Zolgia108 Posted May 24, 2020 (edited) Hey guys! So after my first mapping experience with Djinn, and after realizing about the many flaws it had, i decided to work on another project. Most of you won't know anything about Djinn, let's just say it was a 25 maps megawad which involved a schizofrenic named Snail trying to find his other half, killing the demons inside him. Djinn was the mind trip of a mental inside an asylum, which finally led to his silent death. Happy is Metempsychosis, a post-mortem trip which is Snail's search for Peace. Being a new mapper i'm always in search of good advices, as i'm still learning and trying to understand the mechanics. If you play this wad and think that something is unfair or badly designed just tell me with no remorse, i will surely think about it and fix what possible. As usual i am working on this alone with the only help of my brother as first tester and "swearer" (neologism i guess). TESTED ON: GZdoom latest version, this wad doesn't work with other ports and i don't think i ll be able to ever change that, i am sorry... "...Beyond the Abyss a whispering hiss. Again i was drowning in the vortex divine, again my torch ceased to shine. So dark her temple started to crumble, barely i survived the second tunnel. I knocked at her door and i was opened inside, my precious Goddess of Suicide. Never will pain leave me and end, once i'll be able to comprehend." IDGAMES LINK: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/happy LINK TO THE WAD: https://www.dropbox.com/s/f9b43dhre4uwum6/Happy.ZIP?dl=1 PLEASE NOTE: 1) Nothing, i forgot 2) fuck i forgot again..... oh yeah i remember: with the exception of a handful of outdoors maps the rest is linear, i like linear gameplay and i hate when i get lost. So i decided to build straightforward maps mostly centered on encounters. 3) Wad now supports Hmp and lower difficulties as well, but don't expect it to be that easy anyway. 4) there was a hole here, now it's gone. 5) How can i be free? How can i get out? Am i really me? Am i someone else? 6) It's in the past now 7) Don't play this wad if you hate archviles, i love them. a lot. But after Bridgeburner56 said "archvile overusage" (yes he truly said that) i decided to remove some of them, I REALLY DID! 8) i'm using custom sprites for the following monsters: Zombieman, Sergeant, chaingunner, revenant, arachnotron, lost soul, mancubus, cyberdemon and spider mastermind. Keep in mind that they are very simlar to the original ones, and they act the same. I'm also using weapon reskins, most of them are from MagicDoom by MagicSofa (under his permission of course), the others were made by me. 9) There are a couple of custom monsters, one is recurrent (and for a reason), the other ones are bosses and appear just once. 10) all custom textures were taken from realm667 and will properly credited in the main file once the wad is published 11) Music consist of various midis found on the net, some are black and death metal tracks, some come from videogames from the past (to name a few: Suikoden, Alundra, Legend of Dragoon). Everything will be properly credited when the wad is published. EPISODE ONE: Metem-Psychosis Snail is in Limbo, where Djinn ended. Someone, or something, is reclaiming his soul. 1) Where Dead Demons Lied 2) You'll Never see the Sun again!!! 3) Limbus Puerorum 4) Thy Black Light 5) The Defilers EPISODE TWO: Daath When Snail had to choose if to climb up or jump down, he decided to jump down. Death stole his eyes and hid them in the bowels of the world. 6) To die once more 7) I am one 8) To be reborn 9) City of Solitude 10) Death pierce me 11) Crypt of Insomnia 12) Ad Astra EPISODE THREE: Slumber After closing the three eyes Snail fell uncounscious for six days. Time to reminisce a past long forgotten. 13) Close to close to Dog 14) Aimaphobia 15) Craken 16) Suicide Craving 17) Aria 18) Close to God EPISODE FOUR: Tohu Wa-Bohu With a new found self-awareness Snail decided to face the Necromancer. 