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Elio AF

unholyjo.wad is looking for PLAYTESTERS!!!

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Hello everyone! As y'all may not know, I'm an indie game developer and generally have little time to work on Doom wads, so I mainly work on speedmaps. Currently, I'm working on a full speedmaps megawad and have quite a few maps finished for it. Since the release date is getting relatively close (I'm working too little a day, but making progress fast) I would like some playtesters!

This is not the usual wad, actually. Now, just to make sure you can beat the maps, you need to have finished at least Doom II for the early maps (same difficulty), and at least Plutonia for the later maps.

Since this is a Doom II wad, it will be divided in 3 episodes: episode 1 is hell, episode 3 is tech-bases, and episode 3 is the lost void, including abstract castle designs and evil subterranean environments.

It runs with Crispy Doom, Prboom, GZDoom, ZDoom, Zandronum and Skulltag. Any port that supports limit-removing, in a nutshell. Would anyone be interested?

So far, episode 1 and 2 (maps 1-20 & 31) are finished. Also map 23 and 25.

For anyone who might be interested, here's the link to the latest version.

Screenshots? Don't mind if I do.

doom00.png?width=912&height=513

doom02.png?width=912&height=513

doom10.png?width=912&height=513

doom19.png?width=912&height=513

doom01.png?width=912&height=513

doom17.png?width=912&height=513

doom11.png?width=912&height=513

doom23.png?width=912&height=513

doom13.png?width=912&height=513

doom14.png?width=912&height=513

doom20.png?width=912&height=513

doom15.png?width=912&height=513

doom25.png?width=912&height=513

doom21.png?width=912&height=513

doom16.png?width=912&height=513

doom22.png?width=912&height=513

doom09.png?width=912&height=513

doom04.png?width=912&height=513

doom24.png?width=912&height=513

doom18.png?width=912&height=513

doom06.png?width=912&height=513

doom12.png?width=912&height=513

doom07.png?width=912&height=513

doom08.png?width=912&height=513

doom05.png?width=912&height=513

 

Edited by Elio AF

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I'm confused why people start chat threads on doomworld and then say

 

"Meet me somewhere else"

 

I would have been interested in playing what you had so far but you didn't even link to anything

 

???

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14 minutes ago, Clippy said:

I'm confused why people start chat threads on doomworld and then say

 

"Meet me somewhere else"

 

I would have been interested in playing what you had so far but you didn't even link to anything

 

???

I don't mind linking it here, though. I just felt like discord would be more convenient. Whatever you like is just fine :)

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Here's the current version. MAP01-05 are completed, MAP06 is incomplete (it's started but it's very abstract and incomplete for now), MAP07-08 are also completed, and so is MAP10. MAP09 isn't even started. You may want to use the -changemap console command on GZDoom (though the maps were designed for a pistol start, it puts you on the upper hand using all the weaponry you've collected so far) 

Spoiler

 

 

Edited by Elio AF

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TNT.wad is suggested as the IWAD. Just cuz the music is better, and I didn't bother changing it in the wad yet.

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Finished episode 1! 

 

SpMap.rar

 

Careful of maps 7-11

 

Tell me what you think! 

Edited by Elio AF : Fixed bug that would get you stuck on the blue skull room on map 9 (replaced file)

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im sorry but i ragequitted, will post my video once it's uploaded and you can, if you want, hear my thoughts

 

 

EDIT: since audio is shit i will try to explain.

Maps were fine until Temple of Sin (i think this was the name), that map is simply too grindy and cramped to be fun, the area that enraged me the most was the low ceiling stairs with 2 barons and 1 hk at the bottom, i couldn't see them without freelook (and i don't use freelook) and i was low health, then when i did that i ran into the same trio in a cramped space with almost no room to dodge, i was pissed off from before and i left. All of this with an ssg, if you consider that previous map had a secret ssg not marked as secret that i found just by accident and it was full of barons i couldn't stand it anymore :)

 

also: too many chaingunners, traps are always the same with chaingunners popping up everywhere. I think that the only fun trap was in map 4 with hks and imps in the second room, in fact i died there a couple of times.

