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TheMightyWhoosh

KINDa 2.0 (32-map megawad)

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I adore this megawad, very fun classic Dooming to be had here!

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I'm playing through this and am on level 9.  Levels look good and are fun to play.  I intend to play it all the way through, which I admit, I don't do a lot of complete play-throughs of new 32-map megawads these days.

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Old-school gameplay? Doomkid approved? Time to download!

Love those skyboxes in the third and fourth screenshot!

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I got a little ways into the original release earlier this year, and definitely enjoyed what I played! Can't wait to give the updated version a spin.

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Another megawad added to my list of stuff to beat.

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Posted (edited)

O:

 

i love how it looks omg, i gotta play this

Edited by roadworx

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I remember playing the first version when someone posted a thread about it a while back here on DW and enjoying what i played (first 8-ish maps) quite a lot, can't wait to play a version compatible with ports that run a lot better on my laptop now :)

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Posted (edited)

Glad to see this back in the public, it's complete with neat ideas I think people who love og doom influence/difficulty will doubtlessly appreciate. 

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Posted (edited)

Last year's mystery mapper comes through!

 

If you ask me, this should be a no-brainer candidate as an official Unity port addon (if they're still looking for more). Only official Doom music and vanilla textures aside from (original) skies, limit-removing compatibility and one author aside from a few graphics, so no complications with permissions.

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I've gotten to map 8 so far and i am writing a review of what i think of it. Once i'm done playing all 32 maps of your mega wad i'll have my review done and posted here. Please remember it is my personal option about the wad, not going by anyone else's option and i'm not starting drama with the review as well. 

 

 

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I couldn't stop playing it. Tight gameplay with good flow, intuitive design, monsters used effectively. Sooooooo good!

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On 6/20/2021 at 5:06 AM, TheMightyWhoosh said:

* Most maps have been tweaked to improve gameplay. This includes adding clues/teleporters/cues to the next part of a map if a switch is pressed for example, secrets being a little less obscure, monster/item locations and the such

This is still a great classic-style megawad. Kudos to this in particular though, I did remember getting lost in a number of maps where it wasn't apparent where to go, but now I had an easier time. Or maybe that's just my own experience the first time? :P

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Posted (edited)

Ah, I was wondering if this would ever get a proper release. I played it back then and now I played it again... it's solid work, but the main drawback remains: some maps are confusing and it's not apparent which switch opens what. So even during my second playthrough, I had to run around like headless chicken and check everything. (Which was actually an improvement, because on my first playthrough, I had to rely on WAD editor to figure out what to do next). IMO it  wouldn't hurt if some of the switch hunts were (even more) simplified or at least the switches more clearly marked. Apart from that, I noticed several bugs (I played on UV in GZdoom 4.5.0):

 

MAP12: the pentagram teleporter floor tiles on lifts look odd.

 

MAP17: similar to MAP12, it's odd that doors use crate textures.

 

MAP19: the SSG secret is hard to "find" in GZdoom because the sector is too narrow.

 

MAP32: Multiple things are broken here. There is no way to open sector 219, thus you need to noclip for the yellow key. There is no way out of sector 404. Also, the sector isn't damaging although it has lava floor. You can't open the narrow passage out if you fall into sector 316. And isn't SSG near start supposed to be secret?   

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Posted (edited)
7 hours ago, Caleb13 said:

Ah, I was wondering if this would ever get a proper release. I played it back then and now I played it again... it's solid work, but the main drawback remains: some maps are confusing and it's not apparent which switch opens what. So even during my second playthrough, I had to run around like headless chicken and check everything. (Which was actually an improvement, because on my first playthrough, I had to rely on WAD editor to figure out what to do next). IMO it  wouldn't hurt if some of the switch hunts were (even more) simplified or at least the switches more clearly marked. Apart from that, I noticed several bugs (I played on UV in GZdoom 4.5.0):

 

MAP12: the pentagram teleporter floor tiles on lifts look odd.

 

MAP17: similar to MAP12, it's odd that doors use crate textures.

 

MAP19: the SSG secret is hard to "find" in GZdoom because the sector is too narrow.

 

MAP32: Multiple things are broken here. There is no way to open sector 219, thus you need to noclip for the yellow key. There is no way out of sector 404. Also, the sector isn't damaging although it has lava floor. You can't open the narrow passage out if you fall into sector 316. And isn't SSG near start supposed to be secret?   


Hey mate,

 

Regarding sector 219; I can manage to operate the switch that opens this door in multiple ports and nobody else that tested the map had this problem? Did you find the switch which is behind the blood fall and then up into the outside space near the Baron? In hindsight, the shootable switches here to access said switch maybe should have been a little more obvious. Sector 404 is an oversight as probably, nobody before had fell in, haha! 
 

I guess I’m a massive puzzle fan, so I’ve naturally made my maps into a ‘search and explore’ type adventure. I’ve tried to simplify many of them without trying to hand-hold the player, so to speak. I hope you still enjoyed the maps somewhat, despite the bugs you’ve experienced!

 

Also, thanks to everybody so far that has commented! I hope you all enjoy playing as much as I’ve enjoyed creating! 

Edited by TheMightyWhoosh

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Now when you mention it, I remember I checked in a WAD editor, but I couldn't figure out how to reach the last switch without cheats. Well, if the map worked worked for others, it should be fine in GZdoom, too. And if these switch hunts were your intention, it's absolutely fine with me.

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