Zolgia108 Posted October 10, 2018 (edited) thank you :) i will consider placing some more pre icon monsters, i just placed 1 cyberdemon 2 revenants the arch 2 mancubus and the double boss, as soon as you started i saw you killing those bossses in a second with the bfg (btw the secret is supposed to be taken, but the meaning of that texture is the same one at the end of the previous map), i think that the situation without a bfg would be too rough, i am not sure. I'm glad that it did take some tries to figure out the switches, cause usually an icon of sin takes a second to end but should take a few minutes to figure it out, that's what was hard to recreate (at least for me), but yea i think it worked well enough. It will go on, i am not planning on using an icon as final boss. You should read the end episode writings sometimes btw! you never do that ahahahah, there is one at the end of map 07, then on 12, 17 and this! :( 0 Share this post Link to post
HAK3180 Posted October 10, 2018 @Zolgia108, oddly enough, I did actually watch the screen this time before seeing this post. But yeah, I usually don't. I think I just got into the habit of not caring about them because they're not changed in Good Morning Phobos, which was the first big set I did. Doomworld forum topic New look comes with a little more detail than we’re used to but a similar kinda washed out grey look. Overall I like the atmosphere and the progression. And I like the combat for the most part. The only thing I really dislike here is the overuse of semi-invisible monsters. Probably about half the monsters have the spectre quality. Bottom line: One persistent annoyance brings the map down some, but it’s still pretty good. 1 Share this post Link to post
Capellan Posted October 10, 2018 Finished the video. Spotted a wrong ceiling flat in map17, and a couple of things in map19 (extra secret sector tag, misaligned startan). There's a radsuit right there in plain sight in the second cavern of map18, you know :) The D404MAPS.TXT file discusses how the map names shaped the maps, but it's fine if you don't see them. They gave me a focus to work to, which was the point of the exercise! 0 Share this post Link to post
HAK3180 Posted October 11, 2018 @meapineapple Doomworld forum topic Interesting progression that feels a little like a puzzle sometimes. Combat is pretty good, especially the imp + spider room, but health is rather low and the gameplay would benefit from a chaingun and/or shotgun. The look is pretty cool; it does feel pretty dungeon. I suppose minor drawbacks would be a ton of the one stone texture and a few odd uses of ashwall. Bottom line: Enjoy your super shotgun and rocket launcher 1 Share this post Link to post
meapineapple Posted October 11, 2018 I did notice from your playthrough that there was definitely not enough health for medium difficulty. It was interesting to watch how you got through the map on such low health, though I do feel slightly bad for forcing that on you. This map set is based around chaingun/SSG and rocket launcher, just the way it's designed. I can see how it could get annoying in the longer map 3, but I tried to refrain from putting the player in situations that couldn't be handled with the weapons they got and, particularly in the case of the SSG, to make sure that ammo was in generous supply. Each of the maps was loosely based on an area in Zelda 1, and all of the music came from the Zelda series. "Going Alone" was based on the beginning of the overworld, "Mountain Ahead" was based on some mountainous area in the north of the overworld, and "Dungeon" was based on one of the dungeons, though I can't remember which one right now. And, of course, the imp and spider room was meant to be the wad's version of a boss fight/puzzle. So, thank you for playing Chronicle of Doomguy! How did you enjoy it overall? 0 Share this post Link to post
Zolgia108 Posted October 11, 2018 The tornado demon archvile was removed today :) it's kinda nonsese and i decided to put a regular arch instead, the translucent monsters were to add some difficulty and to simbolize the fact that you went were the demons you killed now lie (map 25 will be called "where dead demons lie" referring to a song by Dissection called "where dead angels lie"), so i liked the double idea, i don't know if they were cheap but it seems you managed to end the map fairly so iguess it may be alright! I am sorry that i am still working on map 24 (actually first version is up but i am waiting for my brother to test it first), i will send you a message with the link asap (probably by the end of the week if not before). You did a lot for me Hak and i am really grateful :) 0 Share this post Link to post
