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dobu gabu maru

The DWmegawad Club plays: Eternal Slumber Party

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^ My eyes and tiny brain aren't good at reading for a long period of time, especially when it's your style combined with the white-on-blue text.  The TTS website I found actually displays each sentence it's narrating, dynamically, in very large font too.  It helped :D


Eternal Slumber Party: MAP26 - "Ben Stein's Money"
Playtime: 36 mins = 13 mins (prb+ cl2 uv) + 23 mins (prb+ cl-1 uv-savescum) edit: botched the times


Decent use of Wolfenstein textures.


Eternal Slumber Party: MAP27 - "64lemons MAP04"
Playtime: 92 mins = 14 min (prb+ cl9 uv) + 77 min (prb+ cl-1 uv-savescum)
I goofed and went in with cl9 instead of cl-1 at first.


That's a lot of lemons.  Way more than the previous lemons maps.  In other words, this map was a longer one.
I ended up leaving the last fight after a lot of failures.  I went out to find remaining megaspheres, but found an exit instead.


Earlier in the map, I illegally knocked some dudes down from pillars due to illegal complevel, which may have helped a little too.

Edited by NoisyVelvet

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map28: The Necropolis (from reality03.wad: map03)
zdoom2.8.1, uvmax, pistol start, no saves, first time played

This map is designed for reality (taking no damage) and is the last of 3 maps from the reality03 wad. I was happy to settle for a uvmax on this map which was challenging enough for me. There are 2 paths you can take, one high and one low, both leading to the final room giving you as much non linearity as you could expect on a small map. Ammo is limited and of course there is no health provided.

 

If you are going for a reality run you need to know all enemy positions and use the right weapon for each encounter. The main dangers are the 6 chaingunners and the 2 cyberdemons.  There are 3 chaingunners near the start and 3 that emerge later as part of a trap in one of the hallways. The trickiest part of the map is taking care of the 2 cyberdemon encounters at the end and avoiding any rocket splash damage from nearby pillars - remember to chant ToD's 2 shot cyber mantra to help "get in the zone". The rest of the map consists of imps, revenants and cacodemons where you can readily avoid damage if you are careful.

 

Hats off to anyone who pulls off a reality run on this map.

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41 minutes ago, tmorrow said:

map28: The Necropolis (from reality03.wad: map03)
zdoom2.8.1, uvmax, pistol start, no saves, first time played

This map is designed for reality (taking no damage) and is the last of 3 maps from the reality03 wad. I was happy to settle for a uvmax on this map which was challenging enough for me. There are 2 paths you can take, one high and one low, both leading to the final room giving you as much non linearity as you could expect on a small map. Ammo is limited and of course there is no health provided.

 

If you are going for a reality run you need to know all enemy positions and use the right weapon for each encounter. The main dangers are the 6 chaingunners and the 2 cyberdemons.  There are 3 chaingunners near the start and 3 that emerge later as part of a trap in one of the hallways. The trickiest part of the map is taking care of the 2 cyberdemon encounters at the end and avoiding any rocket splash damage from nearby pillars - remember to chant ToD's 2 shot cyber mantra to help "get in the zone". The rest of the map consists of imps, revenants and cacodemons where you can readily avoid damage if you are careful.

 

Hats off to anyone who pulls off a reality run on this map.

 

I hope I get to choose the hat. :P

 

Spoiler

C6J0U4J.jpg

 

esp28_rd_rmax.zip

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Beautiful run @rdwpa. The best I can offer is a picture. This ones kinda like Indiana Jones' hat. Love the cacodemon hat btw.

 

hat.jpg.f7c215b370766c53eebc3cf37c43fa96.jpg

 

  

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1 hour ago, Magnusblitz said:

I wonder how long it'll take to wrap my head around DotW having an avatar pic instead of just being words.

This makes me envision him having a wall-of-text as an avatar, and this vision makes me happy.

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3 hours ago, tmorrow said:

map28: The Necropolis (from reality03.wad: map03)
zdoom2.8.1, uvmax, pistol start, no saves, first time played

This map is designed for reality (taking no damage) and is the last of 3 maps from the reality03 wad

 

I had no idea. That explains everything.

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Double review:

 

I'm moving on to 64lemons map02, not sure I can spend enough time on the larger maps at the moment.

 

Pretty short and sweet brawl with nothing out of the ordinary. Took me about 6 minutes to get an exit here, too bad I didn't record a demo.

