Forum Etiquette Expert
It appears as though I've jumped the gun a bit by releasing the whole first episode of UAC Ultra 2 as opposed to say, a sampler of one map from each episode instead.
As a level designer for Doom, I have a very strong commitment to creating levels that cater to every skill level, game mode, and most importantly, each demographic of the Doom community. As I move on to experimenting with more scenarios, layouts, and types of monsters, the challenges become greater as I attempt to create levels that work each way.
I believe many of those that posted here as great fans of UAC Ultra 1 may find Episode 2 to feature much more what they came here looking for, and I apologize that the first episode didn't deliver. Episode 2 will be much more true to UAC Ultra 1 in which it will feature large, rusty, heavy machinery, a darker, more ominous underground feeling, and of course, the entire cast of Doom 2 monsters, weapons, and items that didn't make an appearance in Episode 1. Episode 2 will also feature even greater and more dynamic layouts, with heavy emphasis on recreating that super shotgun murderfest many of you UAC Ultra 1 fans loved. There will also be plenty of rockets and plasma gun usage, as well as the deadly Doom 2 revenants, mancubi and pain elementals in great numbers, whilst avoiding things like doorway fights, and cluttering rooms with heavy monsters that would take longer to kill on Nightmare than they would to respawn (I'm experimenting with placing large monsters in locations in which they are awoken by sound, and meander into the places I want them to go, so as to respawn away from vital areas on Nightmare mode, but still pose as formidable defense for non-nightmare skill levels)
Episode 3 will be even more ominous, as it gets deeper into the planets core, with giant fissures in the floors, diabolical imagery, and twisted gnarled metal machines, with giant evil churches and castles summoning themselves within the base, creating a horrific "The Shores of Hell" styled atmosphere that's begging to be explored. The volume of monsters will be lessened, in favor of heavier deadlier monsters, such as Hell Barons, Archviles, and Cyberdemons. The weapons and ammunition will be scarce, simulating the gameplay styles of Malcolm Sailor's "Chord" series, with puzzle solving maps in the style of Cyberdreams, but with more than just Cyberdemons. The player will be expected to choose his BFG shots carefully, use the shotguns and rockets only when needed, and preserve ammo through the use of berserk punching and chainsawing to survive.
Episode 4 is when the player is certainly not in Kansas anymore. The levels will feature large highly-detailed towers and melancholic Gothic Deathmatches' styled castles. The monster volume will be heavily amplified in the style of New Gothic Movement slaughters in many nonlinear Doom 2 IWAD map super-remakes, such as E3M4: House of Pain, MAP11: The Factory, MAP16: The Suburbs, and MAP19: The Citadel. The player will using a lot of Plasma gun and rockets as usual, and will have to defend his territory as it's swarmed from all different directions in a Skulltag/Zandronum Invasion styled fashion.
Episode 5 really spirals out of control when the player arrives deep into the fiery embers of Hell. The monster population skyrockets into insurmountable numbers, and the player must move fast, and keep his trigger finger stiff, unleashing all hell at the demons as hell unleashes itself back at him. There will be giant Skagway-like canyons, immense fortresses to assault, and blood splattered everywhere. The levels tend to go into the extremes of maps like TimeOfDeath's Degrassi, Huy Pham's Deus Vult 1, and some adventurous painful journeys of Erik Alms single maps.
I'm attempting to achieve this while including enormous secret areas to extend the gameplay for the players if he or she truly enjoys whichever level they are playing on, include an isolated deathmatch level for players to duel each other on, focus the gameplay on all skill levels, especially one that twists the gameplay as heavily as Nightmare mode does, and provide wide open spaces and interconnectivity to allow players to play coop without bumping into each other, and approach each monster encounter the way they choose.
The challenges only become greater as I set my sights for bigger, better, and more dynamic gameplay that I can fathom with standard limit removing/boom compatible settings, but I believe that when this is finished it will be one of the biggest, baddest, timeless, and most profound megawads we've seen in a long time.
In hopes of holding your attention, I'll press onward to at least create one decent level from each episode that stays true to how I've described them in this post, and release a sampler, hopefully within the next couple of months. Please have faith in me.
As far as the music goes, I enjoy it and will leave it the same (excepting The Green Herrings track that I used for the Title Music) unless someone would like to step up to the plate and create music for this. But all the musicians I've spoke to have kept their distance, and until then, I've already got a brutal soundtrack lined up for the entire megawad. So suck it :P
Also in regards to those who thought my textures were ugly, I'm sorry. I guess I'm not as talented a texture artist as I thought, and I can only do so much.