 

Texturing is boring, progression is fine and i've got nothing to say to that, but i think you can definetely do better m8!

 

Sorry for being harsh, i am just trying to help since you needed our thoughts :)

Edited by Zolgia108

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I'll post feedback on a map-to-map basis and I'll just post random thoughts I had while playing the maps since I'm not a native English speaker and it's easier to articulate myself that way, it also helps me keep my thoughts together better. I'll just keep things very basic.

 

I'm playing with the latest version of Prboom plus on Ultra Violence, pistol-starts.

 

MAP01: Way In. 100% kills 100% secrets 100% items.

 

- I did like the general design, it's sort of classic 90's in its nature and I didn't have problems with it.

- Too many armor pickups, especially for the fact that none of them is in a secret and they are way too close to one another.

- First skull door used incorrect tag as door-based tag instead of switch-based. Could be intentional but I think changing to a switch would look better.

- The wooden bookshelves lift has a lower-pegged textures, making it looks like an error. Again could be intentional.

- Gameplay was great for my taste. I liked the fact that there are mixture of stronger enemies and weaker enemies on the first map. Nice traps as well.

- Lost Soul HP reduction is great by all means. 

 

It's basic but I do like it. It feels like something classic and it has that 90's era level design that I appreciate. I thought it was overall a fun map to playthrough.

 

Edited by Uni

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1 hour ago, Zolgia108 said:

here, first 2 and a half maps :)

 

 

So uh...

Watching it now and

I forgot to make the red door red o.O

Wait I'm a dumbass, I didn't notice you grabbing the red skull 0.O

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2 hours ago, Uni said:

- I did like the general design, it's sort of classic 90's in its nature and I didn't have problems with it.

- Too many armor pickups, especially for the fact that none of them is in a secrets and they are way too close to one another.

- First skull door used incorrect tag as door-based tag instead of switch-based. Could be intentional but I think changing to a switch would look better.

- The wooden bookshelves lift has a lower-pegged textures, making it looks like an error. Again could be intentional.

- Gameplay was great for my taste. I liked the fact that there are mixture of stronger enemies and weaker enemies on the first map. Nice traps as well.

- Lost Soul HP reduction is great by all means. 

Nice :)

The simplistic 90's is exactly what I'm going for in these speedmaps. Lower unpegged was accidental. I spilled a bit too much armor and less health. And less Lost Soul HP is always a great thing! 

 

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3 hours ago, Uni said:

MAP01: Way In. 100% kills 100% secrets 100% items.
 

- Too many armor pickups, especially for the fact that none of them is in a secrets and they are way too close to one another.

 

This was my first reaction starting up the wad too, but to expand one further, the armor pickups were placed so that they are mandatory pickups.  If I'm at 95% armor I don't want to be forced to pick up another security armor advancing to the next room, would like to bypass it and grab it later.

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Played like 2 and a half maps. Map01 probably gives the player more ammo at the start and cut some at the end. Map02 used too many Barons, and they are in a place which post no threat. Replacing them with Hell Knights are better, although I would argue Map02 has too many meats already. A non secret SSG would be better.

 

Saw an invisible Caco at the start of Map03, and this seems like someone else had done this. :thonking:

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10 hours ago, GarrettChan said:

Played like 2 and a half maps. Map01 probably gives the player more ammo at the start and cut some at the end. Map02 used too many Barons, and they are in a place which post no threat. Replacing them with Hell Knights are better, although I would argue Map02 has too many meats already. A non secret SSG would be better.

 

Saw an invisible Caco at the start of Map03, and this seems like someone else had done this. :thonking:

 

there is a "secret" ssg in map 2, it's behind a marble face but it's not tagged as a secret, don't know why. Map3 is full of barons in cramped spaces with just ssg anyways.

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29 minutes ago, Zolgia108 said:

 

there is a "secret" ssg in map 2, it's behind a marble face but it's not tagged as a secret, don't know why. Map3 is full of barons in cramped spaces with just ssg anyways.

The ssg wasn't supposed to be a secret in the first place. Once a player sees the enemies emerging out from the baron's face, they realize they can walk right through.

Moved the ssg a bit forward, so the player can see it and when he goes to grab it, goes right thru the wall.