 

The MIDI instantly put me back to this hospital map a bit earlier. Some nice 2-shotting going on here in fairly generous environments, for anyone who at least tried keeping up with playing maps this should be a cakewalk for the most part. Only thing that I can see that actually qualifies as a threat would be the viles here, but overall it's smooth sailing.

 

Can't say much about it as far as aesthetics are conidered. It's the trademark ToD type of visuals, however this time around there is somewhat little in terms of lighting going for the map. I think what carries this map visually are the bold colours.

 

Not gonna go and get a picture of Nikolina Konstantinova Dobreva... I might need a second pillory though. Anyway, this here map is fairly close to "degrassi" in terms of gameplay I think. Plenty viles and revs to rocket, lots of cybies to get two shots in on, mandatory "platforming" for progression and a pretty cool looking YSK "array".

 

There are some interesting gameplay decisions here, in particular the stairway that has platforms with one vile and one rev each on them can be a cause for concern, since ToD made it such that you can't hide from the viles as long as you want, because you'll catch a rocket from a cybie-turret if you do. I like gameplay-choices like this one, where there's the "bossmonster threat" with none of the meaty side effects, since the cybies get crushed later anyway. Finding one's way around and therefor finding all the things to kill is a somewhat obscure affair at times, so don't be surprised if you get stuck somewhere and have to look things up before progressing.

 

Visually a pretty map, lots of striking colours, some lighting gradients here and there, a dash of dynamic lighting at times, but not too hard on the eyes for that matter.

 

This leaves me with one question: @TimeOfDeath666, Cassie or Nina? ;-)

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16 hours ago, Grain of Salt said:

 

oncoming-police-car_1f694.png

What is the punishment for my crime?  Am I sentenced to a dungeon where I have to play slaughtermaps for the remainder of my time?

 

Eternal Slumber Party: MAP28 - "The Necropolis"
Playtime: 6.4 mins (prb+ cl2 uv)


cool little map.  I killed myself whenever I messed up here because it's from "reality03.wad" which I think was originally a zero-damage map, but I gave up that rule after a few deaths... which lead into a damageless run anyways, so I guess it worked out by accident.  I still had to 2-shot some cybers here, kinda tense.  Of all things that you'd think I would've got tired of throughout all of ESP, fighting cyberdemons in cramped spaces is actually one that grew on me instead.

 

ps. there were 2 revenants that i left behind in those little teleport cubbies.  didn't even know they were there.

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9 hours ago, NoisyVelvet said:

What is the punishment for my crime?  Am I sentenced to a dungeon where I have to play slaughtermaps for the remainder of my time?

 

 

That would be far too lenient, play the okuplok wad, with tank controls, in a prison cell with a window showing real life that you cant touch for the rest of your life!

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Been spending time reading/watching tutorials, also doing other stuff, but luckily this one was cool with me :)

MAP28 - “The Necropolis”

A real treat with another TOD quake interpretation. Unlike the previous one, however, this one is decidedly... less "TOD like", as it was designed with reality in mind, making it feel like those old school style hard wads. Lighting, detailing is still on point tho, i think this is even more beautiful rendering of quake aesthetics than the previous one (Map02), and the midi are rivals.

Plans: Map05 and Map21 are definetly getting played, they are so cool. Maybe map20 too? Also, you bailed on us @Roofi! But im not blamming you :)

Some screenies:

5OhbNxq.png
d8M2qPv.png
IFozr3A.png

 

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Sorry , I would liked to continue my reviews but I take too much time writing english reviews and I must work for my exams until end of april. :/

 

I will not participate for april sadly but I will be here for may. :)

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Eternal Slumber Party: MAP29 - "Peter Perv's Private Place"
Playtime: 1.92 hrs (prb+ cl-1 uv) (until exit; spent a little time afterwards going back to explore.)


Interesting map.  I got stuck, but then I was like "do... do i have to shoot that picture in the vagina?".  Correct, I thought wisely.  I should've thought of that sooner.  Though to my credit, I did try humping it, which also seemed appropriate.  But, it turns out you have to shoot it.  I suppose you could also use your fist too.


Later on... I had to weasel my way out of one scenario with some serious savescumming (mid fight saving and probing for solutions).  Ammo is not generous on this map.  There's ToD maps where it's hard not to trip over cells, and then there's ones that are hyper tight on ammo and you can paint yourself into tricky situations.  Despite using like three backup saves, I still painted myself in a tricky situation...  I'm talking about the vile pit fight.  Holy moly.  I pacifisted past the archviles into the "safer" center, but it turns out there are just more archviles afterwards when the walls lower.  I flailed around looking for solutions, but it wasn't until I cleared out the fight that I saw the tiny-liddle switch that raises the stairs outward.  I was sorta border-line bruteforcing parts of the previous anyways, but if i knew that ahead of time, I would've just just focused on gunning it for the switch and leaving.  To help me with the fight, I killed one cyberdemon for the plasma ammo, but made sure to leave the other cyberdemon alive to help infight the vile panorama when the walls lower.