19) Stasis Lost 20) Prison of Mirrors 21) Nexus 22) Inhale Disaster 23) The Black Worm EPISODE FIVE: The Moon, The Tree May his soul finally R.I.P. 24) Death of the Waves 25) Moonchildren 26) Colors Made of Tears 27) The 108th Fruit 28) Pierced Heart 29) Love 30) Rest in Peace (Outro map) 31) Lost Sheep 32) Crucify Yourself!!! Episode and map titles are subject to change. MAPS AND EPISODES EXPLANATION: spoiler alert Spoiler EPISODE 1: METEM-PSYCHOSIS Metempsychosis is the post-mortem trip, once i had a band named Metempsychosis. After the death of our friend (by suicide) we decided to dedicate our music to his voyage, so that we could in a way help him to find his inner peace. Snail is not connected to this person, but Snail is the representation of Doubt, of dualism and. thus, of psychosis and schizofrenia. When he left the world in Djinn he couldn't erase his double personality, left hand and right hand were still lurking into his mind. Now, and just now, he starts to realize the importance of being one with himself. - Map 1: Where Dead Demons Lied Difficulty: easy Length: short Plane of existence: Astral, Limbo (last layer) The title is a reference to the last map in Djinn: Where Dead Demons Lie, which is also a reference to the Dissection Song: Where dead Angels Lie. Here Snail starts to see what he has done in the past, and how useless it was to kill himself. New demons are grinning, and the old ones are watching. The journey starts when Pain (elemental) ends. -Map 2: You'll never see the Sun again!!! Difficulty: easy Length: short Plane of existence: Astral, limbo (last layer) This map represents delusion and deception: what Snail thinks is possible without effort turns out to be a dreadful trap, and just when he thinks he can get past his Limbo he finds himself again into the Abyss, tortured and surrounded by eyes. -Map 3: Limbus Puerorum Difficulty: easy/Medium Length: short Plane of existence: Connection between Astral plane (limbo, first layer) and the Abyss Limbus Puerorum is the place where unbaptized dead children go, before committing any sins (cause they still can't understand sin). Representing Snail's new state of newborn, his mandatory resurrection and the first encounter with his split half. -Map 4: Thy Black Light Difficulty: Hard / easy Length: medium Hard or easy? It depends if you find the secret routes to the setpieces fights, if you do then the map becomes easy, if you don't then get ready to some unfair shit. Plane of Existence: Abyss Snail Fell deep down, but it's all part of the plan, we need to dig and eat our bowels if we want to know ourselves. -Map 5: The Defilers Difficulty: Rough Length: boss map, very short. Plane of Existence: Abyss Well this seems unfair, but all you need is to move a bit. Snail is about to die, again. The defilers kill you twice and teach how to die. -----------------End of Episode 1------------------ EPISODE 2: DAATH The Snail is pale. An empty shell longing for doubts. His dreams were his damnation: worms, fleas, whispering trees, flooded tunnels and hidden masks, wrinkled hands caressing, scratching. Brightened Shields, Blackened Swords drowning in the bowels of the underground lake. Daath means Knowledge in ancient hebrew and it is the eleventh, invisible, Sephirah in the Tree of Life, i won't start my ramblings about Jewish mysticism now, i'll limit myself by saying that it feel down after the Original Sin, and the Abyss, known as Masak Mavdil, took its place. Episode number 2 is the exploration of said Abyss, thus the exploration of our fears shrouded in darkness. -Map 6: To Die once more Difficulty: Easy / medium Length: short Plane of Existence: Abyss This was the original opener, and as such it has some easy intro moments but a couple of nasty traps, together with the absence of an ssg, can turn this map into an harsh one. Last room seems unfair but there is a chaingun in the middle, just grab that fucking chaingun and kill everyone. After his second death Snail begins his journey to the core, longing for answers. The pain of the fall was necessary and his grave is nothing more than a reminder of his past. -Map 7: I Am One Difficulty: medium Length: medium Plane of Existence: Abyss This map was unfair before i decided to move the secret ssg to the beginning area. Now the only problem may be a blurry cyberdemon. Recognize yourself as One and Only, and it's the only way to the City of Solitude. -Map 8: To Be Reborn Difficulty: Easy Length: medium Plane of Existence: Abyss The first map i made for this Megawad, and as such it's an easy and horribly looking one. There are just a couple of nasty situations with low ammo, just make use of that early berserk i'm giving you and everything will be fine. This place stands on top of the city, and it's the last rite of passage, Snail must find a way to jump down, falling doesn't hurt anymore. -Map 9: City of Solitude Difficulty: Hard Length: Long Plane of Existence: Abyss Allright, this is the first non linear map in the set, and the