Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Grain of Salt

Jumpwad (7 platforming maps by Ribbiks and me! :D)

Recommended Posts

Platforming maps look like a really cool and underutilized concept.

 

Out of curiosity, does the WAD contain anything that would preclude its use in multiplayer?

Share this post


Link to post

i really like the idea of a parkour map for doom 
the visuals also look great (the midi is great too)
we need more mods like this

Share this post


Link to post
3 minutes ago, AlexMax said:

Out of curiosity, does the WAD contain anything that would preclude its use in multiplayer?

 

It should be fine in co-op for the most part!  There are complicated voodoo/puzzle things in some maps that might break if you do something like activate two switches at once, but as doom players I think you'll probably sense when you're not meant to do something like that.

Share this post


Link to post

I'm predicting that this gets this year's Machaward. Having boatloads of fun.

Share this post


Link to post
1 minute ago, dotQLL said:

I'm predicting that this gets this year's Machaward

I completely agree, this is exactly the kind of thing that deserves one

Share this post


Link to post

Actually insane. I assume this is done the same way its done in chocorenderlimits?

Share this post


Link to post

Ribbiks has now posted a thing about the deh trickery in this project which is definitely worth a read :D https://rbkz.blogspot.com/2022/06/jumpwad-deh-summary.html

 

Quote

I assume this is done the same way its done in chocorenderlimits?

 

I think chocorenderlimits binds the archvile attack to a key on the engine side, which is basically the same concept but I can split hairs about the methodology a bit :3

Share this post


Link to post

I played through the first level and it's pretty good! I'll get through the rest at some point; I almost wish I could load this on my Jumpmaze server...

Share this post


Link to post

Silly UV-Speed demo of Map01 because I'm having so much fun with this wad: jump01-048.zip

My new favorite of the year, 100% certainty. Map02 feels like a direct love letter to a THPS map and it makes me want to dig them out and play through them all over again.

Share this post


Link to post

just beat Map01 - Temple of the Jump God with 100%, and just started Map02-  Jump City.  
Wow!

<3 <3 <3

Some of the platforming is tricky, but from what I've seen so far, it mostly leans towards casual platform navigational puzzles, rather than "platformeme" that you see in challenge wads.

<3 <3 <3

 



   <3 <3    <3 <3

<3 <3 <3 <3 <3 <3

<3 <3 <3 <3 <3 <3

     <3 <3 <3 <3

        <3 <3 <3

             <3

here is an ascii heart that has 0% chance of formatting correctly when I submit this post

Share this post


Link to post

I found it to be a very interesting concept (I had never seen any map like this) and the design of the maps are great as well.

 

I loved the background of the buildings in 'Jump City'.

 

Congratulations.

Share this post


Link to post

I played through MAP01 and fucked around a tiny bit in the rest of the maps - this is some lovely stuff. You don't see too many platforming-focused Doom wads, and to pull this type of stuff off in MBF is an applause-worthy feat. Some cool visual design going on as well, with MAP03 perhaps being my favorite from that standpoint.

 

I feel I should mention, though, that MAP05 starts to tank GZDoom's framerate pretty quickly on the "All the Snow" setting. And when I say "pretty quickly", I mean it drops to unplayable levels in 10-15 seconds. I'm running 4.7.1 with the Vulkan renderer and when I checked my framerate, it was literally - literally - in the single digits. Wasn't able to find the culprit digging through the file in SLADE, but I suspect it's something to do with the snowflake entities and the sheer amount of them. Those (or the map) would be worth an optimization pass.

 

Also, on the topic of problems with MAP05, this particular explosive orb seems to move up slightly every time it respawns, eventually making the map unbeatable when it reaches a high enough point (see spoiler for screenshot):

Spoiler

Screenshot_Doom_20220604_234911.png.37ffa7f126d39d530f9f8c527a9cf919.png

 

Couldn't quite tell if it was a problem with all of the orbs in question. Possibly just another GZDoom-specific bug, though.

Share this post


Link to post

Just completed the first three maps and I already love this! Currently my favourite map is Map03: Inside Job.

Share this post


Link to post

Congrats on release! Really enjoyed testing a few of these maps and have been excitedly awaiting its release since I started hearing about it a while ago. This wad is something really special and I know a lot of work went into making it a unique experience, hope it gets the love it deserves.