 

 

I eventually exited with 34% kills.  I went back though to see what I missed though, because there was a sign that said "pervert"; what a coincidence, I am a pervert!  I figured that this sign must've been directed to me.  I couldn't just go to the next map without at least checking this out first.  I did the ol' double-hop through the window - You gotta line it up, but once you figure it out the jump is easy.  The fight that follows is the most difficult fight one could ever craft.  I speculate that ToD, after 2-shotting 11234598 cyberdemons on bumpy stairs, was getting too good at doom.  He must have asked himself "There must be a harder challenge, but how could I possibly make doom more difficult after all this... Is this the end of Doom?"  The thought of exhausting all that doom's difficulty had to offer was dire to think about, so he decided to distract himself by browsing porn.  That's when he got the idea, "porn in doom!"  That would be the ultimate test of stoicism and mental fortitude.  


The porn implemented here isn't just statically positioned, it's dynamic popup porn instead.  You have to hit a series of switches that each pop up a different image right onto your face.  That's the secret to the encounter's difficulty: A simple static image would've been distracting enough, but these ones are spontaneous and deployed mid-fight.  Each time a new image pops up, it sucker-punches the player in the primal brainstem while they are trying to do simple things like dodging.  At least the first few times through this part, you will be almost gaurenteed to die; it's just too easy to accidently get sucked in for a at least few seconds each popup.  The traps here are similar to a gorgon's gaze.

Recent discussion threads have popped up about effective ways to add difficulty to Doom.  People naively mention things like resource scarcity, low lights, innescapable pits, etc.  But there was not one mention of one of the truely most effective ways of making a fight more difficult, which is demonstrated here.  To my knowledge, ToD is the only one to incorprate such a device into his mapping.

...Or I'm reading too much into this and ToD just wanted to put porn into a map for fun.


Afterwards, monsters seem to teleport and sprinkle into various parts of the "main" map, but I didn't have patience to experiment further.  I never figured out how to get the Pink BFG here either.


a highlight from my playthrough (slightly nsfw):

 

jM0V0Hp.gif

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Quick impressions:

 

Map 20: The setting is what sells this map.  Those little details and sense of humor turn what might have been a generic BFG surfing map into a memorable location.  I call the gameplay BFG surfing since it appears the intent is to carve a path through masses of mostly lower HP monsters with the BFG for no other reason than the sheer fun of it.  Part of me says to give it an honest go sometime but the temptation to provoke infights is too strong.

 

Map 23: Whoa, actual difficulty settings. Really

 

Map 28: At 38 monsters, it looks tame at first glance.  However, the origin wad being named reality3 is a hint of what to expect and the lack of health drives the point home.  And there's still just enough cells to 2-shot the cyberdemons with no extra.

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Eternal Slumber Party: MAP33 - "Merkin"
Playtime: 18 mins (prb+ cl-1 uv-savescum)


I did this map during the Map15,31,32 stretch.  And this one was a short, welcome one by all means after those ones.  It has a tricky start if you don't know what you're doing, but you'll figure it out after several tries.  I actually don't mind, and maybe even like weird abstract visuals like this, even though I might be in the minority.  Doom was always a colorful game to me, where the gameplay was oriented around exploring abstract 3D spaces, like a jungle gym.  This one is more of a linear obstacle course, but I'm okay with maps that fall towards this direction.  While I like colorful abstract stuff, My only gripe actually is using "marker" textures like key-colors and exit signs, which are supposed to have utility for conveying function.  They are just used chaotically here.


Eternal Slumber Party: MAP30 - "Bump"
Playtime: 95 mins (prb+ cl2 uv-fast nosaves)


This is it.  The finale.  I sorta got a preview of this map because several months ago, people were mentioning ESP in the DWMC votes; At that time, I downloaded the wad, I idclev'd to this map, then idclipped through it quickly, I saw the start area and the vile area, then closed and the wad got deleted when I cleaned out my Downloads folder.


Fast forward, checking the txt file: 2 min par time, that means this map is short, right?  