second one i made for it. Very raw visuals. I know that this may sound blasphemous, but i made this to honour Odissey of Noises, don't kill for this, i tried... In its first version all the imps were hitscanners, so it was rather uncomfortable to navigate the "city" with all that shit shooting at you. Now with that unfairness removed this place has become almost inviting, i would probably live there. Snail must find the entrance to the Temple of Zos inside the City of Solitude, but then his dreams will haunt him once again. The past gets near. -Map 10: Death Pierce Me Difficulty: medium Length: medium Plane of Existence: Abyss A temple, sort of, not an hard map per se since many of the traps are cheesable, but can you find the way to cheese them? Of course you can. Yes you can't go out. -Map 11: Crypt of Insomnia Difficulty: Hard Length: medium / long Plane of Existence: Abyss It hides the last portal to Limbo, the more you go down and the more you climb up. Yes, you can arch-vile the jump to the fucking exit, what are you? A speedrunner? -Map 12: Ad Astra Difficulty: VERY HARD (only if you don't turn the automap on) Length: INSANELY LONG (only if you don't turn the automap on) Plane of existence: It's all inside your mind. Close your (3) eyes and fall asleep, time to face your worst nightmares. -----------------End of Episode 2------------------ EPISODE 3: SLUMBER In silence we can finally hear: the only sound was that of a heartbeat. "So slow, so quiet. Why can't we fall and fly at the same time? We are damned to forever reflect our inner lights. The Tears are near, the Tears end here. Them: mothers of confinement, We: the children in ruins. Episode 3 is my attempt to split the very first map I’ve ever made, Close to Dog (map 07 of Djinn) in 6 parts, remaking and reimagining. Snail is sleeping and trying to unleash his inner nightmares in order to make them real. -Map 13: Close to Close to Dog Difficulty: medium Length: medium Plane of existence: Astral Take the "teleporter" and unleash your fears. "The red room with the Cyberdemon" is the new meme. Don't be scared of the instaflashback, it's just a reminder. Also, there is a gimmick secret area (which is not a secret anymore) here, please don't find it. -Map 14: Aimaphobia Difficulty: medium/hard Length: medium Plane of exitence: Astral Fear of Blood, i tried to play with english pronunciation and wanted to say that we are our own phobias (i am a phobia), but it didn't go that well i guess! Timothy brown suggested Phobia of Aiming, i think it fits better. Well, this map can be harsh if you don't find an initial working strategy. It is my take of the underground blood area in Close to Dog. -Map15: Craken Difficulty: medium/hard length: medium/long Plane of existence: Astral Craken, a mix between a Crackodemon and a KRAKEN (the Kraken is too big, i couldn't place it in the map, sorry). This map includes a couple of arena fights, one is a remake of a room in Close to Dog, every platform activates something, usually something bad, so either try to move around revenants and a cyberdemon without stepping on them or just unleash some chaos. There is a secret exit, not that hard to find, which will take you to "hell" for some time. Map 31: Lost Sheep Difficulty: Medium Length: medium Plane of Existence: Hell The intermission texts here and from 31 to 32 were taken from “The Tragical History of the Life and Death of Doctor Faustus” by Marlowe. Map 31 is a very linear level in hell. The map itself is pretty simple and straightforward. To open the super secret exit you will need to find and sacrifice the lost sheep. Map 32: I am Dead Fuck You! (Crucify Yourself!!!) Difficulty: Hard Length: Very Short Plane of Existence: Hell This is not an icon of sin map! I mean, not in the traditional sense of it. This level comes from Djinn and was slightly modified, once it was called Twin Crown. I live in a small town in Italy called Orvieto, Our cathedral is pretty famous, now please blow it up. Thanks. -Map 16: Suicide Craving Difficulty: Easy/medium Length: short/medium Plane of Existence: Astral Slightly cramped, low ammo (at least when you start), and possible bad choices (don't press that switch please). This map should be the right wing of the temple, and it also shows (in a secret area) the main hall where "he" is waiting. -Map 17: Aria Difficulty: hard (in the beginning phase) then medium Length: long Plane of Existence: Astral Outskirts of the temple, Aria means Air in italian. The worst