Capellan Posted October 11, 2018 Oh the other thing to mention about Doom 404 is that the new music only goes to map15 right now. The maps after that just have standard Doom 2 music. 0 Share this post Link to post
HAK3180 Posted October 11, 2018 @meapineapple, ah, okay. I've never hardly actually played the original and didn't really replay many others except Link to the Past. I certainly enjoyed it overall. It's a good use of all (mostly?) stock resources: still fun and interesting. @Zolgia108, at the end of the day it was only a few of the monsters I had real issue with, the distant commandos in particular, but they weren't going in and out of visibility and the map was plenty bright. @Capellan, I had forgotten that. I pretty much stopped playing Doom with Doom music in the early 00s, so although I know the tracks, I don't always remember which maps they go with, particularly the tracks I don't like, which is a lot of the Doom II ones. 0 Share this post Link to post
HAK3180 Posted October 11, 2018 @MarcinT I actually played this before I read your comment, so it's still in Crispy. One of your lifts in Map 01 uses a zero tag and the other uses a Boom action, so this wad is decidedly not vanilla compatible. It needs at least Boom. That is why I could not get out. I will do the remaining maps in GZDoom. Doomworld forum topic Even if this project started out as vanilla, with as many twists and turns as there are in this cave system, I don’t think a little more detail here and there would cause vanilla limit problems. It’s pretty much all the same height and texture. I do like the story told through the train. For gameplay, it’s again pretty basic but this time there’s a pretty severe lack of ammo or at least a distribution that does not lend itself well to how I played the map. There were also some very remote switches, which meant a lot of running back and forth through the sections that were hard to tell apart. Bottom line: A somewhat cliché but interesting layout, but this map lacks polish and ammo. 0 Share this post Link to post
HAK3180 Posted October 12, 2018 @Capellan Doomworld forum topic Bottom line: A couple gimmicky maps in this section that I actually liked quite well. I’m noticing more ammo and health related challenges 0 Share this post Link to post
Brad_tilf Posted October 12, 2018 On 2/26/2018 at 12:04 AM, HAK3180 said: Inspired by @xvertigox and his thread, I’d like to make a similar offer to the Doomworld community. I only started playing custom wads a few years ago and only started mapping several months ago. I want to improve at mapping and I want to have fun Dooming. I think I can accomplish both those goals by playing, recording, and offering commentary on your maps. I do not want to steal xvertigox’s customers or anything like that. I just want to give you another (or an additional) option and perhaps take a little pressure off him. By all means, post your wads in both threads. Maybe you’ll get two videos! He is perfectly okay with this, by the way. My General Guidelines I’m only interested in Doom wads, that is, Doom, Doom 2, TNT, or Plutonia. I prefer (but do not require) simple/old school. I’d rather not freelook (I’ve usually not had a problem even when it is recommended), use new weapons, or fight new monsters. I do not even bind crouch to a key, and I generally don't play wads that require jumping. If you specify an exclusive or preferred port, I will probably use it. Generally, I use Crispy, PrBoom+, GZDoom, and sometimes Retro. I would prefer you give me a rough length and difficulty level so I can plan accordingly. EDIT: My soft maximum length is about three hours. I will offer some commentary throughout the video. I intend to do FDAs, but I will probably save sometimes and it’s also possible (unlikely) that you will get a SDA or TDA. If you quote a post that contains a video, please remove the video from the quote. So please, post links to your maps! TABLE OF CONTENTS (links to pertinent post/video) Reveal hidden contents Page 1 Reveal hidden contents "Iron Keep" by @Deadwing "Crashdown" by @94's the best style "Think About It" by @Myst.Haruko "Bad Religion" by @NaturalTvventy "Boxes All the Way Down" by @bonnie "Cooped Up" by @Royal_Sir Lost Civilization Map 02 by @Jaska "Argent Refinery" by @DooM_RO "Gjunx" by @RaphaelMode Page 2 Reveal hidden contents "Sigma Waste Facility" by @PepsiBepsi "The Demon's Den" by @Jthom "Iconoclasm" by @DooM_RO "The Rooms of Doom" by @xdarkmasterx "Regnum