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myolden

Pina Colada - Now on idgames!

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Finished the mapset today (started mid last week I think), great stuff, and congrats on the award! Highlights for me: maps 7, 10, 11, 12, 14, 16, 17, 21, 22, 23

 

Some specific map thoughts before I forget:

2 - a bit awkward to move around and got lost a couple of time, but I like the layout and the verticality is nice. The BK sequence with escaping thru orange juice is neat

4 - nice to see a bit more spacious map, refreshing

6 - in this one I (intentionally) saved myself into some precarious position and it was fun figuring a way out (I basically did the finally by sitting in the corner with hks to make things a bit more interesting)

7 - neat star shape setups and the final arena was cool (the preview shots were interesting though I didn't realize what they were for initially)

10 - looks great, ending sequence was nice. It felt like a bit too many switches after first fight and the lack of health pickups made the dance with cybers at the end dicy (my fault though for saving with 10 health for that part, I didnt realize that one mega was all I was getting)

11 - this just has neat color scheme, music is jam and I like the layout (which got a bit confusing but eh thats fine)

12 - I'll admit I don't know what the choice at the start actually does, but it was fun dodging revs etc in this one

13 - the way ending cyber was jumping on a step was funny. Not fond of chainsawing PEs start but didnt mind the part with barons - reminds me a bit of LE's ultimate doom maps 

14 - cool visuals and interesting music choice. I liked how you need to clear revs in the starting pit like 3 times. Seems like a missing sky transfer in the zerk area.

15 - I got a bit frustrated trying to dodge vile zaps with that tiny ass 16 unit pole with RK on it, but I think I got a bit better at it in the process, fun map though

16 - what the fuck, LE? obviously great job in the visual department, and it didnt make the map too confusing to navigate. Though I didnt even try looking for secrets, it seems way too saturated to spot anything heh. And I like how the area was opening up slowly with progression. The ending cyber was extremelly obnoxious to kill - at least I didnt find a better way to deal with him than to plasma him from below (then run out of cells and switch to chaingun meh), if there was a secret bfg somewhere Id just save, faceplant him, move on 

17 - seems like pacifist was intended for the first couple of minutes? cool concept, it does feel like breaking into some sort of protected mainframe, like a virus

18 - pretty bold use of viles in an open area like this, but seems to work fine. lol at the tower shotgunners

19 - remember testing it a while back, it feels a bit different now but idk, I just like how metal it is

20 - the vile fight gimmick is cool but I found it too awkward to enjoy. Also SMM in the main area seemed like a meme, seems hard to avoid getting demolished by it, I kind of brute forced my way and made it infight the cyber. I liked the detailing at the exit

21 - what an opening, doesnt seem actually hard but quite spectacular. bfging cybers with invis on was a meme 

22 - fighting viles on that central ring was fun and well the hiding vile sequence later was also cool. great visuals. Oh and the ending - fun hold bfg and pray kind of fight

23 - cyber - baron fiesta got a bit annoying with all splash damage, was tough to 2 shot cybers without getting killed (and of course I saved at 20 health by that point), the other key was a cool fight - dodging vile behind pillars with all the flyers around was something. SMM+vile ending was my favourite part 

24 - neat cave! nice color combo there

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Made a trailer for this! If that and a cacoward wont convince you to play this wad, what will?

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Congrats on the Cacoward!

 

Absolutely fantastic map set, from the sky boxes to the music, excellent job!

The low monster-count is just my cup of tea as well, as I’m not a huge fan of slaughter.

 

 I’m on MAP 21 on UV, hoping to finish the WAD tomorrow.

 I’m having a lot of fun, well-deserved win!

 

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Late congrats on the Cacoward!

 

When I looked at the idgames page and saw that this wad is co-op compatible, I was overjoyed and decided to play it with a friend. And it was a lot of fun.

 

This is the type of wad that I wish there was more of in the Doom community - beautiful, action packed and brief. I often find myself tired from 30+ minute adventures in megawads, so your commitment to shorter maps was very welcome. I think Muumi's animated skies are some of the best I've seen pretty much ever. That might be because there's not many animated ones overall, but these ones do evoke a special ethereal atmosphere.

 

One thing I found interesting is how many of these maps in the second half of the wad feel like they could be the final map with their imposing architecture and impactful fights...except for the actual final map, which kinda felt like a regular level in comparison xD

So I think the order of some maps could have been different near the end because of that.

 

Btw I ran in to the issue where the exits wouldn't work a few times. In map06 and a few other ones. Maybe those were death exits that didn't work in co-op? I played through Zandronum, idk if you tested with a different co-op compatible port.

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14 minutes ago, Lorenz0 said:

Btw I ran in to the issue where the exits wouldn't work a few times. In map06 and a few other ones. Maybe those were death exits that didn't work in co-op? I played through Zandronum, idk if you tested with a different co-op compatible port.

 

There's been no shortage of problems caused by the death exits so I'm not surprised to see another one pop up lol. Moving forward I've decided to not use death exits at all to avoid this kind of thing, they're more trouble than they're worth.

 

Glad you enjoyed the set!

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20 minutes ago, Lorenz0 said:

One thing I found interesting is how many of these maps in the second half of the wad feel like they could be the final map with their imposing architecture and impactful fights...except for the actual final map, which kinda felt like a regular level in comparison xD 

The final map has giant spider, your argument is invalid.

 

21 minutes ago, Lorenz0 said:

Btw I ran in to the issue where the exits wouldn't work a few times. In map06 and a few other ones. Maybe those were death exits that didn't work in co-op? I played through Zandronum, idk if you tested with a different co-op compatible port.

Could be a setting that prevents ending maps when you dead, I've seen something like this before.

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Posted (edited)

MAP10

Found three big slime trails and a HoM all over the mountain. Possibly more I've missed.

 

1. X: 1634 Y: 492

2. X: 1400 Y: 856

3. X: 1832 Y: -145

4. X: 1666 Y: 200

Spoiler

doom01.png.8658e86d87f61ed6580b57be14e1dc11.pngdoom05.png.0cb84b2406499f245ea5ac7757ea5f69.pngdoom07.png.9bf64e4d326a75f1e5686c4560812ffe.pngdoom06.png.ff7fd5eb4252bef69518f4fc6d9e0e7b.png

 

Edited by Scorcher

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23 minutes ago, Scorcher said:

MAP10 - Big slime trail on the left side of the mountain.


welp  *hands back Cacoward*

If it's any consolation for the future: this project taught me a lot about how to prevent these. And from now on I'm just playing everything in software mode so I'll bump into it quicker.

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I just finished playing all the maps and really enjoyed all of them. The difficulty was ramping up with the levels but the last few where clearly easier. Great work from everyone who worked on this project.

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