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Knor964

Torment of Screams Wad

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Hello every Doom fan!

 

I have been a fan of Doom since I was 4 years old in 1999.

 

I am making a Doom 2 Megawad named Torment of Screams

Map 1 till 16 finished

Map 26 finished

Map 23 and Map 28 in Progress

 

-made in Doombuilder 2 and ultimate doombuilder

- tested with GZ doom and Zdoom (gonna test Crispy and chocolate doom soon)

- Doom 2 Pwad used

 

Newest version down here!

Map 1 - 15 are in here

Map 26 also

 

New screen shots coming in on 10-09!

Torment of Screams Beta.rar

 

Update 15-09

Since it's a lot of work to make this megawad on my own I recruited @volleyvalley to the project he will help me finish this project.

he is gonna start working on map 18, map 22 and map 30.

 

I would like to thank him in taking on these maps

 

@AuroraFox is also joining us in future projects.

 

I am excited in what they can bring to the table!

 

 

 

 

 

Edited by Knor964

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The above link will really help you get some attention - say what port it’s intended for, provide some screenshots and so on!

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A nice set of maps to play through. Played on UV using GZDoom 4.5.0

 

Gameplay

If I had to describe the gameplay of all three maps by referring to a wad, it would be around the first few maps of TNT. You start off slow, with low-tier enemies, than quickly move onto high tiers. You don't immediately throw the player into the thick of it, but once you do, the action is intense. Not fiendishly difficult, but not easy by any means. This type of gameplay contributes a lot to the flow of the maps. If I had one complaint, it would be the amount of resources in the second and third map. In some areas, due to the large amount of "fodder" enemies, such as pinkies, imps and former humans. I'd recommend maybe putting a few more shotgun shells and bullets in the second and third map.

 

Layout

The IWAD feel is seen in the layouts as well. Very reminiscent of the First few Doom 2 maps, both in progression and the overall simplicity of the maps. The layout is another one of the factors that lends itself nicely to the flow off all three maps.

 

Texturing and detailing

Minimalist, yet with enough detail as to not call the map under detailed. Very nice texture work, as well.

 

Bugs

I'm not sure if this is a bug, but this secret area triggers twice:

https://imgur.com/a/wBJMkZ4 

 

Conclusion

A really good, polished, the way Id-did styled set of maps. Very nice, man!

Edited by Silhou3tte

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Torment of Screams Wad

 

Ultra-Violence || Zandronum || SG_Doom

 

Status:

Deaths → 0 (all maps)

Saves → none (all maps)

 

Map 01:

Screenshot-Doom-20210309-200348.png

Screenshot-Doom-20210309-200807.png

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Screenshot-Doom-20210309-201147.png

Screenshot-Doom-20210309-201221.png

Screenshot-Doom-20210309-201951.png

 

A very interesting and fun map, the structure is great at this level, because of how wide it is, and also because it is varied in all the general aspect, in addition to that, there are very interesting and not boring combats, and the best thing is that you don't get lost on a map like this.

 

Map 02:

Screenshot-Doom-20210309-202035.png

Screenshot-Doom-20210309-202326.png

Screenshot-Doom-20210309-202622.png

Screenshot-Doom-20210309-202843.png

Screenshot-Doom-20210309-203158.png

Screenshot-Doom-20210309-203519.png

 

Another map just as good as the one aterior, only that here the variety is considerably better, since there are many places to discover, and enemies to face, everything seemed much better on this map, because of the great variety it has, it which has quickly caught my attention even more than what I saw on Map 01.

 

Map 03:

Screenshot-Doom-20210309-203604.png

Screenshot-Doom-20210309-203807.png

Screenshot-Doom-20210309-204037.png

Screenshot-Doom-20210309-204325.png

Screenshot-Doom-20210309-204512.png

Screenshot-Doom-20210309-204605.png

Screenshot-Doom-20210309-204730.png

 

Here I could say the same as in Map 02, only adding the fact that here, there were more corridors than normal, with quite a few weak enemies, but the fighting was just as good, they were very cool and all. Great job with these 3 maps that you have made partner.

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Update 10-03-2021:

 

Working on Map 04 at the moment I am getting a lot of work done on the map I will release the next updated Wad file hopefully by the end of April.

I'll keep everyone updated.

 

 

Screenshot_Doom_20210310_094655.png

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Screenshot_Doom_20210310_094820.png

Screenshot_Doom_20210310_094846.png

Screenshot_Doom_20210310_094918.png

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I personally give it a 3/5, got all the secrets for the first level too!

It's simple, it has some nice areas but it has mediocre areas too, where the combat is just peeking from a corner, reload save, and so on.. but when the combat works, it feels fast and everything keeps going, and that's what i like about the wad

 

I recommend replaying for some improvements on areas for a more fair and fun combat.

 

Cheers!

Screenshot_1.png

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Thanks for the feedback!

