insanoflex312 Posted November 12, 2011 Hell Awakened is a new 32-level megawad created entirely by me(see credits) that was inspired by Doom 64, Doom and many others. Features: Classic-style gameplay with a semi-slaughter.wad feel to it. Some new textures have been added which were created by me, and a surprise is set for the ending. Compatible with Zdoom but I haven't checked what else it would be compatible with. One note: It requires Plutonia. That will be changed in the form of a texture patch that will be incoming once I start making the new songs. New songs will be Doom 64 style ambient songs so watch out for them in the coming month or two. If you find bugs or thing you feel should be changed that are bug-like, send me an email detailing the problem and where it is in the wad and I will email you a copy of the fixed map or wad file. Once it makes it to the idgames archive, it will be ready for your enjoyment. Again, all feedback is encouraged, positive or negative since I am already making a sequel. edit: ftp://archives.gamers.org/pub/idgames/levels/doom2/Ports/megawads/ha.zip On to screenies: http://img25.imageshack.us/g/screenshotdoom201011121.png/ 0 Share this post Link to post
MegaDoomer Posted November 12, 2011 DoomHero85 said:download is gone :( OP needs to either reupload to Mediafire (or another uploading site) or email Ty requesting /newstuff processing ASAP. Probably the first option would be most appropriate. 0 Share this post Link to post
General Rainbow Bacon Posted November 12, 2011 Yeah, it's just that he puts all this effort out to show us something and didn't check to make sure it's actually there. 0 Share this post Link to post
insanoflex312 Posted November 12, 2011 HAHAHA, sorry about that, here let me re-upload :S see origional post 0 Share this post Link to post
Lila Feuer Posted November 12, 2011 What the fuck happened to MediaFire. I can't download it. [...] It appears you have to now have an account in order to download files. Which don't seem to really download to your computer, you open the RAR/zip up inside your browser and extract the contents. 0 Share this post Link to post
insanoflex312 Posted November 12, 2011 urge to kill rising... http://www.megaupload.com/?d=QB63G0A9 0 Share this post Link to post
Memfis Posted November 12, 2011 I think you should switch to Limit Removing format. You don't use any zdoom features in your maps and you have only one DECORATE monster which can be made with DEHACKED too, I think. 0 Share this post Link to post
Cacatou Posted November 12, 2011 In map 32 you wrote plauge instead of plague. 0 Share this post Link to post
insanoflex312 Posted November 12, 2011 Found some bugs and missing secret tags, so a "patch" is imcoming. It'll be named "HAv2" and contain only the fixes so it won't be so big. Expect it in about a week. Planned changes: Editing so limit removing ports will work Adding Plutonia textures so it will work with Doom II Fixing missing secret tags, etc. May add more secrets, and lighting effects. 0 Share this post Link to post
Pottus Posted November 12, 2011 I tried this out, I thought the level layouts were pretty good however there is a major element lacking that severely diminishes the quality of this wad simply put the lighting. There is basically no lighting in this wad it's for the most part a uniform light level which I think really harms the over quality. If I were you I would go through each level and concentrate solely on creating nice lighting, shadows etc. I think a lot of the other comments "Too bland", "Hardly any ZDoom/Skulltag features", "Too symmetrical" are dwarfed by this issue. You should really concentrate on doing this then work on the nitpicking issues after. 0 Share this post Link to post
pavera Posted November 12, 2011 Doesn't work in intended source port? I have the latest version of ZDoom but this crashes and burns when I try to load it. Something about "init failed for output type WASAPI". EDIT: Just tried it with the latest SVN build. That also crashes. Is this something on my end? I really feel like I shouldn't be having problems loading a ZDoom specific wad. EDIT2: Nevermind! I think I was having an issue with the audio on my laptop here. Strange. 0 Share this post Link to post