part is the beginning: low health and ammo. A non linear map in which you'll need to find 6 keys in order to unleash the "trivial horde". Then just run as fast as you can. -Map 18: Close to God Difficulty: Rough Length: very short (boss map) Plane of existence: Astral The Diabolist was the final boss in Close to Dog, and he is waiting for you, just use that "rage sphere" (increased fire rate) and stay on those medikits or else you'll die miserably (you can also make him infight with the mancubus, he is very good at that). This is the final map of Episode 3, Snail will see the upside down Pyramid and wake up in Limbo again. -----------------End of Episode 3------------------ EPISODE 4: TOHU WA-BOHU Tohu Wa-Bohu is Chaos and Void, the primordial state which was lost in the act of creation. The Black Worm represents the anticosmic light, an uncreative force. It’s in his nature to regress. Lichdom is nothing more than a lie. You are all but slaves. The floating eye tore the veil apart The Poison of God can only kill once. Don't be scared of dying, Death is your friend, she is desire and We are the Ones who chase after Death, the Crows of Despair. We wait for the unliving, we wait for our prey. We eat all their eyes, we fly and fall, fall and fly. We hate those who live, but teach how to die Twice. -Map 19: Stasis Lost Difficulty: Easy/Medium Length: Short Plane of existence: Limbo (first layer) This is where Snail starts to understand what happens to those who give their soul to the Black Worm, they suffer in eternal stasis. The map is linear and with a classic gameplay, some monster closets and a low monster count, just be sure to avoid those hitscanners, their your worst enemies here. Not much more to say, green is the colour of our shades. -Map 20: Prison of Mirrors Difficulty: Medium Length: short Plane of existence: Limbo (first layer) This is one of the first maps I made for the wad itself, my first take to “techbase”, and of course I couldn’t avoid making a non techbase map in the attempt. Lots of nasty turrets and nasty traps. Oh there is also a Cyberdemon, he would love to play with you. Map 21: Nexus Difficulty: Medium Length: long Plane of existence: Limbo (connection between first and last layer) Nexus is a sort of “gimmick” map. 5 teleporters, each with an archvile and a trial, you need to kill them all in order to get to the next stage. Important: every stage has a gimmick secret with a surprise, if you find them all you will be very well rewarded. (and yes you can backtrack after the last fight, just go to the lasers and the 5 teleporters will be open again). Map 22: Inhale Disaster Difficulty: Hard Length: Long Plane of existence: Limbo (last layer) Back to yellow, so Snail is almost there, he can already feel the sun, but first he must find the Black Worm. This map is a abstract monument (what the fuck does this mean???) built in a cave (what?). You will never breathe, and you’ll have limited resources, the yellow key fight here is probably the first brutal one in the wad, and it will keep you busy for some time. Map 23: The Black Worm Difficulty: Medium Length: very short (boss map) Plane of existence: Limbo (last layer, portal to the Moon) The whole point here was to create an unsettling atmosphere. The Black worm is black, he is a worm, and he is fast. Oh and he is also a necromancer (yea like the Oblivion one… it wasn’t intentional, I swear!) -----------------End of Episode 4------------------ EPISODE 5: THE MOON, THE TREE The Moon, where our souls learn how to walk. A slow motion in an endless ocean. The Tree, ascension after the final descent. What is a tree if not the representation of our double? It was no more, black stars aside. No support, no structure. Naked in front of the rupture. I was lost in the Ocean. What is knowledge without notion? I was drowning in front of the Ocean. There's no way out, no more motion. All that is concealed still persists, and the present ceases to exist. Standing tall, the ebony monument, lies beyond the bounds of reason. To weave is to cut... To weave is to cut... To weave is to cut… Map 24: Death of the Waves Difficulty: Medium Length: Short Plane of Existence: Moon Water is damaging on the moon. Why? Why should I know? Ask her. The only problem in this map is how to manage resources. The land of the crackoes is waiting for you. Map 25: Moonchildren Difficulty: Hard (Very Hard if UV Max) Length: medium Plane of existence: Moon Moonchildren is the typical map in which you will