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TwinBeast

Berserk! (3 level Demo available)

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Berserk is my semi-new Doom2 megawad project. I've been working on it for sometime (unsuccessfully until now). The project is inspired by Berserk manga and Doom comic.

It is intended to work with any port that supports mixing textures and flats, so it won't have any fancy slopes or 3D bridges. Also you need to allow things to move under/over other things, this at least needs to be available for player.

I think jumping is ok too, but isn't necessary to jump to progress in the level, or skip parts of the level because of jumping. Crouching shouldn't be used.. there aren't any small monsters in Doom anyway, so crouch accessible areas wouldn't have any gameplay.

The name might suggest that player always has the Berserk powerup, but I think I don't give it in every level, at least not right away, however, when it's available, it will be forced to player, as if it was some event that made player go berserk, instead of player pick up and use some item. Though then it's probably better to give it in the level start spot, with each player start in separate rooms, so it'll work better in coop.

Download Demo v09: http://koti.mbnet.fi/jeejeeje/doom/berserk_v09.zip

Project Status:
MAP01: Completed
MAP02: Completed
MAP03: Completed

MAP04 - MAP32: not started yet

While some of these are listed as complete there may be changes done to them if something needs changing.


Here's some screenshots of the first level, which I'll call "Rip and Tear":



http://koti.mbnet.fi/jeejeeje/doom/ber_01_caveentry.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_01_cave.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_01_shotgun.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_01_endzone.jpg

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Some screenshots from the second level, which has no name yet. It is some kind of nukage waste dump and processing area. At the moment the start of the level is a bit stupid hard and needs player to be lucky to survive. So maybe some changes are required. First I had player surrounded by hitscanners, but that was a bit overkill.



http://koti.mbnet.fi/jeejeeje/doom/ber_02_corridor.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_02_control.jpg

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jointritual said:

daft 3D models


SERIOUSLY

But yeah it does look cool...when can we play the demo HMMM??

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Well, I like the daft 3D models. I also place all things with specific angles, so they're not facing some stupid direction when 3D models are used.

It seems the second level is a bit slaughter level. There's a bunch of rockets though. The first level was possible to run through without killing anyone, I think this second level is not so easy, it seems the few hitscanners always take me down. Playing it to kill everyone is pretty fun though, but I guess I could take a few monsters away anyway.

The level has the octagon shaped main area, and four zones around it, three of them can be visited in any order you want and the fourth is the exit zone, which becomes accessible after going through the three other zones.

Ok, sure I'll release a demo (check the first post), I'd like to have some feedback about the gameplay, especially the gameplay in the second level.

Here's some more screenshots of second level.



http://koti.mbnet.fi/jeejeeje/doom/ber_02_redzone.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_02_exitzone.jpg

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Started doing the third level.. which I named "The Great Communicator". I think it's some kind of prison and maybe a little bit of city buildings later. So far it's just the prison entrance where player soon gets the chainsaw and minigun.

I'm thinking I don't give much ammo in this level at the start.. everytime I've completed the second level, I got quite a lot ammo at the end. Player will also need to find a keycard to get out of the prison.

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Jimi said:

It is intended to work with any port that supports mixing textures and flats

It also requires z-clipping (and for it to be enabled). At least, it does near the start of map01.

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Grazza said:

It also requires z-clipping (and for it to be enabled). At least, it does near the start of map01.


Yea, it does need that.. that feature seems to be on by default in all the engines I've tested the wad, and I've played for years with that, so I didn't even think about mentioning it.

I guess I should also mention that these levels are meant to be played continuously, though I give all the weapons player is meant to have in that level in the starting room, but I think they're more for cooperative game.

Did some more MAP03.. So far the gameplay in it feels a bit more relaxed than in MAP02, though there are plenty of hitscan enemies chewing on player's health. Maybe some more adjustment to MAP02 gameplay... or place MAP02 somewhere later when player has found Plasma Gun or Super Shotgun, or finds one of them in it.

