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Ravendesk

Sleepwalking [MBF21] - RC3

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Awesome maps and beautiful music. Got some of the tunes stuck in my head still :D

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One of my favorite releases this year. Incredible atmosphere and architecture, and excellent non-linear design that's a blast to romp through. Also host to probably my new favorite set of dehacked weaponry, everything here feels great to use. A+ work, and thank you so much for having me on to playtest!

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Can't wait to see the writeup for this one at the end of the year. Incredible work, as always!

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Always enjoyed your maps! I'll add this to the ol log for later :)

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Spoiler

Rr8mhzg.png    9Dr1xGi.png

 

One for the ages. Feels like every time I turn around, you give me another experience that defies all expectations and goes places that I couldn't have dreamed of. I love you, Grey Caco.

 

sleepwalking-maribo.zip - UV -dsdademo playthroughs, v0.28.1, though the Map03 demos are incomplete because I segfaulted multiple times (almost certainly something in the port, not the WAD) and running -recordfromto each time would have made it take about 5 hours to play the map.

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Extremely cool set Raven. Very elaborated and awesome theme. Only played through 01, 02 and a bit of 03, but so far this is one the best releases of the year. The pistol here has to be my new favorite custom weapon. Reminded me of the magnum revolver from the first 3 Resident Evil games. I kinda wish it was even more powerful, but thats just plain power fantasy from myself at this point :p.

 

I want to point out the midis too. They are amazing! Very inspiring too. Makes me want to try creating more original compositions, but im finding it very challenging to do so.

 

Lastly i also really enjoyed the archvile usage for incidental combat. Usually is expected to see viles on set piece encounters or more elaborated traps, but seeing them running along with other typical demonic fodder was very refreshing. 

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22 hours ago, Maribo said:
  Reveal hidden contents

Rr8mhzg.png    9Dr1xGi.png

One for the ages. Feels like every time I turn around, you give me another experience that defies all expectations and goes places that I couldn't have dreamed of. I love you, Grey Caco.

 

sleepwalking-maribo.zip - UV -dsdademo playthroughs, v0.28.1, though the Map03 demos are incomplete because I segfaulted multiple times (almost certainly something in the port, not the WAD) and running -recordfromto each time would have made it take about 5 hours to play the map.

Thank you for the demos, they were extremely fun to watch!

Really unfortunate about segfaults, I assume it's something linux-specific in dsda-doom, so I hope it gets fixed soon.

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Really great set of maps (and midis), such a fun & beautiful world to explore. I'm not usually a fan of weapon changes but the combat is so well suited for the changes each weapon got. It's honestly incredible how well tuned the fights and ammo balance is throughout all 3 maps. Take a bow, this is amazing work.

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Amazing maps.  Very intricate layouts and felt like I was sorta in a dream navigating map03.  Didn't find everything but with a map so long I feel happy with 7 secrets and 5 total keys.  

 

Only gripe was the flak cannon felt inconsistent, I'm not sure how the damage works but I could almost always 2 shot mancubus with it, but with every other enemy it felt like a normal ssg but with a tighter spread, even with slightly glancing shots felt weaker than the ssg. Like sometimes I needed 4 shots for a rev at medium range.  

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7 minutes ago, Treehouseminis said:

Amazing maps.  Very intricate layouts and felt like I was sorta in a dream navigating map03.  Didn't find everything but with a map so long I feel happy with 7 secrets and 5 total keys.  

 

Only gripe was the flak cannon felt inconsistent, I'm not sure how the damage works but I could almost always 2 shot mancubus with it, but with every other enemy it felt like a normal ssg but with a tighter spread, even with slightly glancing shots felt weaker than the ssg. Like sometimes I needed 4 shots for a rev at medium range.  

Thank you! Glad you enjoyed.

 

The flak cannon fires ripping projectiles that deal damage whenever they are inside of the enemy hitbox. As a result, enemies with larger hitbox receive more damage than those with a smaller hitbox, so flak cannon is especially strong against mancubi, arachnotrons and cybers. It also completely wrecks SMMs but you don't get many opportunities to test that in the wad. It is a part of its design to be effective against lowtier crowds and fat monsters, but I guess it can indeed be confusing if you don't know about that quirk :)

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4 minutes ago, Ravendesk said:

Thank you! Glad you enjoyed.

 

The flak cannon fires ripping projectiles that deal damage whenever they are inside of the enemy hitbox. As a result, enemies with larger hitbox receive more damage than those with a smaller hitbox, so flak cannon is especially strong against mancubi, arachnotrons and cybers. It also completely wrecks SMMs but you don't get many opportunities to test that in the wad. It is a part of its design to be effective against lowtier crowds and fat monsters, but I guess it can indeed be confusing if you don't know about that quirk :)

Yeah at first it felt like a ssg with better penetration.  But that makes sense, it's a good distinguisher between the ssg then.   I spent 90% of map 03 without the ssg lol so I didn't get a good comparison I think.