need to clear out everything before being able to breathe. Switch hunting to raise up the elevator. There is an optional secret fight in this level, I don’t recommend trying it. Map 26: Colors made of Tears Difficulty: Hard Length: Medium Plane of Existence: Moon Well well, my first attempt to slaughter(ish), without counting the trivial fight in map 17. Hot start, terrible ending. There will be some bfg spam but yea, I think that sometimes bfg spamming can be satisfying, am I wrong? Probably. Water is still damaging. The portal will take you to the Tree of Life and Death. Colourful ocean Drawn on the wall Mournful peace I am feeling your call Happiness: It takes a moment to swim in the echoes Death: it takes a moment to get lost in the current Map 27: the 108th Fruit Difficulty: Very Hard Length: Medium Plane of Existence: the Tree 27x8= 108. So? I don’t know. The map starts in a circular room that i almost copied from Ancient Aliens without really wanting it, when I realized it I tried modifying it as I could, so I am sorry for that. That being said, this maps has a “fuck you and die” start, so please run. The setpiece fight is my first take on a circlestrafing slaughter arena. Map 28: Pierced Heart Diffulty: Very Hard Length:Medium Plane of Existence: the Tree Brutal. Disco dance arena. Cave maze. Cacocloud. Do your best, a broken heart can be painful. Crackoes are dead, Crackoes are your friends. Map 29: Love Difficulty: Hard Length: Long Plane of Existence: The Tree This the last map in which you will have to fight for your peace. Oppressive, colourful, there is a switch for each color and you have to press them all to climb the Tree. There are 2 exits in this maps, 1 starts over the cycle, ending the game, as if Snail didn’t accomplish anything at all, his soul will be forever lost in Limbo. The other one represents Love, and it will get you to map 30. Fun fact (not fun at all to be honest): I created a boss for this map which was a Purple giant spider which spawned black holes (some strange stuff that attracted the player to the boss itself) every time he went into pain state. It was so fucking annoying that I decided to delete it. Hours and hours spent for no reason… sad. Map 30: Difficulty: ? Length: ? Plane of existence: The Garden Won’t spoil anything about this. SOUNDTRACK Spoiler Intro - Suikoden II - Silent Room Between Maps: King Crimson - Fracture Intermission Text: The Smashing Pumpkins - Love EPISODE 1 1 - Alundra - Ra's Underground Hideout 2 - Forgotten Tomb - Alone 3 - Beherit - Salomon's Gate 4 - TNT - Horizon 5 - Enslaved - the Dead Stare EPISODE 2 6 - Silent Hill - Not Tomorrow 7 - Enslaved - the Voices 8 - Dissection - The Somberlaine 9 - Cradle of Filth - Dusk and Her Embrace 10 - Summoning - Long Lost to Where no Pathway Goes 11 - Katatonia - Tomb of Insomnia 12 - Katatonia - Elohim Meth EPISODE 3 13 - Silent Hill: the Room - Room of Angel 14 - Behemoth - The Reign of Shemsu Hor 15 - Blood - Shipwrecked 31 - Suikoden II - Demon Lord INTERMISSION text in secret maps: Cradle of Filth - Creatures of the Night 32 - Suikoden II - Fight with Neclord 16 - Dimmu Borgir - Raabjorn Speiler Draugheims Skodde 17 - Cradle of Filth - From the Cradle to Enslave 18 - Stonekeep - Gate of the Ancients EPISODE 4 19 - The Smashing Pumpkins - Quiet 20 - Sonic Youth - White Cross 21 - Alundra - The House of Taran 22 - Meshuggah - Stengah 23 - The Legend of Dragoon - Zieg's Theme EPISODE 5 24 - Camel - Spirit of the Water 25 - The Legend of Dragoon - Dead City 26 - Final Fantasy IV - Another Moon 27 - Streets of Rage 2 - Alien Power 28 - Gubble - Native 29 - Unkle - Rabbit in your Headlights 30 - Suikoden II - Reminiscence Outro - Silencer - Sterile Nails and Thunderbowels This is a review / preview (of the first maps that i made for the wad back in 2019, when i still didn't know that i wanted to start a megawad basically) by Jag Taggart 93 on you tube, check out his channel he reviews tons of Doom 2 and Quake wads, also from new mappers. SCREENSHOTS: Spoiler Edited October 19, 2020 by Zolgia108 35 Share this post Link to post
Zolgia108 Posted May 24, 2020 (edited) Tested on GZdoom latest version Iwad: Doom2 UV, HMP and lower. UV recommended. Jumping and crouching are disabled. Freelook? What is that? Is that doom? Freelook will make the game easier to cheese, i won't block it cause i know that a lot of people love it, i just want to say that the maps are not meant to be played with it. Pistol Start recommended. don't enjoy! Edited September 16, 2020 by Zolgia108 1 Share this post Link to post
