Beed28 Posted July 10, 2015 Are there any WADS that have direct continuation throughout its maps? For example, you head into an exit room at the end of MAP01, finish the map, and then MAP02 starts you off in the same exit room. Scythe II did this but for only a few maps, and Going Down did it as well with the elevator. Can anyone think of more? 0 Share this post Link to post
nxGangrel Posted July 10, 2015 I think UAC Ultra had it, and there was also a space nazi wad the did it too I believe. I can't remember the name though. 0 Share this post Link to post
Memfis Posted July 10, 2015 Phobos: Relive the Nightmare Cleimos 2 Doom 2 Reloaded also Reverie, but the connection is often rather contrived (lazy teleport solution) 0 Share this post Link to post
DeletedUser Posted July 10, 2015 Armadosia =D http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/megawads/amdosia.zip 0 Share this post Link to post
dobu gabu maru Posted July 10, 2015 I'm pretty sure Hadephobia was made with this explicitly in mind 0 Share this post Link to post
Andrea Rovenski Posted July 10, 2015 I have a strict rule about doing that in each of my mapsets. Disrepair and The Green Machine are examples. As for stuff I didn't make, Flashback to Hell has a nice continuation theme with how the teleporters are structured at the end and beginning of every map. 0 Share this post Link to post
Beed28 Posted July 11, 2015 Thanks for the suggestions! I'll check some of these out. 0 Share this post Link to post
Terminus Posted July 11, 2015 Pretty sure NDCP2 does that in a few maps, if not all of them. 0 Share this post Link to post
esselfortium Posted July 11, 2015 Espi's remakes of Hell Keep and Slough Of Despair from the first Flashback Demo have direct continuity between each other, if I remember correctly. Suspended in Dusk also does this. 0 Share this post Link to post
SuperCupcakeTactics Posted July 11, 2015 Fragport, Super Sonic Doom, and I think some of STRAIN 0 Share this post Link to post
lupinx-Kassman Posted July 11, 2015 The Talosian Incident does this pretty well. Cygnus IV attempts a similar effect, but it doesn't quite work as well (always start the map facing a wall or something). Of course, old zdoom hub type mapsets tend to do this. Oh, and Project Space for giggles. I recall plenty of mapsets doing this, but I can't list them all off the top of my head like these. 0 Share this post Link to post
Makazi Posted July 11, 2015 If you don't mind playing through Knee Deep in the Dead again, DOOM:ONE. http://www.moddb.com/mods/doomone 0 Share this post Link to post
TMD Posted July 11, 2015 A Matter of Minutes will do this. It just skips all the boring parts in between levels where there aren't monsters to bother you and the theme changes dramatically and the door sometimes vanishes when you walk into where the next level starts. 0 Share this post Link to post
Cupboard Posted July 11, 2015 Fragport by TUD (The Ultimate Doomer). Great example of telling a story. 0 Share this post Link to post
cortlong50 Posted July 11, 2015 DTS-T did it. just bear in mind the first few levels are...bad. they get better. 0 Share this post Link to post
AD_79 Posted July 11, 2015 cortlong50 said:DTS-T did it. just bear in mind the first few levels are...bad. they get better. No they don't. 0 Share this post Link to post
40oz Posted July 11, 2015 Hellbounds maps are continuous in that way too. 0 Share this post Link to post
EffinghamHuffnagel Posted July 11, 2015 Just found this thread. I also love mapsets with continuation; of following one long story. They're my favorite. You guys have remembered more than I ever could. I'll add one more question on top of the original. Half-Life and Doom3 had plenty of instances where you could see an area you couldn't reach yet. You got there eventually, but maybe not in the current map. I remember a Doom mapset where you walked along a deep, uncrossable, lava river and saw a building on the other side. Two maps later you're fighting your way into a building to find a key, I think. You look out the window and see the lava river and the spot on the other side where you were walking two maps earlier. I loved the surprise of that moment. Any of the mapsets you've mentioned have anything like that? Or crossing the same map from a different direction? Or a different time period? What would Doom2 maps look like after 1000 years had passed? I've always thought a Continuation mapset would be a great Community Project. It would take forever because a mapper couldn't start until the previous mapper finished. Also balance would be tricky. You'd always have to bear in mind "This is MAP04. I can't have 3 AVs and 5 Cybers." But maybe six really good mappers could work together and do it. Just an idea. 0 Share this post Link to post
mouldy Posted July 11, 2015 I think Jenesis does a pretty good job of keeping the continuation going on a lot of the maps. EffinghamHuffnagel said:You look out the window and see the lava river and the spot on the other side where you were walking two maps earlier. I loved the surprise of that moment. Any of the mapsets you've mentioned have anything like that? Or crossing the same map from a different direction? Or a different time period? I seem to remember Deus Vult 2 eagle's nest has the green castle from the previous map in the distance. I love stuff like that. There's a few maps in Going Down where you can catch a glimpse or revisit previous maps, and of course there is the time travel map. I always thought a whole time travel megawad might be fun, where each map is the same place but in a different time. hmm... 0 Share this post Link to post
scifista42 Posted July 11, 2015 EffinghamHuffnagel said:I've always thought a Continuation mapset would be a great Community Project. It would take forever because a mapper couldn't start until the previous mapper finished. That's what Progressive Fiction was all about, resulting in Hadephobia in the end. 0 Share this post Link to post
40oz Posted July 11, 2015 That's a pretty cool idea. I do enjoy "The Living End" style where you see a place you want to get to right from the start, and then eventually get there at the end of the map, but i didn't think about having that sort of design across multiple maps. 0 Share this post Link to post
EffinghamHuffnagel Posted July 12, 2015 Yeah, it wouldn't be like a Hexen hub because you couldn't go backwards. More like The Hobbit. "Yep. That's it. Lonely Mountain. It'll only take us another whole movie to get there." And among mappers who are friends there's also the cliffhanger/dickish possibilities. Ending a map by jumping off a cliff into an ocean of lava, or with 30 Imp fireballs coming towards you. "Okay. That's my map. Take it from there." 0 Share this post Link to post
Memfis Posted July 12, 2015 IIRC, in Scimitar you sometimes get to see areas from a few levels ahead. It's a cool idea but when you already know how Doom works and realize that it's just copypaste, some charm is lost I think. It would be nice to become a naive kid again... 0 Share this post Link to post
scifista42 Posted July 12, 2015 Memfis said:see areas from a few levels ahead. It's a cool idea but when you already know how Doom works and realize that it's just copypaste, some charm is lost I think. I still don't see it as anyhow less charming than if it was an actual (hypothetical) view-portal into the next level(s) - unless the foreseen levels visibly contain monsters / items that I cannot kill / pick up yet in this map. It reminds me of the truth. Understand, I wish to get there now, for the monsters and items, to improve my level stats or just get more enjoyment out of this map. And the inability to do so makes me annoyed. 0 Share this post Link to post
tomatoKetchup Posted July 13, 2015 Playing through ETERNAL at the moment and it seems that TNT made an effort linking their maps together in this one. 0 Share this post Link to post
mouldy Posted July 13, 2015 Memfis said:IIRC, in Scimitar you sometimes get to see areas from a few levels ahead. It's a cool idea but when you already know how Doom works and realize that it's just copypaste, some charm is lost I think. It would be nice to become a naive kid again... Foreshadowing is a story-telling technique rather than a technical achievement. Like how in a film, a character or object that will become important later is introduced in an earlier scene. Its effectiveness will depend on its implementation and subtlety, what you describe is the equivalent of a film audience thinking "oh well thats obviously done with editing or special effects", which can happen when the techniques draw too much attention to themselves. 0 Share this post Link to post