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Cartel

Evil Returns Megawad (WIP) Beta 5- New Map (November 4th, 2018)

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4 hours ago, EffinghamHuffnagel said:

Also started going through this, but more for bugs than gameplay. If a map got too slaughterish, I went to god mode and just looked for errors. Using GZDoom. Got up to MAP20 so far.

 

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MAP13
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GZDoom-specific issue. The center of a monster (radius +1) has to cross the linedef before the monster will teleport. Since the SpiderMastermind's radius is 128 and the distance from the far corner to the center of the teleport linedef is only 96, they will never teleport out of their closets.

 

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MAP16
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Deaf Caco (thing 1003), area south of linedef tag 28, never activates. It can't see the Player past the corner where it sits.

 

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MAP17
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As soon as you use linedef tag 2 and open the monster alcoves, all the Shells near them rise and 'float' to the floor level of the closets. That puts them over the head of the Player. They can only be reached with an AV jump. Can't believe that was intentional.

 

The blue teleport flat, FHELL01 - I've always seen it animated before. Was that a choice to not animate, or did you not find the rest of the flats?

 

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MAP19
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GZDoom crashes when leaving map. Mapinfo error. Under MAP19, 'next' is set as 'MAP20STRGATE1'. Checked older versions. Error has been there in releases for the last year. No one noticed before?

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Thanks for the feedback.  The map 19 error had to been extremely recent.  Good find.  All errors have been fixed.

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2 hours ago, mArt1And00m3r11339 said:

I beat level 26.

Regular version:

TBrown0065 version:

 

I'm going to "remaster" my first ever map I made soon and see if you can beat it.  It's a slaughterfest maze map with about 4500 monsters.  

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1 hour ago, Cartel said:

I'm going to "remaster" my first ever map I made soon and see if you can beat it.  It's a slaughterfest maze map with about 4500 monsters.  

I can't wait to try it. Meanwhile, I have a slaughter level that you might be interested in trying out. It has over 29,000 enemies. The level is titled "Eyeball."

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/eyeball

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Ok, picking up at Map 21, as my last feedback ended at Map 20, although this is from a pistol start again.

 

Map 21 - The red key area almost feels like it should be swapped with the blue key area in terms of order. You have a very nice layout with 2 Cyberdemons, a Spider Mastermind and several other monsters, but this is much more exciting than the blue key area. I almost feel like this area should be a "lock in" area, and you don't actually get the key until you kill both Cyberdemons (especially as you get the BFG just before), and that is the key that leads to the final part of the map. The blue key area should have some sort of trap as you have a lot of SSG ammo, but nothing happens when you pick it up.

 

Map 22 - Unless I missed something, there doesn't seem to be any way of knowing which room you need to look in for the red key. As a result, this map is awful and boring. After picking up the key, I was surprised to be greeted by 2 Cyberdemons on my return to the red door, which I liked. (This map would be a pain to UV Max)

 

Map 23 - Nice theme here. The Cyberdemon fight by the BFG leaves very little room for manoeuvre. In the red key area, you can just escape the fight, especially as the area is so large, so maybe a timed exit door to this area would be good to force you to deal with the monsters that spawn in.

 

Map 24 - Other than the fact the exit could be better signposted, this was a thoroughly enjoyable level from start to finish.

 

Map 25 - The texture you chose for the switch by the lift is REALLY out of place in this map.

 

Map 26 - The red key area is very vast, but too vast to contain the fights that take place in it to me. It could do with being scaled down in size slightly, or perhaps having a second wave of ambush appear before you get to the exit teleport. At the end, is there really any point in having to walk that far to get the yellow key? That could maybe spawn an ambush on the sides to make the walk back more dangerous, otherwise just have the exit be immediately accessible.

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Last bug report. Still using GZDoom.

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MAP20
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I'm guessing the two sets of columns blocking the exit were originally opened by two switches, linedefs 11 and 12, and at some point you decided to eliminate the switch for linedef tag 12. There are two AVs in closets still released by linedef tag 12. They never teleported in.

 

The Invulnerability Sphere secret - is that an AV jump? I wasn't quite able to get there from the upper walkway with an SR50 (which I've never been very good at). It may just be me.

 

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MAP21
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Seat of chair by Red Key has a huge slime trail. Re-building nodes should fix it.

 

None of the closeted monsters teleported in. Nothing ever wakes them up. Need a few joined sound sectors.

 

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MAP26
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One SpiderMastermind did not teleport in. Sector tag 42 missing.

