Laocoön Posted July 9 (edited) I am happy to present to you at last the finished version of Monuments This wad started out as a single map that I made to wind down from making a megawad that was released earlier this year. It eventually grew to contain three monumental maps (big, bigger, biggest), at least one secret map and a cosy grove to hang out in after completing the final map. The soundtrack is original, in .ogg format. The maps are combat-heavy and contain elements of slaughter, but the enemy counts are not OTT and the combat is varied in style and intensity. Thanks to @Warboss_Gegguz, @Flyxolydian, SirEmptySlot, @insaneprophet, and everyone else who tested the maps during development! Maps MAP01 Monument One MAP02 Monument Two MAP03 Monument Three MAP31 Secret Monument Spoiler MAP32 Extra Secret Monument MAP04 The Grove The basics Difficulty: high-ish, but not desperate (easy compared to Italo Doom, late Sunlust, most Sunder maps, etc.) Jumping: disabled Crouching: disabled Pistol start: mandatory Tested with: the most recent version of GZDoom. Might work with other source ports that handle UDMF. There is no scripting, because I use conveyor belts and voodoo dolls for all the map mechanics. Credits Maps by Laocoön Music by Laocoön Otex textures by Ukiro Custom Monsters: Diabloist and Fallen by Amuscaria, Flesh Wizard by melvinflynt Screenshots Spoiler Download link https://drive.google.com/file/d/1LKg6JcyqfEkQ8uWSaxI-tfwfeAOz2EXd/view?usp=sharing About my use of GZDoom/UDMF Spoiler These maps are designed to look and play like classic Doom maps, albeit with a higher degree of detail than would be possible in vanilla. Personally, I play them with lights.pk3 added in GZDoom and with hardware rendering, but I have made an effort to make them look good in software. I use UDMF simply because it is what I've learned to use, but aside from forcing pistol start, easy sky selection and a few other things that I use ZMapinfo for, I don't utilise the format's more advanced affordances. All slopes, archways, etc., for example, are made manually, with lots of sectors. There are no polyobjects (I honestly don't even know what they are) and no other fancy gimmicks. In other words, even if you do not like UDMF/GZDoom style maps, you might find yourself liking these maps after all. And I think that those of you who DO like UDMF/GZDoom maps will enjoy these maps as well. Edited July 9 by Laocoön 45 Share this post Link to post
Searcher Posted July 9 (edited) Congrats on the release. great maps. edit: your download links to Rc1. Is that correct? Edited July 9 by Searcher 3 Share this post Link to post
Laocoön Posted July 9 10 minutes ago, Searcher said: Congrats on the release. great maps. edit: your download links to Rc1. Is that correct? It is the correct file, even if the file name suggests otherwise - sorry about that! 2 Share this post Link to post
Gez Posted July 9 (edited) 2 hours ago, Laocoön said: Custom Monsters: Diabloist and Fallen by Tormentor667, Flesh Wizard by Gez Those are just the upload credits on Realm667; actual credits for Diabolist and Fallen is Amuscaria (aka Eriance back then); for Flesh Wizard it's melvinflynt. :) 2 Share this post Link to post
Laocoön Posted July 9 4 minutes ago, Gez said: Those are just the upload credits on Realm667; actual credits for Diabolist and Fallen is Amuscaria (aka Eriance back then); for Flesh Wizard it's melvinflynt. :) Thanks for the correction, updated in OP 1 Share this post Link to post
Death Bear Posted July 9 Looks pretty damn glorious! Congrats on the release! 3 Share this post Link to post
Arbys550 Posted July 10 Just played it, I thought it was awesome! Map03 was especially good to me, I enjoyed the layout and combat of that one. 2 Share this post Link to post
Laocoön Posted July 10 With reference to the ongoing debate, I'd just like to state that the maps in this wad have HMP and UV implemented. HMP is easier than UV, but not fundamentally different. There's no need for FOMO. 1 Share this post Link to post
Laocoön Posted July 18 I have repaired some minor but still annoying missing textures and I changed some bits around an area I was a bit unhappy with in map 3. The download link remains the same: https://drive.google.com/file/d/1LKg6JcyqfEkQ8uWSaxI-tfwfeAOz2EXd/view?usp=sharing I hope y'all like this wad. It might be some time before I make another one, unless it's a single map. I've been toying with the idea of speed mapping, though only as a challenge to self. 5 Share this post Link to post
Laocoön Posted July 19 (edited) Here's a part of the OST for this wad. Map 3 features multiple tracks, activated situationally throughout the level. This is a medley of all the tracks. They're all in the same BPM and key, so it's not hard to string them together. Will post the rest of the tunes later. (EDIT: one more added) EDIT: added one more tune. This is the intro and end-of-level tally tunes merged into one. This video is still processing as I write - I hope it'll work as it should. Edited July 19 by Laocoön 3 Share this post Link to post
Laocoön Posted July 29 (edited) Just back from visiting Glasgow and Edinburgh. Very nice trip, but my feet are sore af. My brother requested that I add the option of going back to hunt for secrets and missed monsters on map 3, so I did that. Now the former exit leads you to a room where you can choose between exiting the map or teleporting back to clean up. I also took the opportunity to make some changes to the music, such as removing a track that I found really grating during my last playthrough. EDIT: the download link is the same. Now I am done with this wad - for real this time! 5 Share this post Link to post
Laocoön Posted July 30 Here are the remaining music tracks that I didn't get the time to upload before I went on vacation, from maps 1, 31 and 32: 2 Share this post Link to post