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Albertoni

shrooms.wad - Out just in time for x-mas!

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Download from here (GZDoom recommended, ZDoom required):
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/shrooms


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Hey guys, long time mapper here, made my first ones around 10 years ago but never bothered to post any because they were all terrible. To be honest this one is still terrible but this time I'm not 14 anymore.

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So, what happens when Doomguy eats magical mushrooms? Murderous rampage through hell, of course.

Features:

  • Four WHOLE levels for the price of one!
  • A very deep and insightful storyline!
  • Awesome linedef abuse! Sloped lighting without Transfer Brightness Level because I didn't know it existed!
  • Things that should never be done outside jokewads! Lime green and magenta textures side to side! Fall through a tunnel! Traps with monsters teleporting at your front!
  • Textures from more sources than you can shake a stick at! They get used once and I forget about them usually!
  • Soundtrack goes from black metal to prog rock, with awesome menu music that can make Brazilians WEEP! See by yourself!
  • A map that was comprised almost entirely of inside jokes turned into the best map of the WAD! That's magic if you ask me!
  • Not a single toilet in sight! About as many ponies as toilets! No three-headed monkeys either!
  • A hell that's not made out of fire and brimstone, for once!
  • Walk into a whale's mouth!
  • GZDoom only, unless you want to see this!
Screenshots:
Spoiler








Status:
Released. Looking for feedback.

I use weird transition maps for the endings as I couldn't figure out how to make MAPINFO do what I want. If anyone knows how to put two endgame lumps in the same map, one from the secret and one from the normal exit, I'd love to learn how.

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I love that tiny Jill of the Jungle sunset!

Albertoni said:

awesome menu music that can make Brazilians WEEP!

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While I like the shroom-y atmosphere, I gotta say, this wad is missing something. Not that I would know, of course, but from "what I hear" shrooms make the environment you're in look so big. Like a normal garage looking like it's the size of a gym and a driveway looking as long as a football field. Other than that, I like the look and sound of it, I'll keep an eye on this.

Also, you need to get a second Doomguy to just walk around your house with his hands both to one side like he's holding something... only to realize he's planning on DBZ'ing your wall. How many f*cking people watch that show?! And how did I realize that's exactly what he had planned? Thank God I stopped him; he might've succeeded.

Life's unanswerable questions, man.

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Honestly MAP01 gave me a bad impression. Especially the long crate corridor, and the music. Most of the rooms are really oversized compared on how much they are populated. Why are there just 2 stealth imps at the end??
MAP02 was pretty good on the other hand. Listening to ELP while going through those purple and green places was really cool. Combat was pretty fun also. I really liked the silent teleports to make those kind of weird places (they seemed to work fine).
Overall MAP02 was definetely a nice and interesting thing to see.
It would be better to rework many things on MAP01 imo. I'm also curious to see what's next :)

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gaspe said:

Honestly MAP01 gave me a bad impression. Especially the long crate corridor, and the music. Most of the rooms are really oversized compared on how much they are populated. Why are there just 2 stealth imps at the end??
MAP02 was pretty good on the other hand. Listening to ELP while going through those purple and green places was really cool. Combat was pretty fun also. I really liked the silent teleports to make those kind of weird places (they seemed to work fine).
Overall MAP02 was definetely a nice and interesting thing to see.
It would be better to rework many things on MAP01 imo. I'm also curious to see what's next :)


Damn got some ELP for Doom music? Shit, I'm downloading this now. What song is it?

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Fonze, the song is Tarkus.

gaspe said:

Honestly MAP01 gave me a bad impression. Especially the long crate corridor, and the music. Most of the rooms are really oversized compared on how much they are populated. Why are there just 2 stealth imps at the end??
[...]
It would be better to rework many things on MAP01 imo. I'm also curious to see what's next :)


Good to know that my first map in 10 years kind of sucks. :P
Honestly though, you're right. It could use some more enemies, specially in the first battle. The two stealth imps are there exactly so you'll run face-first into them, as a sort of trap. I could add a few more but I hate stealth monsters.