Also removed the 3 barons that appear at the bottom of the yellow skull staircase, and the ceiling now opens a path to the start room. Did the same with the blue skull (except there were no barons there lol, just added the path to the start room)

So yeah, lots of fixes, so thank you for that.

Dunno, maps seemed pretty easy to me, probs bc I made them myself and know every trick.

Temple of Sin is my least favorite map of the mapset, maybe after map02, it's just long, and map02 is plain and unremarkable.

I'm not even sure if Temple of Sin is worthy of a map03, it should probably be later.

Difficulty is confusing to me T-T

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9 minutes ago, Elio AF said:

The ssg wasn't supposed to be a secret in the first place. Once a player sees the enemies emerging out from the baron's face, they realize they can walk right through.

Moved the ssg a bit forward, so the player can see it and when he goes to grab it, goes right thru the wall.

Also removed the 3 barons that appear at the bottom of the yellow skull staircase, and the ceiling now opens a path to the start room. Did the same with the blue skull (except there were no barons there lol, just added the path to the start room)

So yeah, lots of fixes, so thank you for that.

Dunno, maps seemed pretty easy to me, probs bc I made them myself and know every trick.

Temple of Sin is my least favorite map of the mapset, maybe after map02, it's just long, and map02 is plain and unremarkable.

I'm not even sure if Temple of Sin is worthy of a map03, it should probably be later.

Difficulty is confusing to me T-T

hey m8 no worries, i didn't quit because it was hard to be honest, i did it just because i was enraged by that monster placement that felt absurd (good thing you removed it) and the other barons were like the cherry on top :P

Hard is another thing, i don't mind insanely hard maps, in fact i even enjoy them to be honest. I will try again with the new fixes, and record it again of course :)

 

EDIT: i also don't mind the non secret ssg behind an invisible wall, secrets are personal matter i can't really say anything about that :)

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ok m8, i already had the doubt but then i got to map 5, now... you know what i am talking about, i hope that more people will notice it. OBLIGE is not speed mapping m8, i know perfectly how it works and i know perfectly what kind of walls and doors and closets it creates cause i used it a couple of years ago to see some layouts. This i am sure of and i would like to hear what you have to say. Thanks.

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26 minutes ago, Zolgia108 said:

ok m8, i already had the doubt but then i got to map 5, now... you know what i am talking about, i hope that more people will notice it. OBLIGE is not speed mapping m8, i know perfectly how it works and i know perfectly what kind of walls and doors and closets it creates cause i used it a couple of years ago to see some layouts. This i am sure of and i would like to hear what you have to say. Thanks.

Ah yeah, that map was def inspired from oblige

Pretty sure map 6 also should've been inspired from oblige, but I'm not quite sure about that

I also know that OBLIGE is not speedmapping

m8

Edited by Elio AF

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oh it's strange that you forgot to mention it... i wonder why!

Well, i am sorry, but i think this was desrespectful to all of us mappers, and probably to players as well. Video will be uploaded soon...

Sorry for being an asshole but you really wanted it i think

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10 minutes ago, Zolgia108 said:

oh it's strange that you forgot to mention it... i wonder why!

Well, i am sorry, but i think this was desrespectful to all of us mappers, and probably to players as well. Video will be uploaded soon...

Sorry for being an asshole but you really wanted it i think

Yeah, my maps really aren't made with oblige

I'm sure a lot of people know how its algorithm works and that it is possible to generate the same map twice.

I don't really like people who try to go with the "EXPOSED" route without solid proof to begin with. 

But you do you anyways. 

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im not saying that your other maps are made via Oblige, i don't like to expose anyone i tested and played so many maps here in the forum making videos to help testing and because i enjoy that, i am not doing it to expose anyone, but that map was clearly done via oblige, no proof needed, my eyes still works and i am not an idiot. Now you could have say it in the beginning but no, you preferred this, i don't want to discuss any longer, i just want to repeat that i was just here to help (and that's what you asked for) and i only had good intentions like i did many other times. Good luck with your project.