Damnatorum" by @DooM_RO Lost Civilization Map 01 by @Jaska "Infested Base" by @xdarkmasterx "Sewers" by @bonnie "Dark Base UAC" by @xdarkmasterx Page 3 Reveal hidden contents "Hellbrary" by @Glaice "Chapel of Chaos" by @Glaice "Uncertain Doom" by @Glaice "Breakdown" by @nervewar "Tramadol" by @xvertigox "Small Fortress" by @Shneeble Page 4 Reveal hidden contents "Primary Excavation Site" by @DooM_RO Jaunt Map 01 by @Sparktimus "E1M1 with gl light shadowmaps + 3d ceiling lights" by @xanrer "Delta" by @beast "Abyssus" by @Glaice "Deimos Abandoned Base #79" Part 1 by @PeterMoro "Fungous Abortion" by @xdarkmasterx "Dante Allegory" by @NeedHealth "Shards of Glass" by @Glaice "Bedrock of Hate" by @NeedHealth Doom Revisited E1M1 by @Glaice Page 5 Reveal hidden contents Atonement Map 01 "Teleporter Accident" by @The Mysterious Moustachio Doom Revisited E1M2 by @Glaice Atonement Map 02 "UAC Machine Labs" by @The Mysterious Moustachio "Marine HQ" by @YukiTakashi Doom Revisited E1M3 by @Glaice Atonement Map 03 "Cross Canyon Chaos" by @The Mysterious Moustachio "Port of No Return" by @NeedHealth Doom Revisited E1M4 by @Glaice Atonement Map 04 "Hydroextraction Zone" by @The Mysterious Moustachio Doom Revisited E1M5 by @Glaice Atonement Map 05 "Big Ol' Crater" by @The Mysterious Moustachio "Crimson Wood" by @Yugiboy85 "The World Above" by @JBerg Doom Revisited E1M6 by @Glaice Page 6 Reveal hidden contents Atonement Map 06 "Mars Escape" by @The Mysterious Moustachio "Underwhelming Overwhelming" by @darkhog "The World Below" by @JBerg Good Morning Phobos Map 01 "Unresolved Business" by @sincity2100 "Wild Dog" by @NuclearPotato Doom Revisited E1M7 by @Glaice Doom Revisited E1M8 by @Glaice Atonement Map 07 "This Earth Unknown" by @The Mysterious Moustachio Good Morning Phobos Map 02 "Silver Labs" by @sincity2100 "Mansion of Madness" by @NuclearPotato Doom Revisited E2M1 by @Glaice Atonement Map 08 "Seismic Research" by @The Mysterious Moustachio "Dexter" by @Hans Good Morning Phobos Map 03 "Waterworks" by @sincity2100 map by Nuclear Potato for Eagle Speedmapping Session 11 by @NuclearPotato Doom Revisited E2M2 by @Glaice Atonement Map 09 "Mining Ops" by @The Mysterious Moustachio Page 7 Reveal hidden contents Good Morning Phobos Map 04 "2105 Power Control" by @sincity2100 "Unicorn Palace" by @dybbuk Demonic Citadel Map 01 by @Skunkbear Doom Revisited E2M3 by @Glaice "The Devil's Coterie" by @Capellan Atonement Map 10 "Filtration System" by @The Mysterious Moustachio "Goetia" by @Roofi Good Morning Phobos Map 05 "Poison Island" by @sincity2100 Demonic Citadel Map 02 "Decrepit Sewers" by @Skunkbear "Night Wedding" by @Hans Doom Revisited E2M4 by @Glaice Page 8 Reveal hidden contents "Postmortem Depression" by @xdarkmasterx Doomed in Space Map 01 "Escape!" by @Crunchynut44 Doomed in Space Map 02 "Shuttle Maintenance" by @Doomkid Atonement Map 11 "Sewage Plant" by @The Mysterious Moustachio Good Morning Phobos Map 06 "Polluted Playground" by @sincity2100 "Eternal Winter" by @Myst.Haruko "Camaro" by @AustroDoomer Doomed in Space Map 03 "Toxicity Control" by Bootleg Guy Doomed in Space Map 04 "Foreign Planet" by @Mosshopper Doomed in Space Map 05 "Uberraumstation" by @UberGewei Demonic Citadel Map 03 "Forsaken Facility" by @Skunkbear Doom Revisited E2M5 by @Glaice Atonement Map 18 "Strike on Hectic Castle" by @The Mysterious Moustachio Good Morning Phobos Map 07 "Water Canal" by @sincity2100 Demonic Citadel Map 04 "Rancid Refinery" by @Skunkbear Page 9 Reveal hidden contents Doomed in Space Map 06 "Wheel in the Sky" by @Empyre Doomed in Space Map 07 "Terra 6 Planetary Base" by Fred512 "Travelling to the Moon" by @Yugiboy85 Doom Revisited E2M6 by @Glaice "Refinery" by @JBerg Atonement Map 21 "Eternal Suffering" by @The Mysterious Moustachio "Goin' the Slow Way Down" by @bonnie Good Morning Phobos Map 08 "Cooldown" by @sincity2100 map for Mayhem 2018 Purple by @AD_79 Demonic Citadel Map 05 "The Place Betwixt" by @Skunkbear "Data Center" by @Darox map for Mayhem 2018 Purple by @Breezeep Doomed in Space Map 08 "Deep Space Installation" by @Doomkid Page 10 Reveal hidden contents Doomed in Space Map 09 "Genetics Lab" by @Doomkid Doom Revisited E2M7 by @Glaice Doom Revisited E2M8 by @Glaice Good Morning Phobos Map 09 "Ancient Evil" by @sincity2100 "Darkness Flaw" by @Myst.Haruko Demonic Citadel Map 06 "Gates of Hell" by @Skunkbear Doomed in Space Map 10 "Command Station Zulu" by @Nevander Doom Revisited E3M1 by @Glaice Good Morning Phobos Map 10 "Temple of Blood" by @sincity2100 "AC Special" by @Aquila Chrysaetos Demonic Citadel Map 07 "Chambers of Blasphemy" by @Skunkbear Page 11 Reveal hidden contents "YOUR DEAD! the terrible tomb..." by @xdarkmasterx Doomed in Space Map 11 "Asteroid Refinery" by @Angry Saint Doom Revisited E3M2 by @Glaice Sucker Punch Maps 1-3 by @Rook Good Morning Phobos Map 11 "Spider Factory" by @sincity2100 Demonic Citadel Map 08 "Valley of Defilement" by @Skunkbear Doomed in Space Map 12 "Space Waste" by @Crunchynut44 Doom Revisited E3M3 by @Glaice Doom Revisited E3M4 by @Glaice Sucker Punch Maps 4-6 by @Rook Good Morning Phobos Map 12 "Technovalley" by @sincity2100 The Moon Map 01 "Reception" by @Zemini Demonic Citadel Map 09 "Unholy Fortress" by @Skunkbear Doomed in Space Map 13 "Speed of Skree" by @Pinchy Sucker Punch Maps 7-9 by @Rook Page 12 Reveal hidden contents Good Morning Phobos Map 13 "No Fear" by @sincity2100 "Sacrilege" by @Darox The Moon Map 02 "Lunar Cavern" by @Zemini "Pacdoom" by @Garbage The Devilz Work Map 01 by @Doomkid Good Morning Phobos Map 14 "Base XUZ" by @sincity2100 The Moon Map 03 "Biodome" by @Zemini The Devilz Work Map 02 by @Doomkid Good Morning Phobos Map 15 "Dead Zone II" by @sincity2100 The Moon Map 04 "Commerce City" by @Zemini "Base Takeover" by @th3_Dru1d The Devilz Work Map 03 by @Doomkid Page 13 Reveal hidden contents Djinn Map 01 "Ruins of Zos" by @Zolgia108 Good Morning Phobos Map 31 "Paradise" by @sincity2100 "Inside the Feared Madness" by @Marlamir The Moon Map 05 "Arboretum" by @Zemini The Devilz Work Map 04 by @Doomkid Djinn Map 02 "Ruins of the One Temple" by @Zolgia108 Good Morning Phobos Map 32 "Split" by @sincity2100 The Moon Map 06 "Sanctum of Flesh" by @Zemini The Devilz Work Map 05 by @Doomkid Djinn Map 03 "The Lich" by @Zolgia108 Good Morning Phobos Map 16 "Hunter's Moon" by @sincity2100 "Lost" by @Roofi Phobos Map 01 "The Hanger" by @Zemini The Devilz Work Map 06 by @Doomkid Djinn Map 04 "The Worm That Gnaws in the Night" by @Zolgia108 Page 14 Reveal hidden contents Good Morning Phobos Map 17 "Paradox Base" by @sincity2100 Goetia 1 Map 01 "Torture Cell" by @tib_ Goetia 1 Map 02 "Dumping Site" by @tib_ Phobos Map 02 "The Sewers" by @Zemini The Devilz Work Map 07 by @Doomkid Djinn Map 05 "Sinkhole to Limbo" by @Zolgia108 Good Morning Phobos Map 18 "Deletion" by @sincity2100 Goetia 1 Map 03 "Guardhouse" by @tib_ Goetia 1 Map 09 "Incursion Zone" by @tib_ Phobos Map 03 "Power Plant" by @Zemini Djinn Map 06 "Blood Inside" by @Zolgia108 Good Morning Phobos Map 19 "Midnight Express" by @sincity2100 Goetia 1 Map 04 "Sarcophagus" by @tib_ Sinister Seven Map 01 "Alien Invasion" by @Doomkid Phobos Map 04 "Broken Refinery" by @Zemini Page 15 Reveal hidden contents Exomoon Map 15 "Enchantress Lab" by @Deadwing "Wrong Teleporter" by @BrassKnight Djinn Map 07 "Close to Dog" by @Zolgia108 Goetia 1 Map 05 "The Depths" by @tib_ Good Morning Phobos Map 20 "Ticket to Purgatory" by @sincity2100 Sinister Seven Map 02 "Toxic Dumping Grounds" by @Doomkid Phobos Episode Map 05 "Command AWOL" by @Zemini "Chaos" by @xdarkmasterx Exomoon Map 01 "Exomoon" by @Deadwing Djinn Map 08 "One with the Shade" and Map 09 "The City of Zos" by @Zolgia108 "Shovelware Adventure" by @Doomkid Red Dust 1 Map 01 "A Beginner's Bad Luck" by @mArt1And00m3r11339 Good Morning Phobos Map 21 "Brave New NME" by @sincity2100 Goetia 1 Map 06 "Arboretum" by @tib_ Sinister Seven Map 03 "Abandoned Sewage Plant" by @Doomkid Page 16 Reveal hidden contents Phobos Episode Map 06 "Necropolis" by @Zemini Exomoon Map 02 "Shrine of the Fallen King" by @Deadwing Djinn Map 10 "Into the Eye of Magma" by @Zolgia108 Red Dust 1 Map 02 "Exhaustion" by @mArt1And00m3r11339 Good Morning Phobos Map 22 "Blackout" by @sincity2100 Goetia 1 Map 07 "Construct" by @tib_ Abcess Map 01 "Gunslinger Graveyard" by @Steve D Goetia 1 Map 08 "River of Blood" by @tib_ Sinister Seven Map 04 "Where the Slime Lives" by @Doomkid Deimos Episode Map 01 "Deimos Landing Zone" by @Zemini "NUTCASE" by @xdarkmasterx Exomoon Map 03 "Forgotten Town" by @Deadwing Djinn Map 11 "The Gaze" by @Zolgia108 Page 17 Reveal hidden contents Red Dust 1 Map 03 "Fight Me" by @mArt1And00m3r11339 Red Dust 1 Map 04 "Endurance" by @mArt1And00m3r11339 Good Morning Phobos Map 23 "The Cursed Assylum" by @sincity2100 Sinister Seven Map 05 "Fight Through Hell" by @Doomkid Abcess Map 02 "Death to You" by @Steve D Deimos Episode Map 02 "Central Waste of Time" by @Zemini "Castle Slaughter" by @Thedoctor989 Exomoon Map 04 "Flooded Castles" by @Deadwing Djinn Map 12 "Keys to the Gate" by @Zolgia108 Red Dust 1 Map 05 "Angry Snowflake" by @mArt1And00m3r11339 "Dark Lord's Blessing" by @xdarkmasterx Page 18 Reveal hidden contents Good Morning