Kain D. Posted May 5, 2022 (edited) This wad is my experiment with certain idea I have. It is something completly different, than Sign of Torment. Long story short, this is slaughter map sub genre(SOT map 29 is a prototype), that is more accessible. It has following goals: 1. Emphasis on progression and exploration. This is rather self explanatory(Although the maps focus more on progression). 2. More accessible difficulty. Basically, if you play Doom wads on UV, you should also play this on UV. That is why one of the more difficult fight is right at the beginning. If you can get through the first serious fight, you shouldn't have any problems with difficulty. The fights are easier compared to other slaughter maps without deviating from core slaughter mechanic. I think map 5 is the most difficult. I'd say, that the greatest enemy is your own fear. 3. Has areas with standard non slaughter combat. This is also rather self explanatory. 4. Has Intro/Outro and Interlude maps. It means, that the wad have maps with no enemies. Map 01 was planned to be an intro map, but it was scrapped, because I wanted that "shock value" with quantity of enemies. Although, this isn't going to be a megawad, the goal has a purpose to make it more convenient to play from megawad point of view, because slaughter maps tend to be long. Difficulty is a mix of Plutonia and Doom 2(with more Plutonia, than Doom 2). It's easier, than the final episode of my previous wad though. Playing with freelook enabled is more comfortable(due to the features), but it's not required and jumping/crouching should be disabled. Gameplay mods are not recommended. The project is a 7 map miniwad. Screenshots: Thanks for testing: @thiccyosh @Spie812 @ryiron @Pechudin @Arrowhead @Nefelibeta Download and more screenshots: https://www.moddb.com/mods/na53828 https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mdm Edited January 23, 2023 by Kain D. 19 Share this post Link to post
eviltechno Posted May 8, 2022 Great animated skybox. I saw this promoted in a youtube video. I wish there was an universal mod that could put this in all wads- hehe. Good work. 1 Share this post Link to post
Kain D. Posted May 9, 2022 I updated the topic with info, so you can check what this is about. 0 Share this post Link to post
Kan3 Posted May 9, 2022 I tested the first map and half of the second in UV. This is great stuff! When I started I almost had an heart attack when I saw the monster count and then the tons of zombiemen spawning. At first I thought this was just a hateful and annoying slaughter map with arena/invasion stuff, but luckily I was wrong (I usually hate slaughter maps). I think this is how slaughter maps should be made, cause it has been really enjoyable to play (at least the first maps). Like you said, it's not hard, I could easily finish the first map in UV with no trouble at all, but I never felt bored during fights, it is always a pleasure to have massive infights x) Maybe you could almost cut half of the health in UV though. Last suggestion is about progression: is not very clear where the player have to go and since the map is quite big, it becomes a bit of a pain to navigate blindly and have to backtrack when you take the wrong path. For example: I found the megasphere (?) secret, but to get it you have to drop off the cliff, so I missed (and forgot about) the other route up there that was necessary later on and I had to backtrack the empty map feeling a little lost. I loved the "jumping platforms", slightly wonky, but wonderfully made, but the cooler thing I've ever seen is probably the "mystic" room with pushers, really fun stuff to see the fireballs behave in that way. About aesthetic I have almost nothing to say, there are so many very well made details that is almost a shame that I haven't explored everything properly and the mix medieval/dark fantasy + techbase is really well implemented with both texturing and architecture. Even though I think that in some areas you overdid with the mix and it gave me an over-chaotic feeling. The only thing I hated is the inescapable (?) lava crack in map 2, where I died (and I didn't have the time to restart, cause I didn't save once). Overall, it is really a wonderful wad for now, please go on :D 1 Share this post Link to post
Kain D. Posted May 9, 2022 2 hours ago, Kan3 said: but luckily I was wrong (I usually hate slaughter maps). I don't exactly like slaughter and that was the main idea for creating these maps. 2 hours ago, Kan3 said: I loved the "jumping platforms", slightly wonky, but wonderfully made, but the cooler thing I've ever seen is probably the "mystic" room with pushers, really fun stuff to see the fireballs behave in that way. Jumppads already appeared in my previous wad, so this isn't something new. As for "mystic" room scroll/move action is combined with fake sector. Normally this is used to teleport flying enemies(usually cacodemons), but during development of this wad I discovered, that projectiles are also affected. Thanks for feedback :) 1 Share this post Link to post
Kain D. Posted December 20, 2022 (edited) New maps have arrived(finally). I consider this a Release Candidate.If there aren't any issues, I'll view this as Final. Oh, yes, gameplay mods aren't recomended. EDIT: Recently the newer version has been uploaded. The only difference is that Map 05 has been redesigned. Edited December 24, 2022 by Kain D. 2 Share this post Link to post
Kain D. Posted January 23, 2023 Idgames link is avalaible, the verion here is considered final. What can I say about the project? I don't like slaughter maps and I wanted to play some. Sadly there was nothing intresting from my perspective, so I decided to create it. It shouldn't be difficult to figure it out what was the inspiration for the project. You could say, that this is slaughter map sub genre that tries to be melodic rather than challenging. During testing were also involved people, that also don't like slaughter maps. I think as a concept wad this is successful, although some parts could be done better. Testers also pointed out features introduced with this wad. Some of them were planned to be in Sign of Torment, but were cut for various reasons. I guess 32 map behemoth megawad isn't big enough to fit them all. Here's the list of the features that weren't in SOT, but are in this project(if I didn't forget something): 1. Items are placed in mid air No fake sectors or self. ref. sector are used for this effect. 2. Cacodemons are teleported in mid air This is rather an evolution of the previous feature. 3. Light strobe effect 4. Fountains emit sound These two are in other wads, but weren't in SOT. 5. Projectile move(mystic effect) I don't know how to call this feature. It is explained above, something I discovered by accident during creation of this project. The rest were already in my previous wad. I think I've said it countless times: "Boom format have 30% of its features, that are completly unused". There are still unused features that are "waiting" for another project. 3 Share this post Link to post
ryiron Posted January 23, 2023 Congrats on the release! Can recommend giving this a go for something a bit different, with some interesting new mechanics and clever use of boom features. 1 Share this post Link to post