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Bidoof Slayer

Infernal Annihilator v2.0 (WAD) new update!!

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NEW VERSION NOW AVAILABLE!!!

updates: more balanced distribution of ammunition and health, more demons and improved maps.

I'm actually working on new Maps to add to that Wad, I'm working hard for them and I hope you'll like them ^_^

 

DOWNLOAD:

 

Infernal Annihilator.rar

 

I hope you'll enjoy this WAD :).

Tested with Zdoom and Zandronum, for a better experience play it with Zandronum or GZdoom.

 

TO WIN THE WAD YOU MUST KILL ME, JOHN ROM... Ehm no, to play that wad you'll need Doom 2 iWAD.

 

 

Medium Difficulty.

 

 

If you find a bug don't keep it inside your mind, please REPORT the problem to me (with a screenshot if possible)

 

Levels:

 

MAP01: Phobos Base

MAP02: Central Blackout

MAP03: Outside

MAP04: Moon

MAP05: Hell Swamp

MAP06: Hot springs

MAP07: doolb ekal

MAP08: Fight against Hell

 

After a week from the first pubblication of this wad, I decided to change the name into that. Yeah, I don't know why I named the WAD "Hell Conjure".

 

 

 

 

 

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Screenshot_Doom_20200404_152547.png

Screenshot_Doom_20200404_152614.png

 

 

Screenshot_Doom_20200405_161126.png

Screenshot_Doom_20200405_161215.png

Screenshot_Doom_20200405_161649.png

Edited by Bidoof Slayer : UPDATE!

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I've played the entire set and I've enjoyed it, although it has some flaws. I've got a bit of classic Doom 2 vibes from your maps. I like how you experimented with textures which looks great in some areas, although it also looks not so good in some. More feedback in spoiler.

 

Spoiler

Tested with Gzdoom 4.3.3

 

Level 1: Felt really short and flat, except the secret area, which I liked. You could incorporate an another outside area as a part of the main level, not just a secret.

Screenshot_Doom_20200404_210656.png.803e5ff351968b8c93678d4cd1015b65.png

This texture is unpegged and you can see it moving when you open the secret wall.

 

Level 2: Better than level 1, also short but I've liked it.

Screenshot_Doom_20200404_210807.png.7798f03b3e3ba98daa05e311bb74f717.png

Screenshot_Doom_20200404_210900.png.fed3fc8e082473ddde308200cac4c16e.png

Nothing wrong with those! Just want to tell you those areas look really cool!

 

Level 3: A bit longer, I like it, although it still felt quite flat and linear.

Screenshot_Doom_20200404_211235.png.b5f0e8ff7b452043b10067ea946d9a3f.png

I don't know what happened there, but this area looked like this until I've interacted with it.

 

Screenshot_Doom_20200404_211738.png.84b0ea9a7c87d5eacbd135063f0499c4.png

That's a lot of radiation!

 

Level 4: One of my favourites from these 8. Another thing I've noticed is that you don't mark your red key or blue key doors! That made the map quite confusing.

I like how more interconnected it is compared to the previous maps.

Screenshot_Doom_20200404_212045.png.6c7b8556aea0086334dfc2999c971a13.png

Screenshot_Doom_20200404_212238.png.5068c8f567fa29034f305f49b7ce602c.png

Few quite odd texturing choices.

 

Level 5: Another short one, I don't know if there's a way to easily kill the Cyberdemon, because I'm not sure I've had enough rockets to shoot him down. It would be cool if you could activate a crusher to kill him or teleport into him, but that's just a suggestion. The secret with all these Zombiemen was cool.

Screenshot_Doom_20200404_212842.png.76139324c400dc0fded827a5b9ec0636.png

That's a very thin ceiling!

 

Level 6: The most interesting one, I liked all the spots placed around to explore. The unorthodox use of textures gives this map an original, weird vibe. Reminds me of some of Sandy Petersen's maps. 

Screenshot_Doom_20200404_213700.png.4b070885b91ac8ab05ecd9630160fb51.png

If you fall off this blood lift you can't get back on it, maybe it's intentional since it's a secret.

 

Screenshot_Doom_20200404_213745.png.7bd19c9b6b18c1f59d22ff6b43c8af35.png

Some odd textures here.

 

Level 7: Another cool one, reminded me of E4M2 a bit. With some better texture choices it would be a really great level.

