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Ludi

Spectrum Descent | FINAL | 16 colorful gothic maps in MBF21

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Screenshots look incredible!

 

Bloo told me about this recently - I love all the colors, I'll have to try it out!

 

Congrats on your release!

 

:)

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This was so fun to work on. everyone was awesome to work with!

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Congrats on the release, played e1 before release and had a good time.

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This was an incredible time to work on, I am impressed with what we managed to come out with!

Nice work to everyone who had contributed to this project, you all did very well! :)

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Posted (edited)

This is by far the project I'm the most proud of associating with. It's an absolute killer WAD in every sense, and I'm indebted to @Ludi for allowing me to shake off my multi-decade mapper's block and make something I can have pride in. Congrats to the rest of the team! 

Edited by Mr. Freeze

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Really digging the colour choices here, looks like a cool wad!

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A colorful little gothic set just in time for pride month, I love it :)

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Hey y'all big congrats on the release! I know this project was a labor of love so I'm very excited to dive in when I have a chance.

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Really loving this wad so far, especially the amazing music. Well done Afternoon Crew

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5 maps in and I'm already dazzled by the amount of colors and impressions. While playing MAP03 I was instantly reminded of playing Hedon Bloodrite. I love the combo of psychedelic vibes and pretty complex harmonies in the retro music. It must be said though, this wad is difficult. There's lots of room to optimize and stuff, but yeah...hard.

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Posted (edited)

Happy to see this finally out in the open. Glad to have been a part of it :)

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7 hours ago, DreadWanderer said:

5 maps in and I'm already dazzled by the amount of colors and impressions. While playing MAP03 I was instantly reminded of playing Hedon Bloodrite. I love the combo of psychedelic vibes and pretty complex harmonies in the retro music. It must be said though, this wad is difficult. There's lots of room to optimize and stuff, but yeah...hard.

 

Yeah it definitely is, but there are difficulties implemented if UV is too much for anybody I don't think Ludi mentioned it here.

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5 hours ago, Eric Claus said:

 

Yeah it definitely is, but there are difficulties implemented if UV is too much for anybody I don't think Ludi mentioned it here.

 

Yeah ofc, it's just...I don't back down. I file it under "personal failings" :D

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First four maps in the books. This is a fun WAD with a lot of character and everything comes together real well so far. Between the textures, color palette, music, custom monsters, and each mapper's own style, it's got a nice balance of cohesion and variety.

 

Map 03's finale kicked my ass, and in the video below you'll see me go through various stages of frustration and feeling a bit defeated until I finally broke through. Bit of an incongruent difficulty spike IMO but it is what it is, if I had any recommendations it would just be slight tweaks if even that.

 

Anyway, check this video out if you want. It's got timestamps if any of the mappers want to see a blind run of their map.

 

 

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11 hours ago, DreadWanderer said:

 

Yeah ofc, it's just...I don't back down. I file it under "personal failings" :D

 

LOL fair enough I understand the feeling.

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I waited until this dropped off the front page. It's been a great pleasure to playtest this project. Ludi and Korp put together a fantastic set of textures that's married spectacularly to modernist Doom combat whose objective mostly isn't to be backbreakingly difficult. It plays just as well as it looks and I highly recommend this set!

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Just finished up episode 2. This was a big increase in difficulty and many fights were absolutely frantic. The highlight for me was Yumheart's map which felt like it kept you at the brink almost the whole way through. The fight at the end of taviow's map took me many attempts to unravel but it felt good when I finally beat it.

 

Here's the episode 2 video:

 

 

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Some thoughts on Korp's maps.

 

The few things I've played from him before were speedmapp-ish and ok but imo did not stand out so much. Combat in his two maps has a fair degree of thought put into them. Map 03 specifically does a good job marrying verdant beauty with a dark environment. And while it hadn't had difficulty settings applied when I first played it, Map 05 should satisfy people who like Speed of Doom-style combat, though they shouldn't expect NoReason-style all combat all the time. Not to mention the latter has one of Korp's finest compositions.

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Hello! I finnished this today and wanted to mention some few bug/issue-related things that you may find of help. I mentioned some of these to finnks13 already though I include them here so you have a properly tidy list. My setting was dsda-doom 0.27.3, HMP, pistol starts.

 

Spoiler

03

- At the final section, I got a bit confused as to what I needed to do to activate the next step to progression. Finnks13 informed me of a line around one of the megaspheres, the one farther from the exit. I think the typical switch or some other trigger would be a lot better, where you didn't need to tiptoe around the MS in case you don't want to waste it.

 

05

- This switch line 3338 has no action or tags. I believe it was supposed to be connected to the set of bars, right? You could otherwise noclip if you want to return to somewhere else.

 

07

- Missing textures on lower back sides on lines 2223 and 2224.

 

09

- Apparent softlock here... or well, I couldn't squeeze through any gaps

 

13

- In red dimension, if the hell knights behind railings manage to hit the revenant that is nearby, it'll enter infight mode. Well finnks13 is already aware of this lol

- In yellow dimension, line 10203 shows like it's missing a texture when it isn't, so this could be only in software renderer issue.

- In green dimension, this is silly though, line 2260 uses the green sp_rock instead of... sdrocka3... it's such a silly observation

- In blue dimension, there's a big visual glitch here which I never know if these are fat slime trails or they have another name. Also I found an imp in the water pit outdoors, pretty sure it got knocked off the ground at some point. I lured it to a rock and killed with splash, but if I'm not wrong there is a special line in MBF21 that could prevent this kind of circumstances, so maybe it should be used around that section. 

 

 

I had a blast with this set, very good maps, very attractive visuals, and very fun execution of all the additional custom ideas - cybruiser with own projectiles, fire thingy, spitters, colorful pickups, colorful blood puffs, colorful plasma, thing actors representing the team members' avatars, that fugly creature in map 13 and the silence gimmick (in terms of execution it's great), and surely I'm missing something but I loved all of that stuff. I hope to see more from this team, I should try out Afternoon at some point too. Thanks for sharing!

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Posted (edited)

HNTR FDAs for Maps01-09.  Fun enough stuff, maps aren't too long, etc.  The animated rainpow SPROCK is excellent.  I like pretty colors :)

noisy_SPCTRMDSCNT_RC1_m1-9.zip

I think that's it for my session tonight.  Might pick back up tomorrow.

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I really like how colorful this is while still being easy on the eyes. I think this is the first time I've seen multicolored blood and health bonuses in a WAD. Too bad it doesn't work with Nash Gore - that would be really cool to see, but I'm not going to be the one to hack it in.

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