NaZa Posted January 2, 2018 (edited) I present: Misjudged Massacre. It was going to be a full 32 level megawad. It wasn't going to be a very difficult WAD, kinda Hell Revealed tier. The first few maps aren't very difficult but around MAP07 or so things would have changed a lot and would have gradually (!) gotten more difficult. It uses Duke3D music almost exclusively (apart from the title & intermission) because there's some nice gems, but people constantly overlook Duke3D as grabbag.mid is the only .mid associating them with Duke3D. I want to show that that game had many good .mid files that do fit in Doom. (you probably know about Plasma and Ah, Geez already). The progression that the maps follow isn't a copy of BASE CITY HELL. It's more like sandy run-over techbases. DOWNLOAD WHAT WAS FINISHED === Misjudged Massacre Progress (01-06) V3 (unofficially v4) === ^^ - MAPs 01-04 fully completed. 05 started, has exit so you can gloss over it. 06 started, unfinished, has exit STORY: Spoiler It's year 2152. You're just an ordinary person working at a communications facility. Your life is pretty boring, and in your free time you play some videogames, such as Doom, the most popular videogame around. It was modelled after a real event, when a hellish invasion struck Mars' satellites Phobos and Deimos, and slaughtered most of the people there. Since then, people have been scared of that happening again, you included. One day, scientists that were sent on the Moon attempted a very risky experiment in their base. They were trying to recreate the events that caused the invasion near Mars. As a team led by Dr. Roger Hrystowski deciphered the diary of a department officer on Phobos, showing the environment in which they conducted the experiment. The Phobos scientists have done almost everything right, except for one thing; they forgot to secure the area. Dr. Hrystowski wanted to make sure his area was secured, so he made a big shield surrounding the main hall, ensuring nothing bad happens. Unfortunately the energy needed to boost the dimension rift loosened the shield, but the team didn't notice it. Soon, a Cacodemon popped out. The team got scared, but they thought they were secured. A Cyberdemon appeared as well. The team made fun of him, because they thought he was unable to harm them. Then suddenly he fired, and before you know it, the rocket exploded, destroying the loose shield and killing numerous scientists. The base was completely demolished, and yet again, all Hell broke loose. They have spread all across the Solar System, Earth too. You think you've got enough experience with these sorts of things just by playing Doom so you go ahead and try to fix things yourself. Once you get to your own facility, the guard seemed alright... however once you entered the gate shut behind you and a demonic voice was heard saying: "You think you're able to win? Think again. There's no going back!". Now you have to attack. Good luck, marine. You'll need it. CHANGELOG: Spoiler July 7th, 2018 - finally finished MAP04: Digging Deeper - started work on MAP05: April 14th, 2018 - renamed MAP04 to MAP04: Digging Deeper April 3rd, 2018 - MAP03 beta completed - Started work on MAP04: Roaming the Streets January 8th, 2018 - MAP01 fully completed - MAP02 fully completed January 5th, 2018 - Started work on MAP03: Path to Freedom January 1st, 2018 - MAP02 beta completed November 8th, 2017 - MAP01 beta completed - Started work on MAP02: Scratching the Surface August 19th, 2017 - Project started - Started work on MAP01: Haven SCREENSHOTS: Spoiler MAP01: Haven Edited December 15, 2020 by NaZa : it looks like I live in the future 27 Share this post Link to post
Liberation Posted January 2, 2018 (edited) If your making vanilla maps then use "chocorenderlimits" (ill find a link at some point). It simply is the way forward for avoiding VPO and more commonly the seg overflow that causes HOM's. 32 Maps is ambitious as you know, however since your going vanilla may I suggest you set a sector limit? 150 - 200 for a normal level and up to 400 for a bigger, more important level. What you have so far looks good to be fair the CC4 textures are very nice! https://doomwiki.org/wiki/Chocorenderlimits 1 Share this post Link to post
