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Wilster_Wonkels

Serenade.wad Version 2.0 (WIP Vanilla Compatible Doom 2 Replacement) (Maps 1-15 Complete)

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Silence was very enjoyable so looking forward to the final release. Good luck on the project!

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This was fun.  Played in ZDoom HMP.  Two issues I noticed during my play:

  • Spoiler

     

    • On MAP06, the secret in the cyberdemon room that opens to reveal an invulnerability -- the passage to the invuln seems to be too narrow, such that there's no way to enter it and actually grab the invuln.
    • On MAP07, the large slime pit I think is unintentionally a death pit because the switch on one of the pillars that I assume would let you climb out doesn't seem to work.

     

     

Hope this helps.

 

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1 hour ago, CrueCut said:

 

  • On MAP06, the secret in the cyberdemon room that opens to reveal an invulnerability -- the passage to the invuln seems to be too narrow, such that there's no way to enter it and actually grab the invuln.
  • On MAP07, the large slime pit I think is unintentionally a death pit because the switch on one of the pillars that I assume would let you climb out doesn't seem to work.

 

That passage is actually just a window into the invulnerability area, there's a separate secret that leads into that area and then opens that initial passage up more for a quicker exit.

 

I'm not sure what you mean by the inescapable pit, I'm pretty sure there's a way to escape all of the damaging floors in map07

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Posted (edited)

I AM SO READY FOR THIS.

 

Can't wait to see what you do with the city levels, too. You did such a great job taking the Doom 1 assets and upping the stakes with Silence.

 

I always felt that D2TWID was widely uneven, kinda like the actual Doom II levels, but I have a feeling your work is gonna be more consistent and I am here for it all. Good name, too, with Serenade! Much better than something like Silenced... or Silencer... Silence II: Silence on Earth... Silence Harder... Whispers of Silence...

 

(Oh, on the Silence thread, someone mentioned that some monsters weren't teleporting in on the easy settings. I'm sure you're ready to be done with that for good but if it's a legit gameplay bug I guess it's worth fixing for idgames?)

 

EDIT: Okay, I probably should have just waited to post until I finished playing, but I was impatient! Okay, my thoughts:

 

1) This IS harder! And the early maps are very tight quarters combat, almost like a Zone 300. Not a complaint! Really intense stuff. I can see a lot of your Silence mapping instincts here and it's great. And some rooms that gave me flashbacks to your earlier work, like map 06 with the Cybie. That was a very Silence-y type of room. But more... uh... difficult.

 

2) I do like that you've somewhat tried to match the Doom II map names. Waste Tunnels does in fact have a waste tunnel. Dead Simple is a small, simple map with acrachnotrons and mancubi.

 

3) The only thing I came across that confused me was in that Dead Simple map 7. There's a button on one of the towers that doesn't seem to work. Is that on purpose? Admittedly it took me a second to figure out I needed to shoot the other button to make the platforms lift, so I may have missed something (is this a secret?). However, I beat the level, then went back with cheats and at no point could I get that button to activate even after I was at the point where I could exit and I was noclipping back and forth. If it's a secret I feel like you should hide it until it's active. If it's meant to taunt the player, it still kinda felt like a bug.

 

4) Overall a ton of fun to play... though I feel like the journey is just starting. Definitely not just a repeat of Silence, but I still see a lot of your same design instincts at play. Great work -- this could be another classic vanilla wad.

Edited by Captain Keen

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8 hours ago, CrueCut said:

On MAP07, the large slime pit I think is unintentionally a death pit because the switch on one of the pillars that I assume would let you climb out doesn't seem to work.

 

3 hours ago, Wilster_Wonkels said:

That passage is actually just a window into the invulnerability area, there's a separate secret that leads into that area and then opens that initial passage up more for a quicker exit. 

 

Ok, now that I've finished the 1.0 wad and played map 7, I now have context for this. This is what I was talking about in my above post. How exactly does the secret work? It sounds clever, but I definitely think you should tweak it so there isn't a visible button that just plain doesn't work.

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Posted (edited)
10 hours ago, Captain Keen said:

3) The only thing I came across that confused me was in that Dead Simple map 7. There's a button on one of the towers that doesn't seem to work. Is that on purpose? Admittedly it took me a second to figure out I needed to shoot the other button to make the platforms lift, so I may have missed something (is this a secret?). However, I beat the level, then went back with cheats and at no point could I get that button to activate even after I was at the point where I could exit and I was noclipping back and forth. If it's a secret I feel like you should hide it until it's active. If it's meant to taunt the player, it still kinda felt like a bug.

I accidentally flipped a linedef around and broke that switch. It should lower the platform with the bfg but doesn't do anything now. I'll fix it for the next update. I'm working on the music and playtesting the levels more to find other issues so depending how long that takes is when the next update will come out.

 

Oh, and this automap screenshot might help you figure out how to get the invulnarability

Spoiler

image.png.b8ed41cb66d2da9334af8655a0e08fe5.png

 

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Posted (edited)

Sweet! A sequel to Silence! Shame it is not a Thy Flesh Consumed replacement, but hey, three episodes are already quite an achievement.

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Version 1.1 is live, I've reworked Map04's difficulty by providing the player with a bit more ammo and health, fixed some issues here and there, and completed the first seven tracks for the music.

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On 7/2/2022 at 8:59 AM, Wilster_Wonkels said:

Version 1.1 is live, I've reworked Map04's difficulty by providing the player with a bit more ammo and health, fixed some issues here and there, and completed the first seven tracks for the music.

 

FYI the current download link looks like it still has the old v1.0 in it, though the music is now present.

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Played the new release up to 11 in a continuous run; very nice maps. As you state, they're your take on D2WIDD, and actually I think I enjoy them more than their inspiration; as always for your stuff it flows perfectly from place to place (only looked at the map once!) and difficulty feels good. Keep it up!

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@Wilster_Wonkels Just wanted to chime in and say I really enjoyed these 4 new levels. The quality of the level design is very consistent, a la Silence. The Circle of Death replacement was especially fun. Can't wait for some city level goodness!

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New maps are great, really like the flow and design which has a great level of dynamics in the encounters and areas. Satisfying level of difficulty on UV with some seat of the pants moments. I have also played through the first 7 maps and overall the pacing is really good, I rarely have the time and energy to commit to a full megawad so I'm enjoying getting to blast through these in smaller chunks as they're released. I agree this is like a more consistent D2TWID. Looking forward to the next ones!

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Posted (edited)

This is a pretty solid start, Wil. Your maps a short, punchy and a lot of fun with heaps of variety in terms of set pieces that keep the player on their toes. I'll edit this post accordingly when I get a chance to upload my footage.

 

 

Edited by Biodegradable

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@Wilster_Wonkels Great new maps! I especially liked 13, the Downtown replacement, with all the teleporting and the great usage of the Cybie (you hear him earlier in the level and then at the end he emerges from the shadows - epic!) You clearly put a lot of effort into making sure these weren’t large, empty and aimless. Nice tight mapping, at times it gave me some Plutonia vibes even and had some good tight combat. Those two arch-viles was a great reveal, got me good the first time. Great traps, which has been very consistent with your mapping.

 

Speaking of Plutonia, I know this is Doom 2 inspired, but I’d love to see a last city map reminiscent of map 29 of Plutonia where it kinda feels like an open city layout with some big central threat that can rain down destruction from afar. That was always my favorite city map of the official megawads and it out did the Doom II city maps imo.

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Neat! I've had a taste of your work in E1 of silence way back before, I'll give this a shot as well and maybe sink my teeth in the last two episodes of silence later.

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