Zolgia108 Posted June 6, 2020 (edited) map 10, 11 and 12 were added 12 is still to be tested i need you guys, which are not answering at all (i am sad) to test these maps and tell me how do they play and what to improve! Thanks... Edited June 24, 2020 by Zolgia108 0 Share this post Link to post
Zolgia108 Posted June 12, 2020 Added map 13, 14 and 15 (2 of which were already done before) Added some screens fixed some bugs Map 14 is still to be tested correctly After Snail wakes up he realizes he is still alive, stuck in the Abyss. He tries to escape through the crypt of insomnia, located in the main temple of the city of Solitude (no, not the Skyrim one). when he finally reaches the portal he falls into a deep slumber, reminiscing all that he went through before killing himself (or at least killing one of his personalities), finally facing one of his deepest fears in the main chamber of the One Temple. When he wakes up he finds himself in Limbo, covered in green skies of hope. 0 Share this post Link to post
Bryan T Posted June 13, 2020 This really needs difficulties. It's far too hard for me. I also get a lot of errors when playing on gzdoom 4.3.3. 1 Share this post Link to post
Tango Posted June 13, 2020 this looks really cool! I really like all the black/white textures you're using 2 Share this post Link to post
Zolgia108 Posted June 13, 2020 3 hours ago, Bryan T said: This really needs difficulties. It's far too hard for me. I also get a lot of errors when playing on gzdoom 4.3.3. Ok i ll start working on it! Is there any particular map that was far too hard? Is it a problem of resources or mostly of enemies? The errors should be yellow ones, i will fix them as soon as possibile but they shouldnt give any actual problem 1 Share this post Link to post
Bryan T Posted June 13, 2020 It's no rush. I'm taking a week off from Doom. I did try this wad a few times over the past weeks and I was never able to get very far. This is obviously tuned to be challenging and I think a lot of people will try it, die, then move on so difficulty options would open up your potential playerbase. 2 Share this post Link to post
Zolgia108 Posted June 13, 2020 21 minutes ago, Bryan T said: It's no rush. I'm taking a week off from Doom. I did try this wad a few times over the past weeks and I was never able to get very far. This is obviously tuned to be challenging and I think a lot of people will try it, die, then move on so difficulty options would open up your potential playerbase. Thank you for your advice m8, as usual, i will surely fix that up :) Have a nice break! 1 Share this post Link to post
Zolgia108 Posted June 13, 2020 (edited) Changelog 14/06 been working hard today 1) added difficulties for hmp in every map just as Bryan suggested 2) fixed all the yellow minor errors when running on gz (should be fine now) 3) added secret exit (to nowhere for now) in map 15 4) added episodes and changed font. 5) map 14 was tested and is way toooo easy... :( 2 Share this post Link to post
Icekow Posted June 14, 2020 The ost from Silent Hill 2 made me die and just listen to it for a while 2 Share this post Link to post
Icekow Posted June 14, 2020 Not my cup of tea since it's so hard, more difficulties would be nice 0 Share this post Link to post
Zolgia108 Posted June 14, 2020 hahahahahahah but you were already dead! you woke up from your grave after all :) Hey i hope you dowloaded it now cause last link had somehow (don't ask me why) deleted map 03 entirely, i placed a new one more or less 6 hours ago, so in case download it again if possible :) 0 Share this post Link to post
Zolgia108 Posted June 14, 2020 1 minute ago, Icekow said: Not my cup of tea since it's so hard, more difficulties would be nice yea that too, 6 hours ago i put hmp difficulty in all maps, i hope it works correctly (to check that just see if there is a ssg on map 2). but i will surely add more difficulties too, i am sorry for that i played too much sunlust and scythe 2 these days 1 Share this post Link to post
Icekow Posted June 14, 2020 i'll come back when it's a lil more easy, map fits the songs well, i must say 1 Share this post Link to post