Pure Hellspawn Posted November 12, 2011 can't find it. try another site 0 Share this post Link to post
insanoflex312 Posted November 12, 2011 ^^Just click the megaupload link and it'll be right there. If that doesn't work pm me your email and I'll send you a copy. 0 Share this post Link to post
NaturalTvventy Posted November 13, 2011 I've made it up to level 4 or 5 and so far I must say I'm rather impressed. I'm playing on I'm Too Young to Die because that's generally how I roll. But there are lots of clever parts so far, and I like the new textures. I'll give further updates as I progress. 0 Share this post Link to post
NaturalTvventy Posted November 13, 2011 Level 7 was sweet with all the twisting of reality... very cool. you can get stuck right here though... http://i613.photobucket.com/albums/tt214/emilharold/Screenshot_Doom_20111113_085835.png 0 Share this post Link to post
insanoflex312 Posted November 13, 2011 NaturalTvventy said:Level 7 was sweet with all the twisting of reality... very cool. you can get stuck right here though... http://i613.photobucket.com/albums/tt214/emilharold/Screenshot_Doom_20111113_085835.png Good find, I'll look into it and add it into the "patch". 0 Share this post Link to post
MajorRawne Posted November 13, 2011 I've got a week off work coming shortly, can't wait to play this. The screenies appeal to me like you were making the maps just for me. 0 Share this post Link to post
Pirx Posted November 13, 2011 Memfis said:I think you should switch to Limit Removing format. You don't use any zdoom features in your maps and you have only one DECORATE monster which can be made with DEHACKED too, I think. also, making it not zdoom-only likely means that there will be more demos for it, since that's what most players use for recording. prboom/glboom demos play back on a double click, while for zdoom you always need the right version, which is a bit of a hassle. i really like the third screen with the ceiling structure against the red sky, and generally the plutonia style. 0 Share this post Link to post
johnfulgor Posted November 14, 2011 insanoflex312 said:urge to kill rising... http://www.megaupload.com/?d=QB63G0A9 This link does not work. John 0 Share this post Link to post
Chubzdoomer Posted November 14, 2011 You seriously should upload your files to a website like Mediafire which stores files for an unlimited amount of time. Megaupload and Rapidshare are terrible. Always have been and probably always will be. 0 Share this post Link to post
insanoflex312 Posted November 15, 2011 advice taken, thanks http://www.mediafire.com/?v0cxp8q3hyks8ok 0 Share this post Link to post
insanoflex312 Posted November 18, 2011 for some reason, my wad is on the archive but I can't find it on the /idgames page. I'd like to be able to read the troll comments about my wad. Link to wad from the archive put into OP. 0 Share this post Link to post
insanoflex312 Posted November 29, 2011 ok new link on idgames. patch is still coming, but I'm having problems getting the zdoom-only out of it so it doesn't require it. http://www.doomworld.com/idgames/?id=16637 Rate and comment! 0 Share this post Link to post
johnfulgor Posted December 3, 2011 Hello, very good work, very enjoyable gameplay. I've played the first seven maps till now, using GZDoom. I've found only two little bugs. 1)Map06, I've been trapped here: http://uploadingit.com/file/8misgautdmkmn5bc/MAP6TRAPPED.png 2)Map07 , Linedef 1674. Very difficult to trigger. Only succeeded after several trials. John 0 Share this post Link to post
insanoflex312 Posted December 4, 2011 thanks for the bug finds. In map07, lindef is easier to trigger if you lower the lift in front of it. Unfortunately another bug has been found. Spoiler The silent teleport only tiggers once, and it is impossible to get back down if you try to go back up the lift. 0 Share this post Link to post
BilboHicks Posted December 5, 2011 are there player starts for co-op? I added a feature to scoredoom where players can teleport to each other w.o. using cheats, to handle wads that don't support co-op, but player starts are helpful for no telefragging at start ;-) Look forward to trying this out, congrats on getting near the finish line after all these years :-) 0 Share this post Link to post