SuperCupcakeTactics Posted December 2, 2021 (edited) Howdy Chexters! Slime on Earth is a Chex Quest™ episode for Doom 2 made to be played on any limit-removing port of your choice brought to you by us the Doomer Boards cereal killers. >>>DOWNLOAD HERE<<< Screenshots: MAPLIST: Spoiler MAP01: Entry Zone by @joe-ilya MAP02: Little Hangar by @Walter confetti MAP03: The Yapping Slimefalls by @joe-ilya MAP04: Thy Cereal Consumed by @Van Daemon MAP05: Garden Slime by @kvsari MAP06: Slime Isle by @SuperCupcakeTactics MAP07: Credits And Stuff by @joe-ilya Previous Projects: Spoiler 2018: Spoiler -Monuments of Mars -Circle of Caina -Forest Swords -Xenomorph Base -Coffin Curse -Vicarious Reality 2019: Spoiler -The Merry Christmassy Doom Project -MINDBLOOD GENESIS -Legend of The Hidden Tech -Earth Ends -Lillywhite Lilith -Into The Storm -Alien Bastards! -After The Fall -Fuck Global Warming... This is Hell -Cyb's Freaky Colonoscopy -Alone -Umbral Platinum -A Doomer Boards Christmas Carol 2020: Spoiler -Dungeons and Demons -Occult Secrets of the Third Reich on Mars -Biotech is Godzilla -Evil Egypt -Spaceballs: The Sequel: The Quest For More DBP Maps -Dead But Dreaming -The City of Damned Children -10 Day Vacation -Fear and Loathing -Morbid Autumn -The Magnificent Five -Santa's Outback Bender 2021: Spoiler -Tomatomania! -Rainy Days In Casablanca -Luminous Gloom -Stroggman's Tundra -Aquatic Wonder -AUGER;ZENITH -Chronicles of Ghost Town -Carnage Oasis -Funnelcake Apparitions -Hell Revealed III Pt. 1 Sidequests: Spoiler -Fall of Society For (slightly) more DBP info, please check the Doom Wiki article! Edited December 2, 2021 by SuperCupcakeTactics 46 Share this post Link to post
Walter confetti Posted December 2, 2021 (edited) Congratulations for the release! I wanted to make more than one map, but i didn't have the inspiration to do it at last. Also, MAP06 is a map by Komori and SuperCupcakeTactics 2 Share this post Link to post
Shepardus Posted December 2, 2021 I'm confused by how the text file says "Advanced engine needed : limit-removing or MBF21" - does this use any MBF21 features? 1 Share this post Link to post
Walter confetti Posted December 2, 2021 1 hour ago, Shepardus said: does this use any MBF21 features? A small patch that makes monsters non infighting each other in the Dehacked lump, that's it. 2 Share this post Link to post
LadyMistDragon Posted December 2, 2021 (edited) Wooooo! We need more Chex Quest content (despite the fact I've never played any entry)! Edited December 2, 2021 by LadyMistDragon 3 Share this post Link to post
TJG1289 Posted December 2, 2021 I can honestly say I would never expect one of these DBPs to be a Chex Quest one. That's awesome! 1 Share this post Link to post
Mr Masker Posted December 2, 2021 I quite enjoy the dbp's but these super unique ones have always been my favorites, good stuff. 1 Share this post Link to post
NaliSeed Posted December 2, 2021 Wow, Chex Quest. I didn't even remember that game existed. 1 Share this post Link to post
Pixel Fiend Posted December 3, 2021 Beautiful project. I'm playing it with a huge grin. 1 Share this post Link to post
Doomenator Posted December 3, 2021 15 hours ago, SuperCupcakeTactics said: Howdy Chexters! Slime on Earth is a Chex Quest™ episode for Doom 2 This is all fine, of course, but I have a question. What prevented you from making project compatible with standard maps? 1 Share this post Link to post
Nefelibeta Posted December 3, 2021 This is it guys! This is the moment we've been waiting for 13 years! Super shotgun in Chex Quest!! 4 Share this post Link to post
TheMagicMushroomMan Posted December 3, 2021 11 hours ago, Doomenator said: This is all fine, of course, but I have a question. What prevented you from making project compatible with standard maps? If you're referring to it not being vanilla compatible, why should it be? 2 Share this post Link to post
Doomenator Posted December 3, 2021 1 hour ago, TheMagicMushroomMan said: why should it be? why not? 1 Share this post Link to post
Shepardus Posted December 4, 2021 6 hours ago, Doomenator said: why not? Because bringing a map from limit-removing to fully vanilla-compatible involves a lot of work testing each map for visplane overflows and other limits, and compromises to work around those limitations that are only relevant to people playing on the vanilla executable or Chocolate Doom? That time could be better spent making the maps better for people playing in any other source port. 6 Share this post Link to post
Charlie Love Posted December 4, 2021 Great, but very challenging map pack. Feels like the natural progression if they ever bothered to make a Chex Quest sequel based on Doom 2 instead. 1 Share this post Link to post