Zolgia108 Posted June 14, 2020 (edited) On 6/14/2020 at 11:15 PM, Icekow said: i'll come back when it's a lil more easy, map fits the songs well, i must say i appreciate your opinion and feeback, first i must go on with the megawad itself since im still halfway, then i will think about making it easier cause the whole project was conceived as a hard one, hopefully not unfair, just hard. I 'll try my best at changing difficulties without completely remove that concept. I put much thought on the many traps and situations that are hard at first sight and i can assure you that everything can be solved :) (but of course i'd like you players to test the maps and share your opinions in this). Edited July 31, 2020 by Zolgia108 0 Share this post Link to post
Misty Posted June 15, 2020 I looked at this thread for several days, observing things and thinking what to say, I guess here it is: 1. It's easier to adjust difficulty and gameplay when map is still in baby stages. Because not only uv and hmp exists, but hntr and itytd. Always create levels with skills in mind, of course you can ignore them, but if you want reach wider audience, you need add them. 2. Somewhat I feel that most of people complaints go from chaotic gameplay. At least it felt this way for me when I played for a bit. It's not bad by itself, but if here's way too much of it, it can leave one tired or just cheese it with exploits. If you study your favorite maps more, you would notice that not all placement is random as it seems. Yes, there are some chaotic encounters when you play those maps, but most of it placed with monster strength and weakness in mind. Some types are more fitting for incidental combat, some work as turrets and distraction while cyberdemon comes in your way to help clean that mess. I guess it would be it, keep it up and you'll get somewhere ;) 2 Share this post Link to post
Zolgia108 Posted June 15, 2020 (edited) On 6/15/2020 at 4:29 AM, Misty said: I looked at this thread for several days, observing things and thinking what to say, I guess here it is: 1. It's easier to adjust difficulty and gameplay when map is still in baby stages. Because not only uv and hmp exists, but hntr and itytd. Always create levels with skills in mind, of course you can ignore them, but if you want reach wider audience, you need add them. 2. Somewhat I feel that most of people complaints go from chaotic gameplay. At least it felt this way for me when I played for a bit. It's not bad by itself, but if here's way too much of it, it can leave one tired or just cheese it with exploits. If you study your favorite maps more, you would notice that not all placement is random as it seems. Yes, there are some chaotic encounters when you play those maps, but most of it placed with monster strength and weakness in mind. Some types are more fitting for incidental combat, some work as turrets and distraction while cyberdemon comes in your way to help clean that mess. I guess it would be it, keep it up and you'll get somewhere ;) thanks m8 maybe i started my wad a way too rough (map 4 onwards i think), but i am not placing monsters randomly, or at least i'm trying not to. Sometimes it happens that it feels that way, that's why i am still developing my skills and i am still learning, but i am trying my best. ok so for now i ll stop making new maps and adjust every difficulty, then i will go on i guess. I would like to have more specific examples (in my maps that you played) of what you mean by random placement so that i can improve those situations, thanks a lot again! Edited July 5, 2020 by Zolgia108 0 Share this post Link to post
Hitboi Posted June 15, 2020 Seems interesting, I can may help with that /: From the Screenshots it looks like a slaughter map, Some maps look amazing, This would be something good to try. 1 Share this post Link to post
Zolgia108 Posted June 15, 2020 3 minutes ago, HitBoi64 said: Seems interesting, I can may help with that /: From the Screenshots it looks like a slaughter map, Some maps look amazing, This would be something good to try. Hi m8! So until now there are 2 maps that have a slaughter ending, but the mapset itself is not, map 06 ends with a huge arena and some swarms, same with map 12. I'd love to have your feedback, to understand if it's that hard for everyone :) let me know if yo u try it! thanks 1 Share this post Link to post
Pełzająca Część Twarzy Posted June 17, 2020 Hey. So far i played mission 1-4 So far it's pretty challenging which is good, maps have their own art style and interesting enemy placement. I didn't like first map, beginning was very strange and annoying. Maybe more health would help. Other than first mission is only cool stuff. For the most part it requires some patience to bit it with some much shit going on. In general I die many times but third mission i bit on a single segment first try :D Damn is a shame i don't record it I give more feedback when i finish the rest. Midi death and black metal music is pretty cool too. In the third mission I recognized Dissection, em i correct? :D 2 Share this post Link to post