Obsidian Posted January 2, 2018 4 minutes ago, NaZa said: The texture pack will be cc4-tex.wad, obviously... Remember that cc4-tex.wad was primarily made for Boom format so not everything will transfer over to vanilla cleanly. Also look here for a decent list of vanilla limitations and feel free to ask about vanilla DeHackEd. 2 Share this post Link to post
NaZa Posted January 2, 2018 (edited) 2 minutes ago, Obsidian said: Remember that cc4-tex.wad was primarily made for Boom format so not everything will transfer over to vanilla cleanly. Also look here for a decent list of vanilla limitations and feel free to ask about vanilla DeHackEd. I know. I'm using a nerfed version that works with DOOM2.EXE. Thanks for the thread! I'll look into it. edit: Thank you @Liberation for the link to Chocorenderlimits! I've heard about it and knew it was a fork of Chocolate Doom but didn't download it. I've been using Boris' Visplane Explorer for visplane/drawsegs (with all doors opened and all floors lowered). 1 Share this post Link to post
bioshockfan90 Posted January 2, 2018 very cool NaZa, screenshots look good. can't wait to play! 1 Share this post Link to post
NaZa Posted April 3, 2018 (edited) MAP03: Path to Freedom Map is done. Took a while, and there was a huge spot of laziness around, so basically first two weeks of January + last two weeks of March was when I did the map. Incorporates the cave wandering aspect more than MAP02 - this time in a deserty environment as a segmented base that's connected with various hallways... but not really... interlocked... I had many plans for optional areas but I just dried out near the end. Still, I'm satisfied with it! (nomonsters flag, accidental berserk pickup and noclip included) 11 Share this post Link to post
Deadwing Posted April 3, 2018 Screenshots looks a lot interesting, keep going! :D 1 Share this post Link to post
xvertigox Posted April 3, 2018 Sweet, looks good. The more vanilla content the better. 1 Share this post Link to post
NaZa Posted April 3, 2018 33 minutes ago, Myst.Haruko said: Will you replace sky? Just asking :"") I was thinking about it, but I am still not sure. The default Doom II sky blends in nicely in MAP03 with all the deserty environment, but the gray cc4 sky is much better in the first two. However, I probably will replace the sky. 0 Share this post Link to post
Liberation Posted April 3, 2018 Glad to see progress is still being made! 1 Share this post Link to post
riderr3 Posted April 3, 2018 Well now I'm calm for DW Megawad Club, they always find something to play. 0 Share this post Link to post
Pegleg Posted April 3, 2018 On 1/2/2018 at 5:58 AM, Liberation said: If your making vanilla maps then use "chocorenderlimits" (ill find a link at some point). It simply is the way forward for avoiding VPO and more commonly the seg overflow that causes HOM's. https://doomwiki.org/wiki/Chocorenderlimits More precisely, it allows you to play your level and render it, regardless of the number of visplane, drawsegs, etc. The nice thing is that the HUD displays all of these, along with the vanilla limit, and highlights one of them when you exceed that limit. Since VPOs will crash the game, it also keeps a running tab of the maximum visplanes visible during the playthrough (while you open doors, raise lifts, lower ceilings, etc.). It's nice because it lets you see all of this in real time, while Visplane Explorer (which I also like) determines the visplanes and drawsegs in 8 directions only from any one point, and only gives you the option to open all doors or close all doors. It provides a good starting point, but chocorenderlimits let's you really nail things down to determine what is causing your trouble. For example, I had a vanilla level that would crash if a monster was killed while over a patch of ground that would later raise up to form a temporary wall. If the monster was on top, the wall wouldn't go all the way to the ceiling and there would be extra visplanes that hadn't been planned. The only way I found that was through chocorenderlimits. 1 Share this post Link to post
HAK3180 Posted April 3, 2018 Looking good. One question though: are you sure you haven’t even started the project until four months from now? 0 Share this post Link to post
NaZa Posted April 3, 2018 2 minutes ago, HAK3180 said: Looking good. One question though: are you sure you haven’t even started the project until four months from now? I have, but didn't make the thread as I was still undecided about actually finishing it. The changelog states that I started work on 19th August, which is true. I also sent out PMs and DMs to playtesters and posted screenshots around mid-August of MAP01. 0 Share this post Link to post