Phobos Map 24 "Skyfall" by @sincity2100 Sinister Seven Map 06 "Little Doom" by @Doomkid Abcess Map 03 "Splatterhouse" by @Steve D "Cold Open" by @Egg Boy Deimos Episode Map 03 "Resupply" by @Zemini Exomoon Map 05 "Central Plaza" by @Deadwing Djinn Map 13 "Shadow Dweller" by @Zolgia108 Red Dust 1 Map 06 "Watermelon" by @mArt1And00m3r11339 Good Morning Phobos Map 25 "Brimstone Warehouse" by @sincity2100 Abaddon 3 Map 02 "Enter Purgatory" by @dybbuk Sinister Seven Map 07 "Escape to Sea" by @Doomkid Abcess Map 04 "Disraeli" by @Steve D Page 19 Reveal hidden contents "Slaughter Castle" by @Thedoctor989 "UAC Invasion: Supply Depot" by @DooMknight Deimos Episode Map 04 "Prototype Colony" by @Zemini Exomoon Map 06 "Underground Metropole" by @Deadwing Djinn Map 14 "Flow Down" by @Zolgia108 "Transport" by @BrassKnight Red Dust 1 Map 07 "Two Sides" by @mArt1And00m3r11339 Page 20 Reveal hidden contents Good Morning Phobos Map 26 "Knee Deep in the Red" by @sincity2100 "Pop 'Em Like Balloons" by @xdarkmasterx Abcess Map 05 "Boss Lab" by @Steve D Map for Mayhem Orange "Floreal" by @Roofi Deimos Episode Map 05 "Tech Base" by @Zemini Exomoon Map 07 "Guardians of the Unification" by @Deadwing Exomoon Map 08 "The River" by @Deadwing "666 Despair and Hatred" by @xdarkmasterx Djinn Map 15 "Black Sword" by @Zolgia108 Red Dust 1 Map 08 "Cybers Eat Pork" by @mArt1And00m3r11339 Good Morning Phobos Map 27 "Molten Genocide" by @sincity2100 Abcess Map 06 "Mordecai" by @Steve D "Woodcraft" by @Roofi Deimos Episode Map 06 "Dis" by @Zemini map for Infernew "Gateway" by @NaZa Page 21 Reveal hidden contents "Man on the Moon" by @Yugiboy85 Exomoon Map 09 "Buried Ruins" by @Deadwing "Port Glacia" by @an_mutt Djinn Map 16 "Masak Mavdil" by @Zolgia108 Red Dust 1 Map 09 "Mancubus Chamber" by @mArt1And00m3r11339 Good Morning Phobos Map 28 "Purgatory Fortress" by @sincity2100 Exomoon Map 10 "The Network" by @Deadwing Djinn Map 17 "Imagine Vulva" by @Zolgia108 Doom 404 Maps 01-05 by @Capellan Red Dust 1 Map 10 "Invasion" by @mArt1And00m3r11339 Maskim Xul Map 01 "Edin Na Zu!" by @Obsidian Good Morning Phobos Map 29 "Hybrid Excalibur" by @sincity2100 Exomoon Map 11 "Oracle's Frontier City" by @Deadwing Djinn Map 18 "All That Is but Should Not Be" by @Zolgia108 Doom 404 Maps 06-09 by @Capellan Page 22 Reveal hidden contents Red Dust 1 Map 11 "Sorry, Pistols Only" by @mArt1And00m3r11339 Good Morning Phobos Map 30 "Destroyer" by @sincity2100 Exomoon Map 12 "Oracle's Lair" by @Deadwing Djinn Map 19 "The Belly and the Beast" by @Zolgia108 Doom 404 Maps 10-13 by @Capellan Good Morning Phobos Map 33 "Betray" by @sincity2100 "Lesser Containment Area" by @genericpainelemental "Decastle" by @meapineapple Exomoon Map 13 "Oracle's Appointment" by @Deadwing Page 23 Reveal hidden contents Djinn Map 20 "Poison of God" by @Zolgia108 Chronicle of Doomguy Map 01 "Going Alone" by @meapineapple Doom 404 Maps 14, 15, 31, 32 by @Capellan "Bury My Heart Knee Deep" by @Ryath Exomoon Map 14 "Exohell" by @Deadwing Djinn Map 21 "Soul Eaters" by @Zolgia108 Chronicle of Doomguy Map 02 "Mountain Ahead" by @meapineapple Saturn Map 01 "Pipeline" by @MarcinT Doom 404 Maps 16-19 by @Capellan Exomoon Map 16 "King's Atrium" by @Deadwing Djinn Map 22 "The Twin Crown" by @Zolgia108 Page 24 Reveal hidden contents Djinn Map 23 "Limbo" by @Zolgia108 Chronicle of Doomguy Map 03 "Dungeon" by @meapineapple Saturn Map 02 "Mines" by @MarcinT Doom 404 Maps 20-23 by @Capellan Do it. http://www.doomwadstation.net/bloodworks/bloodworks.html 0 Share this post Link to post
Capellan Posted October 12, 2018 Looking forward to checking out the video. Should be able to in about 5 or 6 hours. 0 Share this post Link to post
Capellan Posted October 12, 2018 Glad you liked map20. It's a favourite of mine, though it is Quite Unfriendly! And naturally, I enjoyed the many "Good At Doom" rocket to face moments in map 22 :) 1 Share this post Link to post
HAK3180 Posted October 12, 2018 @Brad_tilf, so can I play it with PrBoom+ or no? The website says yes. The text file emphatically says no. 0 Share this post Link to post
HAK3180 Posted October 12, 2018 (edited) @Deadwing Doomworld forum topic The design is quite unlike the previous. There’s lots of exploring to do, but it’s not quite as wide open as some of the others because there are different levels connected by stairs and lifts. It’s a really intelligent design, as usual. Monster location is spot on – there’s always a surprise waiting for you, and it’s always perfect for the enemy to have the advantage, forcing you to react, often choosing the lesser of two evils. The only issue I had with this map was too many supplies. There must have been almost ten soulspheres and at least two megaspheres, and that’s not to mention the extreme abundance of cells toward the end. I guess you’re not supposed to run out. Bottom line: A hectic scramble with lots of serious fighting and lots of supplies 2 Share this post Link to post
