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Dad Raulo

Half-Country of Evil (WAD Release)

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Ok, after a month mapping, and with the help of another doomers (W5GH5X who helped me with some rooms, and Myk who helped in playtesting a lot of times), I can finally lend my first map to you.

I was inspired in coopbuild doing this one, but this differs far from it. Half-Country of Evil has a LOT of monsters in it. It's a cooperative WAD, but you can play it alone with any setting that let you respawn if you die.

This WAD is intented to be played under zdoom (not sure about this one, but I guess it works considering it works on Skulltag) or skulltag, tested in zdaemon but because of the high amount of monsters, it tends to lag the server. Not sure about vainilla doom or other ports, and probably it won't work under doom2.exe.

One last warning. This map is INSANE, its has a LOT of monsters and its very long, you should play it with some friend for shorter times.

The map has some new monsters, let me introduce them to you.

The Rocket Chaingunner: A chaingunner with rockets as his main weapon, deadly at any range, but he doesn't handle his weapon very well, sometimes he commits suicide due to overwhelmed rocket power.

The BFG Zombie: Humans sent an army of super armored soldiers with BFG weapons in hand, but they sadly become zombies; is hard to know the difference from a regular marine though.

The Polymorphic Imp: When some teleporters opened a path to the Half-Country of Evil, various monsters tried to teleport at the same time, and instead of telefragging, they became a very powerful beast with unholy powers.

(Sorry for my bad English)

Enjoy, some screenshots:

http://img191.imageshack.us/img191/8761/doom0000.png
http://img40.imageshack.us/img40/8205/doom0003.png
http://img194.imageshack.us/img194/7158/doom0004.png
http://img34.imageshack.us/img34/6157/doom0005.png
http://img35.imageshack.us/img35/3263/doom0007.png

The WAD: Half-Country of Evil

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That looks fun. Those bfg guys are bastards and the lack of infighting (intentional?) is interesting, but maybe tedious to kill tons of cacos in single player w/ a ssg; better for coop as designed I'd guess but I've never played coop.

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Dad Raulo said:

It's a cooperative WAD

You could implement difficulty settings. Then it would be possible to play it in singleplayer too, right?... I would make it singleplayer compatible.

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gggmork said:

That looks fun. Those bfg guys are bastards and the lack of infighting (intentional?)


As you guessed, its intentional. If not, BFG Zombies just fight each other until one of them dies. The interesting part, is that this BFG Guys don't receive from damage each other with their projectiles, but with BFG spray damage, making them more difficult in groups sometimes. And the tricky part is that maybe you dodged the projectile, but spray damage is a concern.

Deeforce said:

You could implement difficulty settings. Then it would be possible to play it in singleplayer too, right?... I would make it singleplayer compatible.


Not a bad idea at all, but considering the high amount of monsters in the map, this isn't an easy job. I'll consider it though.

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Difficulty seetings would be much appreciated. Those Polymorphic Imps are tough, is telefragging the only way to kill them?

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One thing we have faced and noticed while testing the level in previous versions, is the fact to kill tons of monsters, room by room, become monotony. The idea behind Polymorphic Imp, is to avoid (no so much =P) to kill hordes of the same kind of monster, while moving through the rooms to reach the keys or the switchs required to complete the level, by replacing the hordes with one or two monsters wich have enough amount of health.

We conclude, after quite enough testing, the implementation of Polymorphic Imp breaks for a little short time with this monotony.

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