Deadwing Posted April 3, 2018 6 hours ago, NaZa said: I was thinking about it, but I am still not sure. The default Doom II sky blends in nicely in MAP03 with all the deserty environment, but the gray cc4 sky is much better in the first two. However, I probably will replace the sky. I think you should change the default sky, it will give a more unique look for the maps. 1 Share this post Link to post
HAK3180 Posted April 3, 2018 I think you misunderstood. I was just giving you a hard time because several of your dates have not even occurred yet. I think you meant 2017. 1 Share this post Link to post
NaZa Posted April 3, 2018 2 minutes ago, HAK3180 said: I think you misunderstood. I was just giving you a hard time because several of your dates have not even occurred yet. I think you meant 2017. Whoops, thanks! Yes, the bottom two are in fact 2017 - I just didn't check what I wrote... eh. It's supposed to be from bottom to top, the changelog. 0 Share this post Link to post
Lila Feuer Posted April 3, 2018 Love the atmosphere in these, cool PLAYPAL too, especially the darker red. 1 Share this post Link to post
NaZa Posted April 14, 2018 Alrighty. I'm doing MAP04 and I've settled on using some areas of my old project Abhorrence's MAP04 because I've put too much effort into that map, and it's a pity I've never fully finished it - I had so many things planned for that map. Might make it a tad bit easier, though - the temple part (which I aim to reuse) was absolutely mental and it would be too huge of a difficulty spike. ž Obviously the map was limit-removing (in quite a way!) so it will be difficult to clean it of VPO's. What is your opinion on reusing assets from previous projects (in case a map wasn't fully finished but you put too much effort in?) 1 Share this post Link to post
VGA Posted April 15, 2018 Of course reuse stuff. Also, why don't you make it limit-removing so as not to waste time with VPOs etc? 0 Share this post Link to post
pcorf Posted April 15, 2018 On 1/2/2018 at 9:58 PM, Liberation said: If your making vanilla maps then use "chocorenderlimits" (ill find a link at some point). It simply is the way forward for avoiding VPO and more commonly the seg overflow that causes HOM's. 32 Maps is ambitious as you know, however since your going vanilla may I suggest you set a sector limit? 150 - 200 for a normal level and up to 400 for a bigger, more important level. What you have so far looks good to be fair the CC4 textures are very nice! https://doomwiki.org/wiki/Chocorenderlimits And when I made Incineration, an episode 3 replacement intended for Registered Doom v1.2. I always checked the visplane explorer in DB and made sure I kept the limit to mostly under 100. So it is important not to use Boom features and keep the visplane below 100 even though the limit is 128. 1 Share this post Link to post
NaZa Posted April 15, 2018 4 hours ago, VGA said: Of course reuse stuff. Also, why don't you make it limit-removing so as not to waste time with VPOs etc? In the past, I've focused way too much on microdetails and not gameplay. I want to kinda change that. 0 Share this post Link to post
Dragonfly Posted June 7, 2018 I like what I see so far. The palette is gorgeous, too! Look forward to what else comes of this. :) 1 Share this post Link to post
Salt-Man Z Posted June 7, 2018 (edited) The screenies do look nice, but I could go for a little lot more height variation. (Personal preference, of course.) 1 Share this post Link to post
NaZa Posted June 7, 2018 3 minutes ago, Salt-Man Z said: The screenies do look nice, but I could go for a little lot more height variation. Now that you say it, there really isn't a lot of high variation in these shots. There's some height transition between areas but it is rather minimal. I'll focus on improving that as well over time but that's not my top priority. 1 Share this post Link to post
NaZa Posted July 7, 2018 MAP04: Digging Deeper Finally done. Had to focus on other projects a bit so this one was put on hold for a month and a half, but I'm pleased with my work. The cave areas are a bit bare but I focused more on gameplay this time around. It's an extremely brown level, UAC Ultra-style, with some industry work as well! 11 Share this post Link to post