MPS Posted May 5, 2020 (edited) Deep Into The Massacre A classic style Doom II megawad with 32 levels. Version 3 changes: - Some minor changes in MAP02, MAP03, MAP15, MAP31. - Removed music from WAD, now it's handled by DEHACKED or GZDoom's MAPINFO. - Since it was removed the MAP31 secret exit, the normal exit goes directly to MAP32. - Some changes in the MAP32 text. Levels by: MPS Difficulty tested: - I'm too young to die - Ultra-Violence Tools used: Doom Builder 2 (4 month experience) SLADE Whacked4 paint.net Recommended options: - A limit-removal source port. - Activate Always Run. Tested source ports: - GZDoom - ZDoom - Chocolate Doom - PRBoom+ - Doomsday Engine Non intended to play with: - Freelook - Jumping - Brutal Doom - GZDoom-ZDoom Normal compatibility README.txt for more information. If you see a bug, please contact me. i will try to fix it soon. idgames version has been released. https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/deep deep_doom2_megawad_v3re.zip Edited May 16, 2020 by MPS : idgames release (change link) 17 Share this post Link to post
Walter confetti Posted May 5, 2020 Holy crap, there's a lot of monsters here! Overall, looks cool. 0 Share this post Link to post
Degree23 Posted May 5, 2020 (edited) I've played a couple of maps on UV: Generally you seem a fan of using a lot of Barons but without providing the player with enough firepower to take them all out without having to resort to spending ages shooting them with a Shotgun/Chaingun, which is not really that fun. At least a SSG reduces the tedium, and if there's a bunch of them consider providing a RL and some ammo. You could also consider whether Hell Knights in some places instead of Barons would accomplish the same objective. Map 1 - The MegaArmour secret near the start very much warps the map. With the amount of hitscanners there are in this map, a regular Armour in plain sight is probably a better idea. Finding that secret (which I didn't do until much later on) feels too powerful that early on. Some more Rockets would be nice for the multiple Barons. Map 2 - The SSG really should be before the double Baron as I've had to kill three with only a SG/CG. I also seem to have teleported to the area with the yellow door, but I don't have the key, and now I seem to be trapped... (Is the teleporter supposed to be two-way?) 0 Share this post Link to post
MPS Posted May 5, 2020 7 minutes ago, Degree23 said: I've played a couple of maps on UV: Generally you seem a fan of using a lot of Barons but without providing the player with enough firepower to take them all out without having to resort to spending ages shooting them with a Shotgun/Chaingun, which is not really that fun. At least a SSG reduces the tedium, and if there's a bunch of them consider providing a RL and some ammo. You could also consider whether Hell Knights in some places instead of Barons would accomplish the same objective. Map 1 - The MegaArmour secret near the start very much warps the map. With the amount of hitscanners there are in this map, a regular Armour in plain sight is probably a better idea. Finding that secret (which I didn't do until much later on) feels too powerful that early on. Some more Rockets would be nice for the multiple Barons. Map 2 - The SSG really should be before the double Baron as I've had to kill three with only a SG/CG. I also seem to have teleported to the area with the yellow door, but I don't have the key, and now I seem to be trapped... (Is the teleporter supposed to be two-way?) There's a lift near the window where it is the radiation suit that you can exit from there. I could add some candles to indicate that. 0 Share this post Link to post
Degree23 Posted May 5, 2020 Ok, that is not obvious, although in hindsight there's only a few walls to check. Map 2 - Having played again, there's quite a lot that I wondered about this map: - This time I got trapped by the 3 Barons at the yellow door. Although they should all be away from where you enter this room due to the map layout, you have to kill a couple of enemies, and that can give them enough time to crowd around you. It's also a small room and you can easily be killed here. - You provide over 600 Cells before the Cyberdemon, yet I haven't come across either a PG or BFG. - Having picked up the blue key, I'm not sure why I got teleported all the way back to the start of the map. I was expecting the door in front of you at the start to be open now, but it turns out it's not a door at all. I didn't have to trace out any new paths, and had to kill a whole bunch of enemies just to retrace my steps. Retracing can be cool, here it just felt frustrating, perhaps because of the amount of damaging floors you have. - Do you need to have all damaging floors be 20 damage tics? - Is there a reason the narrow walkway that rises to the two Barons (before the AV trap) is a damaging floor? - The blue door doesn't have any markings on it. Map 3 - Generally you're using a lot of typical door textures for things that aren't doors, and a lot of walls are functioning as doors. In terms of exploration, that does make it quite frustrating to have to check everything not knowing whether what appears to be a door actually is or not. That is somewhat mitigated here if you find the Automap, but in general, consistent texture usage has its advantages. In terms of balance, now that you've given the player a BFG, that has the potential to significantly alter the balance of the upcoming maps, especially as I have 600 Cells leaving this map. 1 Share this post Link to post
yakfak Posted May 5, 2020 great work making an entire megawad! grabbing this right now. screenshots look pretty old-school, a lot like no. 1 kill.wad :3 1 Share this post Link to post
Roofi Posted May 5, 2020 (edited) Vanilla Slaughtermaps? I say yes. It has HR2 vibes I think , I should play it ! 1 Share this post Link to post
Revved Posted May 5, 2020 Do you plan to give this an idgames release? These maps have some pretty interesting layouts! Not bad for a first-timer! 2 Share this post Link to post
NoisyVelvet Posted May 8, 2020 Welcome. Here's pistol start FDA attempts for each map. noisy_deep_v2_fdas.zip Lot's of meat. Lot's of repeated tricks. Pretty simple, design wise. I had some fun with it though. Thanks for the maps. 1 Share this post Link to post
Bryan T Posted May 8, 2020 I played the first 18 maps. Progression is often cryptic - keys in spots other maps would label as secret areas. Many of the secrets are behind fake walls that have no indication at all that something is there. 1 Share this post Link to post
Mad Butcher Posted May 10, 2020 On 5/9/2020 at 12:36 PM, MPS said: Version 3, some minor changes. Download link is broken. 0 Share this post Link to post
MPS Posted May 11, 2020 3 hours ago, Mad Butcher said: Download link is broken. Try the alternative link. 0 Share this post Link to post
MPS Posted May 12, 2020 idgames version has been released. The music has been screwed up while importing the DEHACKED file to the WAD; To fix that, patch the correct .deh file from the .zip file to the WAD with SLADE or with another editor. If you gonna play with Chocolate Doom, skip this step using the shortcut with the .deh file apart. https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/deep 2 Share this post Link to post
phoo Posted May 12, 2020 I love the classic style of the wad! I'll have to give this a go when I've got some time. 1 Share this post Link to post
plums Posted May 16, 2020 Played a bit of this. Enjoyed the first few maps but monster placement, general architectural patterns, and gameplay felt very samey from one level to the next. It's something I might enjoy playing a map or two of in between other things, though, as opposed to playing it straight through so I'll keep it around. It definitely could have benefited from some non-stock music, even though rearranging the order of the standard Doom 2 music is a neat idea. Anyone having trouble with progression, secrets, etc. should look at the automap more, things are pretty clearly discoverable that way which I assume was intentional. 1 Share this post Link to post
KevvyLava Posted May 16, 2020 I really didn't enjoy this whatsoever. Right from the get-go, you are pummeled with like 65 hitscanners while you still have a pistol. You keep teleporting around, retreading old territory (except there are doors open with more monsters than before, etc.) and it's all pretty uninspired. The creator has good fundamentals, but you could pass on this and love your life just as much. Every level is the same concept, and is wave after wave of enemies. Maybe isntead of making a megawad, just make 3 big levels with some different architectural concepts. 0 Share this post Link to post