 

 

I went in confused on how to get the blue key, especially because I failed the bump.  I restarted a couple times just because I thought I softlocked myself, because there was a seemingly arbitrary lowering sector that kinda looked like it was trying to convey itself as a timer.  I got extra confused when I bumped it after a reset and immediately got it, and thought the bump window was on a timer or something.  On the third try I got it fine too but after the lift lowered, which suggested that I just sucked at the bump the first try.  


Challenging map; The first wall-run part and the shoot switch part were low pressure, but then the viles happened...  Once you figure out the timing and location of things this part wasn't too bad either.  The hardest part for me was the lift juggling contest.  Things started looking grim, and I was sweating... but I slowly converged into a steady timing rhythm that started to work more and more for me each time so I kept struggling through.  I finally got it after a long while, and I had the impression that it was the end, but nope! I get flung through a teleporter with 30% hp and another puzzle.  I got extra nervous when I picked up the rocketlauncher, and went over the idea of rocket-jumping, but thank god that wasn't the case after surveying the area.  This part still had me clenching tight, because I only had a limited number of rockets.  Thankfully I did it in about ten, with 40 to spare.  Whew.  That's it!...

 

 


There wasn't actually any change in the end text, but I read it like this: "YOU'VE DONE IT.  THE ETERNAL SLUMBER PARTY IS OVER... WIPING THE SWEAT FROM YOUR FOREHEAD YOU BEGIN THE LONG TREK BACK HOME.  REBUILDING YOUR SANITY OUGHT TO BE A LOT MORE FUN THAN BREAKING IT WAS."


Good Game, folks.

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By the way, feel free to check out my new death metal album: https://nostrilcaverns.bandcamp.com/album/sanitys-unnecessary-elaborations-2018
It's basically the musical version of this wad with weird/convoluted/difficult songs, three songs each have 100 non-repeating sections that I memorized, and I recorded the guitars/drums like a non-TAS demo.

And thanks for playing this wad. Some more TOD lore: I don't remember why I made this wad, it's just a compilation, but it was a bit tricky to compile everything without desyncing all the demos (the only demo I couldn't salvage was map29). The title is a reference to my first screen name on zdaemon "eternal slumber" (which was also one of my oldest songs from the 90s) and turned into a Wheel of Fortune "before and after" puzzle by adding "party" to the end. For this wad I also made multiple interpics by taking a screenshot of each map and using them as cwilv graphics.

map01 - Part 1 in my super-epic-huge trilogy with map03 and 05. On the automap the area in the top-right reminds me of an ear and the top-left reminds me of some big boss enemy. The area in the bottom right was from a separate map that I added to this. Same with the final mansion area, that was from one of the 32in24 dm wads and was inspired by the game Undying.

map02 - Quake is a fun game and you should play it. Also, when the lava raises at the end, there's one small sector in the east that raises a bit too high than it should. I didn't notice that until after releasing it but it doesn't matter.

map03 - Part 2. I actually made the north and south sections separately and then added them together at the end so my computer would run faster while I made it.

map04 - Silent Hill 2 is also a cool game. This recreation is actually much more interesting than the original since you can climb on stuff and actually fight.

map05 - Part 3. It took a several tries to get the wallrun-through-the-void to work properly based on those two perimeter sectors because every time I would add new sectors after that it would ruin the wallrun ability. I was also pretty proud of that giant boss monster in the throne. The exit is super anti-climactic and reminds me of the exit to eternall map29. In the southern section with the two pyraminds, once you clear that section and walk through the door at the top of the stairs, the cross on the southern wall changes from a normal cross to an inverted one, just for fun.

map06 - Don't know what Demon of the Well is talking about here, this map is great.

map07 - As was already said, KSP stands for kite/snail/plane, but I also have an inside joke with myself where it stands for something else involving the adult tease model kari sweets.

map08 - Inspired by Oblige v3.43. I used to edit the lua files to get it to build fun bfg spam maps like this one

map09 - I was really into eating supernibs when I made this.

map10 - 100lines project was fun.

map11 - One of the very rare times I never recorded a demo on my map. I posted this in the SF thread and then gggmork I think recorded a demo pretty quickly, so I never ended up doing one myself. Wouldn't say I was mystified by the name (I was in French immersion at school when I was younger), just that I was really into eating those chocolate croissants at the time. Soooooo good.

map12 - The progression in this map is identical to the original Silent Hill 2 version iirc (and most of the monster placement is the same too), and the SSG is in the same spot as where you get the shotgun in SH2. The winding hallway with the screaming rockets near the end is where Pyramid Head chases you.

