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General Roasterock

Blues Brothers 2023 [4 MBF21 Plasma Parties]

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I absolutely adore these maps... Any fan of later era Ribbiks in the vein of FCFF and Magnolia owes it to themself to run through Map02 with its jaggy violent dream buildings, and Big Fuckfest Style Slaughter fans should close their 2023 out on a bang with Map04. Awesome WAD, you weren't joking when you said I'd be happy today.

 

A couple of things in Map01, a HOM and a slime trail:

Spoiler

QbOzxrw.png    90Fa9vd.png

 

And my usual UV playthroughs, -dsdademo v0.27.5 - bb2023-maribo.zip - ^ these screenshots might not be the easiest to tell where they are so fast forwarding through the Map01 demo might be useful.

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IT'S ROAST AND RAVEN WITH THE STEEL CHAIR

 

map1+2 are easy faves. re: 1, i love the cramped spaces, economical encounters, solid resource balancing, fun semi-circle repeating sector shapes, etc. it's just a great time. 2 has really spectacular use of vertical space. the kind of map where it feels like you're surrounded by decorative sectors until you start scaling them and platforming across them. i like the way things are suggested to be sectioned off while still being given room to exist as a whole.

 

3 and 4 are also great but slightly less up my alley.

 

i like spoder!!!!!!!!!!!!!

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Finished RC2 to address some specific issues. OP has been updated.

Spoiler

-Rebuilt nodes in 01 to address collision issues

-fixed line related HOM on 03

-the plasma no longer screams on DSDA versions before .27  I missed a couple frames, just play on DSDA-Doom 0.27.5 and it'll get fixed for idgames

Barring any titanic disaster, idgames version should be out before the end of the year.

Edited by General Roasterock : fuck

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12 hours ago, Hasamnas said:

Wait, are the death screams not intentional?

This is a known issue with this wad with DSDA versions before 0.27, and has been fixed for the idgames upload. No matter how funny it is, I’d recommend updating your port in the meantime.

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8 minutes ago, msx2plus said:

blues brothers 2024 all objects will scream

using the sound from the Suicide Bombers in Valiant, etc.

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This was a fun mapset!  The aesthetics blew me away, they felt like early cgi liminal dreamscape.  Actually made the spider mastermind scary and interesting too.

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10 hours ago, MacDoom81 said:

Hey! I made a video about this mod. Awesome designs. It's in spanish altough.

Watched with yt autosubs, you got hilarious editing style. Glad you enjoyed.

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(I wrote half of these and keep forgetting to actually finish it lol)

Nice set, really demonstrates the amount of possibilities when it comes to combat puzzles combining with custom monsters.

 

The best example here is the plasma chaingunners, which seem a simple enough changes, plays a surprisingly big part in a lot of combat building here. Original chaingunners serve almost the same role here, but instead being non-hitscan makes it so that while they are still a "kill as fast as possible" type of monsters, you don't get automatically fucked up if you choose not to shoot them immediately, just need to run in circles to avoid. They also don't overlap with arachnotrons in terms of roles, which takes up bigger space (important in tighter situations), and has slower firerate (allows you to bypass the plasma bolts, making them more of a distraction than something you'll have to kill.) Really reminds me of the revenant-health chaingunners that appear in a crumpet tribute.

 

Another interesting one is the SMM, I'm not sure whether if it took idea from that Xyzzy-bfg-monster post (so basically visualizing bfg tracers makes them satisfying to dodge) And their first appearance in map01 is especially cool, the idea of imps being meat-shields and what not. Although I would honestly perfer if they don't have Refire check because it's mildly annoying when you get into a situation where you are far away enough to dodge the inital wave of plasma but otherwise screwed because of lack of cover.

 

Another thing I'd like to bring up is the aesthetics. These maps are messy in almost every aspect. The layouts consist of unorthodox shapes, which seemingly channel the works of yakfak, the texture selections are borderline random (lol doors), and fights often come in an unexpected way. And the choices of monster sprites are almost inseparable from this aesthetic. It's quite an interesting concept because a lot of wads with memorable visual theming do this as well. The dark-colored, simplistic sprites of Valiant's pyro knights and super mancubuses, the elaborate and futuristic mancubuses and arachnotrons in Ancient Aliens, and the modern, high-detail astral cacodemons and super demons from Eviternity, they all play an incredibly important part in world building... and visualized story-telling in some sort of ways as well. Well that's definitely a disadvantage for people who have no choice but to pull from Realm667 (BB2023 is an exception.)

 

If there's any complaint, the main gimmick of this wad (y'know, plasma&BFG?) is honestly barely present in here. You either only get a couple of shots or get so many that it's barely relevant. It's really a shame because it's like designed for a Ribbiks-y magnum opus or some sort of big non-linear adventrue maps. That would be asking too much for 2 people with only a short period of time though.

 

Map02 is my favourite btw.

 

tl;dr cool wad

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