Still, while a few extra monsters will be in (specially on UV), I won't rework the geometry much before the rest of the WAD is done.

Oh, and try Nightmare if you think you're up for a challenge. I swear it's... barely possible. *wink wink*

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You don't need to add TX_START and TX_END markers for each texture, you can put all of them inside a single pair of markers.

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Not quite on the level of top-tier quality jokewads, in fact the first map with its startan corridors and boxy-ness set my expectations pretty low, but the experience was good in the end, and I liked it.

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Is it just me, or does the universe suddenly make sense? See, it's like thi-- no wait, I lost it.

You know, this is a lot like shrooms: at first I was unsure, then I started to like it; at some point hours later I just wanted it to all be over, but then I got back into it and was sad when it was almost over. After playing once I'd like to play again maybe once more in my lifetime, but only with the right people. Not that I'd know, of course.

There were a lot of cool shroomy things I noticed, though the first level was rough-looking. I thought it was funny, though, that you start in a semi-normal environment before things take a turn to the strange for the, wait for it, Shroomguy. I found it a little funny that the rooms in the first level looked a little big, but I think it'd be a bit funnier if the first level was a bit more spacious.

This was a ton of fun to play man! Also, great touch with the ELP :)

*Edit*
Like Scifista mentioned, the first level set my expectations low but the following levels were much better.

Also, that second level was a trip too. *like Tommy Chong* "Just don't look at the map, man..."

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@Doomkid:
Thanks!

@Fonze:
Glad you've enjoyed it, man. Thanks for the ritique as well.

Pedro VC said:

You don't need to add TX_START and TX_END markers for each texture, you can put all of them inside a single pair of markers.

... Living and learning. Thanks. I did think that was dumb. >_>

scifista42 said:

Not quite on the level of top-tier quality jokewads, in fact the first map with its startan corridors and boxy-ness set my expectations pretty low, but the experience was good in the end, and I liked it.

The first level was literally my first level in more than 10 years... So yeah, I agree where you're coming from. Then chatting with a betatester later on, I came to realize that having a meh first level leads to that effect and decided to keep it a bit underwhelming. Thanks though.

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Well, this was fun to play, even though I expected something more... insane from the name (ever played The Sky May Be?). The mod is very easy, I don't think my health ever dropped below 70% (I played on UV). Again, I expected some annoying traps, something like when you're having a nightmare in which you're trying to run from something but you can't move or you end up in the the same place.

I played in Zdoom and I noticed two instances of textures bleeding into ground in one map. I know Gzdoom is recommended (in which this rendering bug doesn't happen), but IMO it should fixed anyway:


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Caleb13 said:

Well, this was fun to play, even though I expected something more... insane from the name (ever played The Sky May Be?). The mod is very easy, I don't think my health ever dropped below 70% (I played on UV). Again, I expected some annoying traps, something like when you're having a nightmare in which you're trying to run from something but you can't move or you end up in the the same place.

I played in Zdoom and I noticed two instances of textures bleeding into ground in one map.


Don't worry. The sequel is going to be much more bonkers. Not to spoil much, but I'm going for an approach that as far as I've known has never been done before. Not TSMB levels of madness, as I want to keep the gameplay original, but... Let's say it'll at least be fresh.

And yeah, I aimed for easy, as it's easier to make a fun but easy WAD than risk swamping the player in thousands of traps and clown car teleporters. If you want a challenge, though, Nightmare is very specially tuned for a fair but harsh challenge. You even get a special ending out of it.


Finally! For the textures, I have literally no idea how to fix them. I've tried a few things, but nothing I did would change them. I couldn't find the same problem in the support threads here as well, else I'd have tried anything suggested.

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Albertoni said:

Finally! For the textures, I have literally no idea how to fix them. I've tried a few things, but nothing I did would change them. I couldn't find the same problem in the support threads here as well, else I'd have tried anything suggested.


To fix it you have to change the brightness of one side by at least 1.

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