MarcinT Posted October 12, 2018 (edited) Thaks for continuing my Saturn and map 02 mines ! To the business: On 10/11/2018 at 3:37 PM, HAK3180 said: One of your lifts in Map 01 uses a zero tag and the other uses a Boom action, so this wad is decidedly not vanilla compatible. It needs at least Boom. That is why I could not get out. I will do the remaining maps in GZDoom. Yeah, never thought that polishing this old wad in modern editor will cause so much trouble in vanilla mode. I was wrong. Sorry. Just fixed Saturn description in his thread. And yes - if You can, just play rest of maps in gzdoom. Hope all those silly "sky" glitches gone for good. It works for me. On 10/11/2018 at 3:37 PM, HAK3180 said: It’s pretty much all the same height and texture Yeah I always thought that almost constant height for mines is bad idea, but in DCK (editor in which I"ve made Saturn) era, "playing" with heights was a real pain in the @ss. As for same wall texture - it's just a mines so it was intended to be like that. Just rock/dirt with some addition from time to time. On 10/11/2018 at 3:37 PM, HAK3180 said: I do like the story told through the train I think that "train" is most memorable (and big FAN in area where You finally found some ammo!) part of mines. But in vanilla Saturn was a little different! There wasn't a long road that leads to big hole and "tell story"! It was just a "blocking" line just few metres ahead of train. But today I found it cheap and incomplete so I added those new sectors into train area to feel complete ! Just Look: Saturn 1.0 train area: Saturn 2.0 train area On 10/11/2018 at 3:37 PM, HAK3180 said: but this time there’s a pretty severe lack of ammo or at least a distribution that does not lend itself well to how I played the map Well, Saturn was made to be played "continually". If You started map 02 with zero equipment it may happen. But shouldn't. As You noticed Mines isn't a straight forward map, but You've got many ways to go! Bad thing is that You've choosed worst way to progress hehehe. And missed few secrets that You were really really close to them ! (just a few pixels). Just missed maybe best secret in game (from time to time I think it's little OP). Right here: Remember - when You find, empty (wthout key, switch or good item(s)) dead end - there is secret for sure (maybe for 99% ;)) On 10/11/2018 at 3:37 PM, HAK3180 said: There were also some very remote switches, which meant a lot of running back and forth through the sections that were hard to tell apart. Yup, even I, when played Saturn after all those years got confused from time to time! But now I know why! Back then in 2000 we havent all around Call of Duty aka self played, one way corridor games with self restorin health. Saturn is inspired by largest levels from Doom/Quake/Dn3D/Blood/Unreal franchise - and they weren't easy in terms of complacation. Much, much more complicated tha todays FPS! NOW: You just escaped from mines, as You know it wasn't easy. Now there is a refinerry. Not as dark and creepy as mines. It's a modern structure based on e1m1/quake2 levels. But if You think that You're safer her ? Wrong ! Try to find super secret ! It's fun, cool got same cakes and other stuff. BIG ones! ;) Edited October 13, 2018 by MarcinT 0 Share this post Link to post
Deadwing Posted October 13, 2018 (edited) Amazing! The level's worked pretty fine except indeed for that archville setpiece. I'll move the megasphere there for another location and make the archies teleport earlier so BFG spam isn't as effective to solve the setpiece :D I'm glad everything worked fine, especially navigation-related. 3 more levels to go! 1 Share this post Link to post
HAK3180 Posted October 13, 2018 @Brad_tilf download the .zip It’s short and bloody. The “3d floors” everywhere do create a somewhat unique environment. It’s tight and fairly full of action, but there’s just not really enough here to sink your teeth into. Bottom line: seems like a trial map/proof of concept 0 Share this post Link to post
meapineapple Posted October 13, 2018 @HAK3180 Uh oh I released a new wad 0 Share this post Link to post