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Just completed the first map and will absolutely finish this wad when time allows: it's sublime. I love the beefy weaponry, the colors, the intensity, and the music. My compliments to Petyan for that status bar, which is undoubtedly the merriest I've ever seen. So nice :) I almost want to save the rest for the first snowfall of the year, but it conjures enough cozy atmosphere all by itself, I think. 

 

I did want to mention that an arch-vile managed to chuck me out of the final arena, which allowed me to teleport out of the lake and retrace my steps to a big, hopeless mosh pit of hell nobles and skeletons. I believe I was launched through the section with no guard rails (where the exit path appears) so I don't know if it's possible to block that off. I was playing on an older version of DSDA , so if this doesn't happen on 0.28.1, then disregard. 

 

Can't wait to keep playing!

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This is art! Completed the first wo maps so far, fantastic design and the map flow is excellent. Fights are fun and just the right difficulty (at least for me in UV).

 

The improved pistol is cool, I have to admit I even sniped some mancs with it.

 

I can see a coca award coming.

 

 

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7 hours ago, MtPain27 said:

Just completed the first map and will absolutely finish this wad when time allows: it's sublime. I love the beefy weaponry, the colors, the intensity, and the music. My compliments to Petyan for that status bar, which is undoubtedly the merriest I've ever seen. So nice :) I almost want to save the rest for the first snowfall of the year, but it conjures enough cozy atmosphere all by itself, I think. 

 

I did want to mention that an arch-vile managed to chuck me out of the final arena, which allowed me to teleport out of the lake and retrace my steps to a big, hopeless mosh pit of hell nobles and skeletons. I believe I was launched through the section with no guard rails (where the exit path appears) so I don't know if it's possible to block that off. I was playing on an older version of DSDA , so if this doesn't happen on 0.28.1, then disregard. 

 

Can't wait to keep playing!

Thank you!

 

I blocked off most of the final arena and figured it was unlikely that player gets accidentally zapped through the middle part, but apparently more likely than I thought. I don't really mind if someone cheeses the fight (or uses this to speedrun), but I don't want this happening to players on accident, so I will see what I can do about it.

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Posted (edited)

Spellbinding stuff, Ravendesk. Played on HMP with DSDA and had a thoroughly good time.

 

The soft wintery quiescence on display here is one of my favourite themes, and these three maps have some jaw-dropping visual moments and seriously fearsome fights interlaced with the snow-draped landscapes and darkly claustrophobic underwater segments. I was immersed completely, in every regard.

 

Top stuff.

 

Do double-check your sky transfers on MAP04, though - I noticed some stock D2 sky was peeking through.

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37 minutes ago, Jimmy² said:

Spellbinding stuff, Ravendesk. Played on HMP with DSDA and had a thoroughly good time.

 

The soft wintery quiescence on display here is one of my favourite themes, and these three maps have some jaw-dropping visual moments and seriously fearsome fights interlaced with the snow-draped landscapes and darkly claustrophobic underwater segments. I was immersed completely, in every regard.

 

Top stuff.

 

Do double-check your sky transfers on MAP04, though - I noticed some stock D2 sky was peeking through.

Thank you and glad you enjoyed!

 

Yup, I was told about missing sky transfers in Map 04, they will be fixed in RC2.

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Hey! Just wanted to chime in and tell you that I've had a blast playing this.

Beautiful mapset with some great tunes and an amazing theme that reminded me of Swim With The Whales and Lullaby.

 

My one small complaint is that HMP felt too easy most of the time. There's way too much health and ammo everywhere - I was constantly maxed out on all aspects.

The fights themselves were great, but being at 200/200 all the time made things less challenging than they could be.

 

Looking forward to the next thing you'll work on!

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Posted (edited)

I'll actually echo @Terminus about HMP. A few too many soulspheres and megaarmors perhaps? There was at least one or two of each provided in each big fight and the combat felt slightly deflated and risk-free as a result. I imagine UV removes these extra items and gives you only the supplies that are absolutely needed. I may play for myself on UV and see what the difference is.

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Thank you both for the feedback. I did balance HMP to make sure resources are plentiful, but maybe went overboard with them at times. I will see where they may be excessive.

But if you had an easy time on HMP, you will most probably be able to overcome UV, too. I tried to keep core concept of the fights similar between these two difficulties with similar strategies being effective, but make HMP more forgiving and make it easy to recover from mistakes.

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Junk Food 3's Super Super Shotgun in a more standard mapset? It's already great :) ! All modifications are very welcome here. But yea, please mark how flak cannon works in the .txt file.

 

All maps were fun, pretty and engaging maps. And MIDIs accompany them well. Interesting how you can create both combat-intense maps like these and Sepia's "Fool's valley", which requires careful resource management.

 

2 questions:

Spoiler

1. Do I need a rocket/archvile jump to get to Mega Armor in SE corner of MAP03 - the one in icy cave? Rocket jump worked for me, but all other secrets and items didn't require anything like that or even SR50, so that's a little confusing.

2. Can I get the armor (or health?) bonus that is the "consolation prize" in the gray caco's area? It is the only one in the wad that I couldn't obtain, and I guess it could spawn near the final item in MAP03, as you clearly care for "100%ers" - for what I'm thankful :) .