 

Later on I will rework the maps adding extra detail and so on :)

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Update for 14-03-2021

 

Map 1-3 added more detail, made more enemy variations, added more ammo at some points and more secrets.

Map 4 is completed!

Map 5 is getting a lot of work done I added some pictures of it.

Screenshot_Doom_20210314_090959.png

Screenshot_Doom_20210314_091016.png

Screenshot_Doom_20210314_091053.png

Screenshot_Doom_20210314_091130.png

Screenshot_Doom_20210314_091203.png

Screenshot_Doom_20210314_091229.png

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It's been a while since the last update the project is still going strong only problem is that this is a one man project with 32 maps.

following maps are done or in progress:

 

Finished:

Map 01

Map 02

Map 03

Map 04

Map 05

Map 06

Map 07

Map 08

Map 27

 

In progress:

Map 09 (almost finished)

Map 10

Map 20

Map 28

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Forget to Mention!

 

Finished:

Map 01

Map 02

Map 03

Map 04

Map 05

Map 06

Map 07

Map 08

Map 09

Map 10

Map 11 (in Progress)

Map 15

Map 27

 

All levels are made by me alone so that's one of the reasons it takes so long.

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Will start making maps again soon this project is not dead at all just don't have a lot of time to make maps.

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I wasn't here in March for your last update, but I will play through this one soon :) Looks neat, and I always like first-time projects

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Decent enough maps. Although some areas could use more light variation, instead of being mostly fullbright or near to that.

MAP1 has 2 pinkies stuck in eachother, they won't become unstuck at all in ports that don't also automatically fix stuff like that behind the scenes like GZDoom does. I used dsda-doom 0.24.3 to play this, since it's didn't use any Zdoom specific features when I checked it out in UDB, it plays fine as a normal Doom 2 wad.
Capture.PNG.284ac5b4353f188f06ed47052ddb472c.PNG

The area with the AV might leave the player having to non-berserk punch him on some playthroughs, because sometimes you pretty much have to just stand at the entrance and shotgun all the mancubi and cacodemons for a couple of minutes.
doom3602.png.a7ee870894648fac25f0e02074bcfbef.png
A little bit of extra ammo or just a second way in and out of that sladwall.... err wall would help, perhaps the metal support pillar could be lowered and have a berserk on it or something.


This lift on MAP2 was confusing at first, I thought I had gotten softlocked by going up there. But turns out you have to just use the wall on the right, I think it could do with a repeatable switch in a little alcove.
doom3607.png.00a0398efaa249e1237fb215c557353b.png


Missing texture on MAP3.
doom3637.png.c8b9c8aa935cee198d24f90f7da2a9a6.png

MAP3 is a bit annoying and sluggish to get through because of the large number of imps in both of the brown corridors, having to shotgun them all was pretty boring, I was actually going to suggest adding extra shell ammo and a berserk, and then I found exactly that........ in a secret...
doom3633.png.06f1b1c10e7b8f0d34b9bd66dc6881a5.png
I can't say I'm a fan of artificial difficulty created by tedious shotgun clean up, even if that wasn't the intention.

Having said that though, I enjoyed the room design and visuals of this map, especially the darker areas with computer panel alcoves and the metal support tunnel.

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Thanks for the feedback! 

 

Will change a few things in some maps and glitched will be solved.

I am working on storyboarding maps for this.

 

 

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Update Wednesday 16-11-2022

- Maps are underway some maps will get some changes to it.

- added some items to some maps

- fixed glitches

- maps 13, 14 and 16 are in progress

- maps 17 - 20 are drawn out on paper

 

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Update Monday 21-11-2022

 

- Map 13 finished

- all maps drawn out on paper

- updated some maps to add more details.

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Hello,

 

I have been away a long long time.

Reason is really busy with all kind of things and no inspiration I got all the maps drawn out... But I got no idea how to make the levels look.

still working on the design I want my work to stand out a little and look like classic Doom but not make it look like something awefull.

 

I will keep you all updated 

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Tomorrow I will work on Torment of Screams again and I am excited! with everything I have drawn out on paper I am really curious with how it is going to look.

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This weekend I worked on Map 15.

it's almost done might get some work done today as well but I need to look at the time.

But the Megawad is around halfway done now.

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11 hours ago, Knor964 said:

This weekend I worked on Map 15.

it's almost done might get some work done today as well but I need to look at the time.

But the Megawad is around halfway done now.

Could we have more screenshots of a few select maps, preferably those recently finished?

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12 hours ago, taufan99 said:

Could we have more screenshots of a few select maps, preferably those recently finished?

Of course! I will post them this evening

Might work on some of the hell levels later.

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On 11/11/2022 at 3:16 AM, nickxcom said:

I wasn't here in March for your last update, but I will play through this one soon :) Looks neat, and I always like first-time projects

Sorry for not answering your message! I feel bad for not answering.

But since half the megawad is almost finished I will post pictures later this evening.

 

And by the end of this week beginning next week I will release the next version.

 

 

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