HAK3180 Posted October 14, 2018 @MarcinT Doomworld forum topic It’s just kinda dull. The combat is always monsters right in front of you, often in an obvious camping setting. The rooms are usually somewhat detailed, but it’s mostly rectangles and there’s always one texture that dominates and makes it bland. This one again had too much meaningless backtracking where the map has hardly changed at all and the battles on your way back are insignificant. Bottom line: I don’t think it will anger you, but it probably won’t really excite you either. 1 Share this post Link to post
HAK3180 Posted October 14, 2018 @Capellan Doomworld forum topic 24 – fun little loop, a little short on health and ammo 25 – very Doom 2-ish and pretty easy, either a BFG spamfest or an infightathon 26 – clever map, nice unprescribed progress, low health and ammo Bottom line: This is a pretty good trio. I do think the wad suffers at some points from what appears to be an eye on making the map viable for both continuous and pistol start. The difference in 24, for example, would be extreme. 1 Share this post Link to post
HAK3180 Posted October 15, 2018 @meapineapple Doomworld forum topic It would be rather pistol heavy without secrets, but it’s not hard. It’s straightforward but nice looking with a decent layout to allow some monsters to snipe you a bit. I didn’t like the one secret area that baits you into a damaging floor for no reason. Why can’t there just not be a switch there and the lift action be on the lift itself? Bottom line: basic opener – nothing too exciting, nothing too bad - makes you want to see more. 2 Share this post Link to post
HAK3180 Posted October 15, 2018 @meapineapple Doomworld forum topic Although there aren’t a lot of health pickups, this was another simple, straightforward map. I felt for only 11 maps, there should be a little more to it, but I’m not sure if this thing is supposed to turn into more than just the 11. It did look and play well though. Note: On a very quick replay, I found the fourth secret. It’s a real shame I didn’t come away with it the first time for continuous play. And it’s probably the most obviously marked secret yet... Bottom line: This also could have been a good opener 1 Share this post Link to post
meapineapple Posted October 15, 2018 (edited) @HAK3180 Thanks for playing! "A couple of unintuitive secrets" says the guy who found all the Map 1 secrets. (And all the Map 2 secrets only on the second go.) If you can't handle UV without hurting for health pickups, then maybe you should play on an easier difficulty..? Honestly, if you're gonna play UV and you end a map with 9% health, you might want to start that map over and try it again with a little less dumpster diving. HMP is much more forgiving. "How bad can it get?" You might end up really hating this wad if you try to play on UV without being a lot more careful about managing your health. Anyway, you can expect the maps to get harder but, mostly, not a lot longer. A handy reference: - Brown and green slime should always be moderately damaging. - Lava should always be very damaging. - Water and blood should never damage you. 0 Share this post Link to post
Capellan Posted October 15, 2018 @HAK3180 Watched the video. The starts of the maps are the end of the previous map in episodes 1 and 3, but not in 2 (where the exits are teleporters, instead). Based on feedback in the playtest thread, continuous play is not the sunshine and roses you imagine it to be :). The play experience will of course be different (the only way it wouldn't be is if every map started with a megasphere and full ammo that you could never get back to later ... which might actually be the basis for a community project, come to think of it), and overall it will be easier on continuous, but there are different kinds of pressure that you can (and 404 does) apply to a continuous player, mainly in terms of attrition. MAP24: Infighting is by no means required at the start of the map, though it's certainly an option. It's quite viable to just leap down into the cave. Finding the first secret (which you didn't) helps a lot with tactical options, too, though it is also not by any means essential. MAP25: I'm amused that in a map that's set up to let you go bug nuts with the BFG, you barely used it :) The plainness of the walls is forced by the 404 line limit, rather than any other considerations. This is very much a breather map, because it's surrounded by some that are among the toughest levels in the set. MAP26: the core 'puzzle' of the map is a pretty simple one, all in all, but I'm rather fond of it. This is one case where the continuous play will almost certainly be a lot more forgiving, since coming into it with a BFG and lots of cells will really help. You're still gonna need to know how to dodge, though. Good news! Map 27 is very friendly and just wants to give you a gentle hug. No hostility in it at all ... 1 Share this post Link to post
