise appropriate MIDI. :)

Looking forward for new version releases!

I'm taking this feedback into consideration. Im expanding the halls of e1m1 and 2. What are the strong points of 3 and 4?

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Ruins of Mukabog: the map's concept is pretty interesting to see in CQ. The design is also intimidating at parts, but that's what I like about it, in fact. Sometimes scary challenges like those dark mazes do make a good experience for children, while still fascinating enough as well for adults. I wish the ruins section, before the boss encounter, was larger, though.

 

Dash for the Finish: Duuuude, I never thought I'd get to play a TNT-esque map in CQ! Loved the crate maze as soon as I entered it. Those little Arachnus monsters sure have little health as well, but wow, do they blow you up. The later battle zones are also considerably wider.

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