Screenshot_Doom_20200404_214014.png.f8681e50f38e49ecba8068bdee7739bd.png

This texture also moves when you open the door. And the brown brick texture next to it looks out of place.

 

Level 8: Very short, needs something more than just the boss monsters!

Screenshot_Doom_20200404_214435.png.b38cd82e9415dbb831b3c887e785fd5f.png

Nice

 

Overall, I think level 4, 6 and 7 were the best and most interesting, mostly due to not being as linear as the other ones. There's quite a lot textures which look out of place or used very inconsistently (most doors looking completely different or not looking like doors at all). Nonetheless, I've had fun playing it and there's a lot of potential for improvement if you keep making levels! The last thing I'd note is that some level exits seemed abrupt and I didn't expect them to be exits at all.

 

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15 minutes ago, Brxyz said:

I've played the entire set and I've enjoyed it, although it has some flaws. I've got a bit of classic Doom 2 vibes from your maps. I like how you experimented with textures which looks great in some areas, although it also looks not so good in some. More feedback in spoiler.

 

  Reveal hidden contents

Tested with Gzdoom 4.3.3

 

Level 1: Felt really short and flat, except the secret area, which I liked. You could incorporate an another outside area as a part of the main level, not just a secret.

Screenshot_Doom_20200404_210656.png.803e5ff351968b8c93678d4cd1015b65.png

This texture is unpegged and you can see it moving when you open the secret wall.

 

Level 2: Better than level 1, also short but I've liked it.

Screenshot_Doom_20200404_210807.png.7798f03b3e3ba98daa05e311bb74f717.png

Screenshot_Doom_20200404_210900.png.fed3fc8e082473ddde308200cac4c16e.png

Nothing wrong with those! Just want to tell you those areas look really cool!

 

Level 3: A bit longer, I like it, although it still felt quite flat and linear.

Screenshot_Doom_20200404_211235.png.b5f0e8ff7b452043b10067ea946d9a3f.png

I don't know what happened there, but this area looked like this until I've interacted with it.

 

Screenshot_Doom_20200404_211738.png.84b0ea9a7c87d5eacbd135063f0499c4.png

That's a lot of radiation!

 

Level 4: One of my favourites from these 8. Another thing I've noticed is that you don't mark your red key or blue key doors! That made the map quite confusing.

I like how more interconnected it is compared to the previous maps.

Screenshot_Doom_20200404_212045.png.6c7b8556aea0086334dfc2999c971a13.png

Screenshot_Doom_20200404_212238.png.5068c8f567fa29034f305f49b7ce602c.png

Few quite odd texturing choices.

 

Level 5: Another short one, I don't know if there's a way to easily kill the Cyberdemon, because I'm not sure I've had enough rockets to shoot him down. It would be cool if you could activate a crusher to kill him or teleport into him, but that's just a suggestion. The secret with all these Zombiemen was cool.

Screenshot_Doom_20200404_212842.png.76139324c400dc0fded827a5b9ec0636.png

That's a very thin ceiling!

 

Level 6: The most interesting one, I liked all the spots placed around to explore. The unorthodox use of textures gives this map an original, weird vibe. Reminds me of some of Sandy Petersen's maps. 

Screenshot_Doom_20200404_213700.png.4b070885b91ac8ab05ecd9630160fb51.png

If you fall off this blood lift you can't get back on it, maybe it's intentional since it's a secret.

 

Screenshot_Doom_20200404_213745.png.7bd19c9b6b18c1f59d22ff6b43c8af35.png

Some odd textures here.

 

Level 7: Another cool one, reminded me of E4M2 a bit. With some better texture choices it would be a really great level.

Screenshot_Doom_20200404_214014.png.f8681e50f38e49ecba8068bdee7739bd.png

This texture also moves when you open the door. And the brown brick texture next to it looks out of place.

 

Level 8: Very short, needs something more than just the boss monsters!

Screenshot_Doom_20200404_214435.png.b38cd82e9415dbb831b3c887e785fd5f.png

Nice

 

Overall, I think level 4, 6 and 7 were the best and most interesting, mostly due to not being as linear as the other ones. There's quite a lot textures which look out of place or used very inconsistently (most doors looking completely different or not looking like doors at all). Nonetheless, I've had fun playing it and there's a lot of potential for improvement if you keep making levels! The last thing I'd note is that some level exits seemed abrupt and I didn't expect them to be exits at all.