 

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32 minutes ago, Zieleslaw said:

2 questions

Hey, glad you enjoyed. I will add more detailed txt with the next RC.

 

To answer your questions:

Spoiler

1. It is possible to jump there with just sr40 from the little elevated alcove nearby (there is a medikit on uv there). The jump is a bit awkward, but SR40 is enough there. Overall I made sure SR40 is the most you may need for all secrets in the wad, avj/rj/sr50 is never required.

2. Hm, that would be difficult with the way that secret is designed, but I'll see if I can make it tp into a different spot with a simple enough closet change.

 

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Memorable and engaging adventure with well used custom assets. Echoing others' love for the pistol, definitely the most fun to use pistol i can remember using in Doom, and i think the custom weapon i will honestly remember the most

I have to mention i love petya's M_DOOM. Seems like a small thing but it helped give a sort of early-90s-pcgame nostalgic feel to the experience (i.e. not necessarily just Doom). sort of hard to explain but i loved looking at it whenever the game was paused

I understand where the HMP comments are coming from, but I will always advocate for throwing extra powerups and stuff in for a lower difficulty. The extra powerups allowed me to play very aggressively and still barely scrape by, which I found exciting. I definitely want to go back and max this on UV at some point

Skill 3 dsda-demos if you want them. RC1 wad, dsda-doom 0.28.1. Not max, just completing each map with saves

https://www.mediafire.com/file/zvlbd08s30m25m5/duckSleepWalkingSkill3dsdaDemos.zip/file

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I have seen wintry themes explored in Doom, but never have they connected with me emotionally. This on the other hand, feels more like winter then last winter did. I have nothing but the highest praise for the atmosphere.

Gameplay was fun as well. I'm not sure if I played on ITYTD or HNTR but I can say the lower skill levels are super accessible while still offering their fair share of spectacle.

Did spot some minor texture issues on Map 2:

Spoiler

8PNvrpS.pngQ7HQ43J.pngCm7JHGU.png


 

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Thanks all for your streams, demos, videos and written feedback!

RC2 version is now ready: https://drive.google.com/file/d/1qF4R-MI-5RZrKk8BZImRbV3PG3vHI7SS/view?usp=sharing

It addresses all of the bugs and issues reported and does some small balancing changes.

Link in the OP is also updated.

 

Full changelog:

Spoiler

- slightly reduced vertical spread down and slightly lowered projectile speed for flak cannon to make it more consistent
- made accidental avj out of the final fight in 01 very unlikely
- fixed a possible softlock in map 02 (no one encountered it yet to my knowledge though :p)
- blue key made more visible in map 02
- moved hk kill switch in map 02 to reduce jumpscare
- added one more ssg pickup spot on all difficulties and one more plasma pick up spot on hntr/hmp in map 03
- slightly changed progression to enter north-west building in map 03
- made accidental avj out of the north-east RL fight in 03 very unlikely
- "any k" text in map 03 changed to "any skull"
- made it possible to get the last item in map 03 for both people who care
- added missing sky transfers in map 04
- slight hmp rebalancing: removed excessive health and armor in areas where player was drowning in them (mostly in map 02)
- minor balancing tweaks on uv
- miscellaneous texture misalignments fixes and other minor bugfixes
- moderate automap cleanup on all maps
- small hud tweak to improve cells readability

 

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I can't run this WAD on GZDOOM 4.13. On pre-4.13 WAD worked without any problems. Now it complains about a line in the code. We are waiting for the next RC with bug fixes.

 

Script error, "sleepwalking_rc2.wad:UMAPINFO" line 3:
Expected string constant but got identifier 'clear' instead.


It's a great job! I want to finish it!

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1 hour ago, Blacklight said:

I can't run this WAD on GZDOOM 4.13. On pre-4.13 WAD worked without any problems. Now it complains about a line in the code. We are waiting for the next RC with bug fixes.

 

Script error, "sleepwalking_rc2.wad:UMAPINFO" line 3:
Expected string constant but got identifier 'clear' instead.


It's a great job! I want to finish it!

Looks like new gzdoom is unhappy with "label = clear" syntax in umapinfo, however this syntax is allowed according to umapinfo spec.

So not sure what's going on here, I suspect it's something on gzdoom side, I will test it myself and will let you know once I figure it out.

 

Glad you are enjoying the wad so far!

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On 10/20/2024 at 2:53 PM, Blacklight said:

I can't run this WAD on GZDOOM 4.13. On pre-4.13 WAD worked without any problems. Now it complains about a line in the code. We are waiting for the next RC with bug fixes.

Hi again, some updates about this umapinfo issue.

This was indeed a bug in gzdoom. It is now fixed on master, but it hasn't yet made it's way into release: https://github.com/ZDoom/gzdoom/pull/2776

You can either temporarily go back to a previous version, or wait for the next gzdoom release (maybe 4.13.2? I don't really know gzdoom release cycles and whether it will be included there already), where the bug is fixed.

 

They fixed it the very next day after my bug report, so props to gzdoom development team for that :)

Edited by Ravendesk

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