 

 

 

Edited by Zolgia108

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14 minutes ago, Zolgia108 said:

im not saying that your other maps are made via Oblige, i don't like to expose anyone i tested and played so many maps here in the forum making videos to help testing and because i enjoy that, i am not doing it to expose anyone, but that map was clearly done via oblige, no proof needed, my eyes still works and i am not an idiot. Now you could have say it in the beginning but no, you preferred this, i don't want to discuss any longer, i just want to repeat that i was just here to help (and that's what you asked for) and i only had good intentions like i did many other times. Good luck with your project.



Yes, first of all you did say the other maps were done with oblige.

Second, an oblige map is not that difficult to imitate.

You are being very disrespectful, and I'm not expecting you to change opinions.

 

 

the arguments you gave me are:

the doors (what about them anyways)

the inverted crosses (found anywhere in doom, actually)

same with the baron faces

same with the chainsaw (a chainsaw yes)

 

and then get on to call my wad "shit"

 

i honestly don't wanna watch this video, as I'm confident on what i'm going to find in there

 

oblige maps don't even get accepted into doomworld, so why in hell would I include one in my wad? To play with fire? The adrenaline it gives?

 

 

 

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i never once said that the other maps were made with oblige, never.

And i repeat, for the last time, those crosses, those doors, that weapon placement, the starting area with the "jump", you know perfectly that they come from oblige. I didn't mean to call your wad "shit" i meant to say that the concept of "creating" a map, even if just partially, with oblige, is shit. Then i don't know why you did that, i don't care, i just know that it's true and you know it as well.

 

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Okey i beat every map in your wad, it took 2hours (UV and pistol start) and this is my feelings in brief

Map 01 Is good but need more health at start and ammo

Map 02 I think its really good and fun to play

Map 03 4 and 6 I played before in something called Mapping speedrun or something else - 3 , 4 are good maps but 6 is kinda hard with pistol start ._.

Map 05 Inspired by oblige and actually fun to play (pistol start is hell)

Map 07 First of the harder map pack if you allow jumping this map can be done in 10-15 seconds, overall this red castle kinda disturbing me but its alright

Map 08 One my favorite maps - I really like your marble style and memorization but some rooms are nearly impossible (i mean SM room and mancubus)

Map 09 Good hell inspierd level just need some ammo or guns at start ( pistol start is HELL)

Map 10 My favorite map of all, its reminds of doom1 episode 4 style ( i dont know why lmao) but of course is nearly impossible with pistol start

Map 11 ....Oh boy. I think map is good and actually "fun" but you need to complete this map fast or monsters spawn too much and you dead.

 

Overall wad is good  8\10

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4 minutes ago, Stabbey said:

For some reason, PKzip can't open that RAR file and calls it unsupported.

honestly, i don't know why that is :(

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3 minutes ago, waciej said:

Overall wad is good  8\10

Oml thanks!

Since you played thru the whole thing, please tell me, is every map in the correct spot? No difficulty issues, like map 3 being harder than map 4 or something like that?

Also map 10 was actually inspired (somewhat) by Speed of Plutonia, if you notice that those rooms are egg-shaped.

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20 minutes ago, Zolgia108 said:

i never once said that the other maps were made with oblige, never.

And i repeat, for the last time, those crosses, those doors, that weapon placement, the starting area with the "jump", you know perfectly that they come from oblige. I didn't mean to call your wad "shit" i meant to say that the concept of "creating" a map, even if just partially, with oblige, is shit. Then i don't know why you did that, i don't care, i just know that it's true and you know it as well.

 

downloading oblige right now, i want to analyze it

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 map 1 same

map 2 same

map 3 (5)

map 4 (9 but nerf)

map 5 (old 3)

map 6 same

map 7 same

map 8 same

map 9 (old 4 maybe buff)

map 10 same

map 11 same

 

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4 hours ago, Zolgia108 said:

there is a "secret" ssg in map 2, it's behind a marble face but it's not tagged as a secret, don't know why. Map3 is full of barons in cramped spaces with just ssg anyways.

Well, I got into it, but I didn't realize it has SSG lol.

 

I'm not saying the maps are hard, but the usage of Barons is not very interesting. For example, Map02 has such a big space, so Barons post no actual threat. I recommend using Hell Knights instead.

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