map13 - Originally made for one of DoomHero85's projects I think.

map14 - I love making maps like this. It's a take on some of the horribly textured and weirdly built wads of the 90s that somehow also look cool and have fun gameplay.

map15 - These are the first five maps I ever built in 2005 for my dietest wad (before dib) added together into one map with ammo and health added (the original maps were designed for coop with deaths). I had a lot of practise playing through the original 5 maps together, so I added them into one map for fun.

map16 - This map has a separate route designed for speed that involves doing a rocket jump against the bfg bars.

map17 - Rising stairs (and double rising stairs) with 100 lines.

map19 - Inspired by epic oldschool maps with non-slaughter tough gameplay, compatible with doom.exe. I always planned (and still plan) on having my next degrassi girl map start off from where the exit is in this map.

map20 - I took the name from Double Impact and turned it into a joke. Check out e1m9 in bustagut for more funnies.

map21 - Another epic modernized oldschool map toughened up, with effects here and there. This was designed for doom 1.666 where there are many less linedef actions to choose from. For some reason when I tested this in vanilla, once in a while one of the crushers in the crusher hallway (the "TIT" hallway, where there are several rooms with a monster inside you kill with a crusher) wouldn't activate when I pressed the switch. That never happened to me in prplus. Incompatibility? In my demo, the demon at the exit didn't get crushed immediately, but I was able to edit the map without desyncing the demo, so now the demon gets crushed immediately but you can see my still waiting to exit.

map23 - My first anigav map. Grazza showed that you can exit the map within seconds with a void press or whatever you call it. You can also kill the romero head through the wall with rockets.

map25 - This map was built like that, it wasn't rotated after.

map26 - Named after the old game show. This was originally made for I think Obsidian's speedmap project where you can only use wolfenstein textures, but I spent a little more time on it.

map28 - Notice how the cacos spawn on the ceiling like those monsters in Quake do.

map29 - This map does the equivalent of zdoom's thing_spawn by making the plasma rifles and megaspheres shootable and having barrels push them over teleport linedefs after you press a switch to crush the barrels. You have to kill all the cybers to access the pink bfg. There's actually a bug where you can get stuck if you don't kill a certain cyber before entering an area, but I left it in.

map30 - This map started out as a demonstration of things that don't work in zdoom. Those word lines in the void used to crash zdoom, you couldn't wallrun against things, bumping physics were different, etc. The archvile jump with mid-air wallrunning segment is a take on the rjumping with mid-air wallrunning like in rjumpq.

map31 - My longest map. Recording on this was a pain because of my dogs. I'll make a sequel after they die. Those green cacos were taken from coopbuild, obviously without Toke's permission, but they only have half health (I think they were 16000 in coopbuild).

map32 - The tv remote on the ground was all Jim Flynn. You can see I started making eternall map32 but stopped (the map ends at map31).

map33 - Another ugly but hot map, I love it. A merkin is a pubic wig.

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1 hour ago, TimeOfDeath666 said:

Some more TOD lore: I don't remember why I made this wad

 

This is the best kind of TOD lore :3

 

1 hour ago, TimeOfDeath666 said:

Part 1 in my super-epic-huge trilogy with map03 and 05

 

Why are all three of them at the start??????

 

1 hour ago, TimeOfDeath666 said:

Wouldn't say I was mystified by the name

 

Sorry, my memory getting rusty

 

1 hour ago, TimeOfDeath666 said:

my next degrassi girl map

 

Uh oh...

 

1 hour ago, TimeOfDeath666 said:

This map does the equivalent of zdoom's thing_spawn by making the plasma rifles and megaspheres shootable and having barrels push them over teleport linedefs after you press a switch to crush the barrels

 

Nice.

 

Also, I'm still making my way through ESP, so it's still March for a while officially...

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6 hours ago, TimeOfDeath666 said:



map31 - My longest map. Recording on this was a pain because of my dogs. I'll make a sequel after they die. Those green cacos were taken from coopbuild, obviously without Toke's permission, but they only have half health (I think they were 16000 in coopbuild).

 

Nice commentary, but this part made me died XD

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Sorry to bump, but I've noticed the music for Degrassi always gets commented on here and youtube etc., so here is where the music comes from: https://elilitwin.bandcamp.com/album/metal-midis - the Degrassi music is track 4. That guy used to have a myspace page for that stuff and I came across it because he played drums in a band I like. He sent me those midis in 2009. If you want to use those midis you should try contacting him.

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