 

 

Dude, this mapset is epic! The maps are beautiful. Architecture is amazing, texture use is outstanding. Some maps feel a little overwhelming for single-player, but I can see where a co-op team would have a lot of fun here. Except probably the hotel map. It's really nicely designed, just not very fun. It's just a normal hotel. Find the key and leave. Maybe three keys. Each one opens a separate 'wing'. Each wing is more hellish and harder. I don't know.

 

Looking forward to the rest of the maps.

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On 4/4/2018 at 6:38 AM, mArt1And00m3r11339 said:

I can't wait to try it. Meanwhile, I have a slaughter level that you might be interested in trying out. It has over 29,000 enemies. The level is titled "Eyeball."

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/eyeball

 

Been so long since I've just sat down and played a good slaughter map, and with 29,000 monsters, it looks like I'm in for a good challenge.  Will try to record the gameplay, too. 

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Really appreciate you guys taking the time to look for mistakes in my wad.  Crazy about the monsters not spawning in for some of the maps.  They did in beta 3.  Not sure what happened.  Went ahead and fixed a lot of things and released beta 4.2.  Gotta figure something out for map 22.  I spent so much time on the design, I completely neglected the gameplay.  I'll probably do the three key suggestion soon.  I also took out all stimpacks, to give the player more of challenge with very limited health.  

 

Thanks again, guys.

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2 hours ago, Cartel said:

 

Been so long since I've just sat down and played a good slaughter map, and with 29,000 monsters, it looks like I'm in for a good challenge.  Will try to record the gameplay, too. 

I can't wait to see it. You will need to play it with a vanilla style source port (such as GLBoom+) due to performance issues in ZDoom-driven source ports. If you record it with the vanilla style source port, you will need to play it with -complevel 17. Below is the syntax for recording with the source port (enter it into a text file and save it as a .bat). The wad and the .bat file should both be in the PrBoom folder.
glboom-plus -iwad doom2.wad -file Eyeball.wad -complevel 17  -record file name -skill 4

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Update:

 

Beta 5 now out if anyone is interested. New map added, putting the wad at 27 completed maps.

 

Other updates: 

***Map 22 was changed up a good bit, specifically the gameplay. 

***Changed out some of the maps MIDI's

***Added new textures (Maps 27-32 will be the one's where you'll see the new textures)

***Did a little bit of maintenance in a few maps. Just minor stuff, a bit more detailing, decorations, etc. 

 

So if anyone has some spare time or if they're interested in checking out a new wad, give this one a go. If anything, play maps 22 & 27 and let me your thoughts. You should probably play map 22 from beta 4 first and then play the newer version from beta 5. Tell me if the map is better or not.

 

Thanks! 

 

 

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On 11/9/2018 at 10:47 PM, Bryan T said:

This is pretty hardcore.  It reminds me of Hell Revealed.

 

I did make the last few maps a bit difficult with the exception of map 25. I plan to take it easy on the slaughterfest type gameplay for map 28. Give the player/s a nice simple map before taking on map 29, which will be the final map before the Icon of Sin map (map 30). I don't plan to hold back on 29, it's going to be insane :)

 

My wad has been compared to Hell Revealed a few times now, which is a big compliment. Thanks for the comment. 

 

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I've played about 30 wads with project brutality, clusterfuck and whatever other mods. I played through this entire wad with Clusterfuck and hooooooooly shit! I had a hell of a time! This wad was super fun! Creative and Beautiful maps (especially that big ass blue one and the cool hotel one). Excellent monster closests! 5 stars to you guys!

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On 12/24/2018 at 3:12 PM, Schlingus said:

I've played about 30 wads with project brutality, clusterfuck and whatever other mods. I played through this entire wad with Clusterfuck and hooooooooly shit! I had a hell of a time! This wad was super fun! Creative and Beautiful maps (especially that big ass blue one and the cool hotel one). Excellent monster closests! 5 stars to you guys!

 

Hey, thanks for the awesome feedback. Much appreciated. 

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On 1/24/2019 at 5:55 PM, Bryan T said:

I had the first 9 levels done before but Guncaster just got an update so I'm restarting this.  I found what is maybe the most OP item in the mod so let the carnage begin.

https://www.youtube.com/watch?v=VU88kpSsSXo

Awesome gameplay!

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6 hours ago, Cartel said:

Awesome gameplay!

It has been a while since I have heard from you. I made a level titled "Peanut Butter Cake Massacre" which took me over 6 hours to beat (it has been on YouTube since January 30). It has 17K enemies.

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