Here are screenshots:



http://koti.mbnet.fi/jeejeeje/doom/ber_03_jailarea.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_03_securitycheckpoint.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_03_entrance_updated.jpg

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I have now three levels completed. Level 02 was made a bit simpler and I also added some barrels there. The starting and ending areas are better in all levels. Level 01 and 03 music were flipped, so that level 03 has the longer track.

Download Demo v09: http://koti.mbnet.fi/jeejeeje/doom/berserk_v09.zip



http://koti.mbnet.fi/jeejeeje/doom/ber_03_storage_01.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_03_storage_02.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_03_yard.jpg
http://koti.mbnet.fi/jeejeeje/doom/ber_03_harborentry.jpg

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I try not to post negative comments, but those models are just unbelievably bad to the extent of being hilarious. The levels themselves look nice though.

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These screenshots look great man, you said that this requires "any port that supports mixing textures and flats"... so this means I can't play it in prboom+?

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DeathevokatioN said:

These screenshots look great man, you said that this requires "any port that supports mixing textures and flats"... so this means I can't play it in prboom+?


Seems the wad plays, but displays "no texture" textures and apparently it could only load 2 wads, but at the moment there's 3 wads in it.. one has the maps, second has the music and third has the textures. I think when this project is complete, I merge all the wads together.

So play with Doomsday (1.9.6 or higher), GZDoom or ZDoom. Maybe Vavoom works ok too?

Though if you play with Doomsday and with models, the framerate can drop quite a bit. On my system the fight at the end of the third level dropped the framerate from 60 to 20.

Also larger than 64*64 size textures used on floors/ceilings will have different offset on every polygon or sector, but I haven't used many larger textures on them, or the textures used on them are more or less the same everywhere so it might look like it tiles correctly. I think in the third level the brick texture used on ceilings has more noticeable errors in the tiling.

Then there's also the thing that flying monsters get inside others and stuck, which can make the fighting easier. But then again in in (G)ZDoom it may be annoying when the flying monsters fly in all sorts of directions when they're shot with rockets.. and lost souls fighting against other lost souls always seems to go higher and higher.

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Played through and through. I have my gripes with the difficulty level for the whole thing. Cacodemons and hell knights are not fun enemies to kill when they are in hordes. The whole thing definitely needs some balancing adjustments.

I thought the brown/tan texture arrangements for the first two levels left me with something more to be desired.

1st level had decent layout.

2nd level was unnecessarily confusing. There are to many unnecessary secrets. Suffers from monotonous copy/paste sectors and symmetry.

3rd: Nice texture combo for the 3rd level, but way to difficult.

I see the potential, but still needs quite a bit of work.

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Thanks for the feedback fiend-o-hell. Then I'm glad I didn't change the green upper walls in the ceiling sky windows to one of the tan variants, if there's too much of it already.

The secrets are just alternate routes and not exactly necessary (secrets shouldn't be necessary to find anyway), at least they're not little box shaped rooms containing an item, but with nothing to explore like they first were.

But yea, you're right the the second level is still a bit confusing, the switch that opens up the exit area in the other side of the level is a bit confusing. There should probably be some hint near the switch what it's going to do. Or maybe it should be replaced by a keycard and then have a keycard operable switch in the exit area that opens the area.

I tried to break the symmetry a bit by making the areas that open up a little different. I guess I could keep right or left side of the level as it is and then reshape the other half into something completely different.

I thought Rocket Launcher was smashing cacodemons and hell knights into small piles of putrid debris easily. Probably Supershotgun or Plasmagun would have made things easier, but I didn't want to give those weapons yet. Maybe in fifth or sixth level player finds Plasmagun and in next or few levels after that player finds the Supershotgun. BFG maybe in level 15 or something. Then there will also be couple times when I'll "kill" player to take away all his weapons. But after those player will find the weapons faster, but I think in different order than the first time.

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