Share this post


Link to post

I've played 5 maps now and I'm really liking this! I also dug into the .deh lump to check out the inner working of this wad, some real interesting stuff there from all pick-ups being reskins of Megaspheres and Supercharges that display invisible "@" symbols when picked up, to the key-gems being enemies that die when they preform a melee attack, and of course the invisible Archvile attacks that get shot behind you (I actually went into a laughing-fit when I saw how much health was given to the player)!

Share this post


Link to post

Played two maps and peeked at the third (yowza), amazing stuff. This sort of feels like a nu-generation Cyberdreams, in the sense that people have sort of discovered a completely different game within the engine. Big respect to the creators.

 

I kinda wish it was even more casual-friendly, admittedly, since a lot of jumps even on MAP01 seem only possible if you're strafe-running. Platforming in Doom is tough enough even when you're not approaching everything from an awkward sideways angle while holding multiple keys down. Maybe I'll adjust to the jump mechanic more, but I feel like even MAP01 expects a lot from the player. Which is too bad for players that might be on the fence about a platforming-based experimental WAD--the basic jumping feels good enough that it would be plenty of fun to play around with in a couple of more forgiving early maps first. Still, this is incredibly impressive on both a technical and visual level, and it was already becoming pretty addictive when I stopped just now.

 

22 minutes ago, Ar_e_en said:

I've played 5 maps now and I'm really liking this! I also dug into the .deh lump to check out the inner working of this wad, some real interesting stuff there from all pick-ups being reskins of Megaspheres and Supercharges that display invisible "@" symbols when picked up, to the key-gems being enemies that die when they preform a melee attack, and of course the invisible Archvile attacks that get shot behind you (I actually went into a laughing-fit when I saw how much health was given to the player)!

 

Oh yeah, I'm almost more excited to dig into the .deh. I had my money on the key-gems using the melee=self-kill trick, but there's stuff (like the jumping mechanic) that I'm totally baffled by at the moment.

Share this post


Link to post

played through the whole thing in a single sitting. i've been so burned out on doom and this is exactly what i needed.

 

inside job, unlimited icecream factory, it's cold up here, and bread and bear are all just way too good. it goes without saying that the hard left bread and bear takes is a treat (i still haven't truly "beaten" it, just got an exit), but this entire thing is a treat. this is probably the most accessible joint you two have put out and i'll definitely be sending it to folks that i want to ease into doom platforming. i can't wait to see the speed routing on the more open maps like jump city, there's so much room for creative movement.


favorite of the year by a longshot so far. congratulations. it's really really remarkable.

Share this post


Link to post
1 hour ago, Big Ol Billy said:

Oh yeah, I'm almost more excited to dig into the .deh. I had my money on the key-gems using the melee=self-kill trick, but there's stuff (like the jumping mechanic) that I'm totally baffled by at the moment.

 

All the jumping is done by shooting an invisible projectile behind you that preforms an Archvile attack on you. Also, I was a bit wrong on the key-gem system - apparently it doesn't need a melee state to detect you, it just needs a TOUCHY flag in the bit field!

Share this post


Link to post

Just beat Map03.  These seem to take a little over an hour per map for me to do a max playthrough so far.  I mostly go for the exit first, but then use IDDT and open extended HUD for cleanup afterwards, which seems to be a good way of going through these levels so far.

Map02

 

I kinda cheesed a couple gems by skydiving off the exit platform :)

Map03

 

This one was a little tougher.  Though I keep noticing that there are sometimes multiple ways to clear areas after the fact, which is good; if you fail at one path, you'll eventually succeed with another.  There was one gem I got by doing a really precise, bullshit SR50, but then realized later that there was a way easier path... lol.  I didn't realize that this map teleported you to the "top", similar to Map02.  I wonder what could've been cheesed by diving off this way.

 

Also, good choice of intermission screen and midi...

 

edit: finished Map04:

 

Good map overall.  A couple secrets were too sneaky for me and I had to look them up in the editor, mainly the wooden lift one near the orange hexes (I was trying to do really stupid stuff to get on top of it otherwise... don't ask).  Also lots of backtracking.  It is what it is though, but the map was still jam-packed with lots of cool creative things.  Also, I can't complain when I could've exited the map at any time earlier.  Definitely a grind for completionists this one will be.

Edited by NoisyVelvet : i really don't know how commas are supposed to work. sometimes they look right, but then look weird later when i reread my own post...

Share this post


Link to post

I really like the environments in this WAD. They have a dark and serene feeling that I'm always a fan of, and this time there aren't any monsters to distract from that. Very cool to see Doom's gameplay transformed this drastically through DeHackEd, too.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×