 

First of all, thank you for the feedbacks! I'll update the map very soon. 

That wad is full of references. 

1) For the cyberdemon, I've taken inspiration from John Romero's Sigil.

2) Yes, map 07 is a very big reference to E4M2 ;) 

3) Spoiler, lol. I don't know if you've found the secret area in map 04, but there's an area with 3 former humans that is very similiar to Doom 2'map 02.

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16 hours ago, Brxyz said:

I've played the entire set and I've enjoyed it, although it has some flaws. I've got a bit of classic Doom 2 vibes from your maps. I like how you experimented with textures which looks great in some areas, although it also looks not so good in some. More feedback in spoiler.

 

  Reveal hidden contents

Tested with Gzdoom 4.3.3

 

Level 1: Felt really short and flat, except the secret area, which I liked. You could incorporate an another outside area as a part of the main level, not just a secret.

Screenshot_Doom_20200404_210656.png.803e5ff351968b8c93678d4cd1015b65.png

This texture is unpegged and you can see it moving when you open the secret wall.

 

Level 2: Better than level 1, also short but I've liked it.

Screenshot_Doom_20200404_210807.png.7798f03b3e3ba98daa05e311bb74f717.png

Screenshot_Doom_20200404_210900.png.fed3fc8e082473ddde308200cac4c16e.png

Nothing wrong with those! Just want to tell you those areas look really cool!

 

Level 3: A bit longer, I like it, although it still felt quite flat and linear.

Screenshot_Doom_20200404_211235.png.b5f0e8ff7b452043b10067ea946d9a3f.png

I don't know what happened there, but this area looked like this until I've interacted with it.

 

Screenshot_Doom_20200404_211738.png.84b0ea9a7c87d5eacbd135063f0499c4.png

That's a lot of radiation!

 

Level 4: One of my favourites from these 8. Another thing I've noticed is that you don't mark your red key or blue key doors! That made the map quite confusing.

I like how more interconnected it is compared to the previous maps.

Screenshot_Doom_20200404_212045.png.6c7b8556aea0086334dfc2999c971a13.png

Screenshot_Doom_20200404_212238.png.5068c8f567fa29034f305f49b7ce602c.png

Few quite odd texturing choices.

 

Level 5: Another short one, I don't know if there's a way to easily kill the Cyberdemon, because I'm not sure I've had enough rockets to shoot him down. It would be cool if you could activate a crusher to kill him or teleport into him, but that's just a suggestion. The secret with all these Zombiemen was cool.

Screenshot_Doom_20200404_212842.png.76139324c400dc0fded827a5b9ec0636.png

That's a very thin ceiling!

 

Level 6: The most interesting one, I liked all the spots placed around to explore. The unorthodox use of textures gives this map an original, weird vibe. Reminds me of some of Sandy Petersen's maps. 

Screenshot_Doom_20200404_213700.png.4b070885b91ac8ab05ecd9630160fb51.png

If you fall off this blood lift you can't get back on it, maybe it's intentional since it's a secret.

 

Screenshot_Doom_20200404_213745.png.7bd19c9b6b18c1f59d22ff6b43c8af35.png

Some odd textures here.

 

Level 7: Another cool one, reminded me of E4M2 a bit. With some better texture choices it would be a really great level.

Screenshot_Doom_20200404_214014.png.f8681e50f38e49ecba8068bdee7739bd.png

This texture also moves when you open the door. And the brown brick texture next to it looks out of place.

 

Level 8: Very short, needs something more than just the boss monsters!

Screenshot_Doom_20200404_214435.png.b38cd82e9415dbb831b3c887e785fd5f.png

Nice

 

Overall, I think level 4, 6 and 7 were the best and most interesting, mostly due to not being as linear as the other ones. There's quite a lot textures which look out of place or used very inconsistently (most doors looking completely different or not looking like doors at all). Nonetheless, I've had fun playing it and there's a lot of potential for improvement if you keep making levels! The last thing I'd note is that some level exits seemed abrupt and I didn't expect them to be exits at all.

 

Map updated! Now it works well with Zandronum and Gzdoom and I've fixed the problems with many textures.

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42 minutes ago, Austinado said:

 

Thank you very much. I'm working on the wad to make it better. I'm costantly adjusting texture and fixing bugs, and I'm working to balance better my Maps😉

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