Doomenator Posted December 4, 2021 (edited) 6 hours ago, Shepardus said: Because bringing a map from limit-removing to fully vanilla-compatible involves a lot of work testing each map for visplane overflows and other limits, and compromises to work around those limitations that are only relevant to people playing on the vanilla executable or Chocolate Doom? That time could be better spent making the maps better for people playing in any other source port. Of course, but that's not what I'm talking about. I would like to see DBP initially compatible with standard maps. I assume that these are primarily maps project for which a thematic mod is being made. But for me, the mod itself is of greater interest. And in my opinion, compatibility with standard maps gives such projects many advantages. 0 Share this post Link to post
Mr Masker Posted December 4, 2021 5 hours ago, Doomenator said: Of course, but that's not what I'm talking about. I would like to see DBP initially compatible with standard maps. I assume that these are primarily maps project for which a thematic mod is being made. But for me, the mod itself is of greater interest. And in my opinion, compatibility with standard maps gives such projects many advantages. Just to clarify, by "standard maps" you mean "vanilla compatible" right? 0 Share this post Link to post
Shepardus Posted December 4, 2021 (edited) 6 hours ago, Doomenator said: Of course, but that's not what I'm talking about. I would like to see DBP initially compatible with standard maps. I assume that these are primarily maps project for which a thematic mod is being made. But for me, the mod itself is of greater interest. And in my opinion, compatibility with standard maps gives such projects many advantages. Do you mean to release a standalone texture/enemy replacement mod? It would be cool to see more maps made with this and other DBPs' resource packs, but I don't know how well they'd work with existing maps... Edited December 4, 2021 by Shepardus 1 Share this post Link to post
LadyMistDragon Posted December 7, 2021 (edited) Has anyone else had the exit seemingly softlock on Map 03? There's not exactly an obvious switch in the room that would have said bars open up. I'm playin DSDA Doom, if that helps Edited December 7, 2021 by LadyMistDragon 0 Share this post Link to post
Rudolph Posted December 7, 2021 (edited) Sweet! I love Classic Chex Quest. Good to see it getting some love again. It is just a shame that it is only seven-map long. :( Anyway, I am playing this in GZDoom and I noticed that Flemoids still produce red blood decals and the vanilla obituaries are used. Also, there is no text in the score screen, only percentages. Edited December 7, 2021 by Rudolph 0 Share this post Link to post
666shooter Posted December 12, 2021 On 12/6/2021 at 8:25 PM, LadyMistDragon said: Has anyone else had the exit seemingly softlock on Map 03? There's not exactly an obvious switch in the room that would have said bars open up. I'm playin DSDA Doom, if that helps I had the same problem running GZDoom 4.6. I had to No Clip out of the room and re-enter before I could get the bars to raise "correctly". I could not find any line defs or triggers on the auto-map to interact with, and checked all walls to no avail. 0 Share this post Link to post
Nefelibeta Posted December 12, 2021 50 minutes ago, 666shooter said: I had the same problem running GZDoom 4.6. I had to No Clip out of the room and re-enter before I could get the bars to raise "correctly". I could not find any line defs or triggers on the auto-map to interact with, and checked all walls to no avail. On 12/7/2021 at 9:25 AM, LadyMistDragon said: Has anyone else had the exit seemingly softlock on Map 03? There's not exactly an obvious switch in the room that would have said bars open up. I'm playin DSDA Doom, if that helps Actually, those slime pillars in the wall are commander keens lol 2 Share this post Link to post
666shooter Posted December 12, 2021 1 minute ago, Nefelibeta said: Actually, those slime pillars in the wall are commander keens lol That was a nice touch. Though if we're talking about the same map, I was thinking of the pit with the central "Cyberdemon" replacement fight. 0 Share this post Link to post
Nefelibeta Posted December 12, 2021 Just now, 666shooter said: That was a nice touch. Though if we're talking about the same map, I was thinking of the pit with the central "Cyberdemon" replacement fight. Yep that's the one I'm talking about. I basically just looked it up in slade3. 0 Share this post Link to post
666shooter Posted December 12, 2021 Just now, Nefelibeta said: Yep that's the one I'm talking about. I basically just looked it up in slade3. Ah! Gotcha. I had not considered that. Might be good to make that clearer somehow? 0 Share this post Link to post
Blacklight Posted January 1 I passed "DBP42" 2 years ago and consider this Collection of Levels to be one of the Best in "Chex Quest" (My opinion is in Russian). It would be nice if there was a separate Weapon Mod with a Bestiary from here. That would be cool! 0 Share this post Link to post