HAK3180 Posted October 15, 2018 @meapineapple, my opinion is my opinion and I stand by it. I don’t like the switch in Map 01. I think it can easily lure the player into a damaging floor hat has nothing to gain from entering. You are quite welcome to disagree and disregard this opinion. If I run into too much trouble, I have no problem cheating, restarting, savescumming, whatever. I think I’ve been reasonably honest with my assessments of my own skills rather than claiming anything and everything I fail at “sucks” or is “unfair.” As for the secrets, I found several of them from random humping rather than working out a hint. Not intuitive is not the same as not simple/easy. If you’re okay with that, great. I’m not even sure how I feel about it - just pointing it out. Also, in your “handy reference,” how are you using the word “should”? Are you telling me what you did (or did as best you recall) in this wad? Or are you making general suggestions for all Doom mappers? 1 Share this post Link to post
meapineapple Posted October 15, 2018 (edited) @HAK3180 Oh I'm not debating that the switch is misleading. And I'm not defending it. It wasn't actually my intention when I set that up, though after seeing it I think I might leave it in - I confess it's fun to mess with players just a little bit. But if you're playing on UV, you've got to be more careful. Otherwise the wad is just going to be frustrating. If you lose 60% health (or whatever it was) over something dumb like that, I encourage you to load a previous save. Either that or play on an easier difficulty - And I'm not trying to insult your skill, I'd have a hell of a time properly playing through Wyrmwood on UV myself since I try to make UV fun and challenging for players who are more skilled than I am. Which sometimes seems to be most of them. HMP has more health pickups, and it might make the maps more enjoyable for you. In the Map 2 video you said, "How bad can it get?" Well, it's going to get pretty bad. If you don't turn down the difficulty setting, or you aren't more mindful of how much health you're sacrificing to dumb secrets, then Wyrmwood is going to get very very frustrating. Remember that this isn't a pistol-start wad that gets easier with a continuous play arsenal. This wad is designed to be played continuously - and is designed to be hard on UV. Starting Map 2 with 9% health wasn't a big deal, because the wad starts out pretty easy, but starting practically anything after Map 3 with 9% health on UV would be seriously miserable. I tried to put both obvious and unobvious secrets in all the maps. It was my hope and expectation that, on a blind run, most players would find around 30%-50% of the secrets. But there is some kind of logic behind all of them, I feel. Even the less obvious ones. Though random humping did get you all the secrets so far, I would point out that all the secrets in maps 1 and 2 are either in areas visible from somewhere else, with some kind of hint as to what wall to hump, or they involve walls that look suspicious for some reason or another, mainly deliberate texture misalignments. My handy reference is what I did, not necessarily a suggestion for others. If you find any sector that doesn't follow the handy reference, then that means I made a mistake. 1 Share this post Link to post
HAK3180 Posted October 15, 2018 @Deadwing Doomworld forum topic This is a big one and for the most part it keeps from being confusing, even with a little puzzle here and there. The intricacies of the layout are fantastic. Areas that were once inaccessible become reachable through numerous paths once you “unlock” them. Combat is great as always, with probably a bit too many supplies near the end again. Bottom line: Quintessential Deadwing done in a really big map 1 Share this post Link to post
Deadwing Posted October 15, 2018 Woah, thanks a lot for going through that behemoth D: Unfortunately, there was a fair share of navigation problems, but thankfully nothing too serious! You did amazing in that big corridor fight! There are indeed too many resources in that area, but I'll also fix that. I'm also glad that the BK little puzzle wasn't too annoying too! 0 Share this post Link to post
xdarkmasterx Posted October 15, 2018 hello please play my map when u feel like thank you ^_o https://www.dropbox.com/s/anxru8x6b3e23j2/darkevil.wad?dl=0 1 Share this post Link to post