Zolgia108 Posted June 17, 2020 (edited) On 6/17/2020 at 3:04 PM, Pełzająca Część Twarzy said: Hey. So far i played mission 1-4 So far it's pretty challenging which is good, maps have their own art style and interesting enemy placement. I didn't like first map, beginning was very strange and annoying. Maybe more health would help. Other than first mission is only cool stuff. For the most part it requires some patience to bit it with some much shit going on. In general I die many times but third mission i bit on a single segment first try :D Damn is a shame i don't record it I give more feedback when i finish the rest. Midi death and black metal music is pretty cool too. In the third mission I recognized Dissection, em i correct? :D Thank you man for trying it! i appreciate that! I am sorry about map 1 opening, i wanted to give the runaway sensation right at the start :P Yes you recall correctly map 03 uses "the Somberlaine" by Dissection, good call, also it was the first map i made for this set so maybe i was a little too nice wth it :), it was thought as a starter and then i've changed my mind. Keep me updated if you go on with the wad! Thanks again :) Edited July 5, 2020 by Zolgia108 0 Share this post Link to post
Pełzająca Część Twarzy Posted June 17, 2020 I just find some time to play more of your WAD and I get stock in this room: I kill everyone here, find secret, hump all walls and nothing. I cant get out or proside. Should I noclip or I miss something? 1 Share this post Link to post
Zolgia108 Posted June 17, 2020 let me check something real quick, in the meantime: did you press the switch? middle one? it should lower the bars behind 0 Share this post Link to post
Zolgia108 Posted June 17, 2020 basically it can happen that the bars rise up again, but the switch is repeatable, really weird This is the switch to lower bars behind you 0 Share this post Link to post
Zolgia108 Posted June 17, 2020 (edited) oh now i understand, yea there is something debatable there, take the ssg and you will be able to go on... i will change that asap. You need to grab the super shotgun PS: i thought you were pistol starting, that's why i got confused 0 Share this post Link to post
Pełzająca Część Twarzy Posted June 17, 2020 1 hour ago, Zolgia108 said: oh now i understand, yea there is something debatable there, take the ssg and you will be able to go on... i will change that asap. You need to grab the super shotgun PS: i thought you were pistol starting, that's why i got confused I'm stack in this room and i cant switch anything. I dont press that switch becouse this room did not open. Like on my screenshot you see, there's no ambush. 1 Share this post Link to post
Zolgia108 Posted June 17, 2020 1 minute ago, Pełzająca Część Twarzy said: I'm stack in this room and i cant switch anything. I dont press that switch becouse this room did not open. Like on my screenshot you see, there's no ambush. take the super shotgun, if you take it the ambush will start. I already changed it with a line but for now take it, it should open a door in front of you. 2 Share this post Link to post
El Inferno Posted June 18, 2020 I played your E2M1 map, here is the video: Spoiler I like the difficulty of this map (though I died too much at the red cybedemon room). That archie on 4:15 was creepy) 3 Share this post Link to post
Zolgia108 Posted June 18, 2020 (edited) 29 minutes ago, el_inf said: I played your E2M1 map, here is the video: Hide contents I like the difficulty of this map (though I died too much at the red cybedemon room). That archie on 4:15 was creepy) m8 thanks a lot for playing it! i enjoyed watching the video! I will tell you once yours is ready:) The purpose of that room was to make you think that the cyberdemon is the threat while in reality there's always something worse hahahahah :) Ah The archie (s) on that room have a meaning: In this map the protagonist starts a long slumber (episode 2), and in that precise part he basically has an instaflashback (that room was part of my previous megawad, Djinn), you will see that room again other times in the next maps of the episode, and it will be creepier in map 13 no worries! 1 Share this post Link to post