joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Apr 5, 2019 9:10:57 GMT -5
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Deleted
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Post by Deleted on Apr 5, 2019 10:29:50 GMT -5
about time
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Deleted
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Post by Deleted on Apr 5, 2019 15:05:43 GMT -5
woot heckin yeah 8-)
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Post by Deleted on Apr 5, 2019 18:38:18 GMT -5
Nice work. We’re going to attempt to get a Twitch playthrough going in about 10-12 hours from the time of the post on joe-ilya ’s Twitch channel, so drop on by.
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Deleted
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Post by Deleted on Apr 6, 2019 14:08:17 GMT -5
Another cool theme. This kind of realism is one of my favourites things that I love to see in Doom wads, plus bonus points for the hot pixel girls. Didn't like so much the dehacked changes. Worst offender is the chaingun, with that idle time when you stop firing it sort of defeats the purpose of having a weapon that can shoot continuously and there's also more time to change the weapon. That didn't went so well as the hitscanners enemies were prominent in all the maps and with the ammo balance it seems that you wanted to encourage to use the chaingun. The shotgun was beefed up? I guess, at least it balanced well the drawback of the chaingun and was a more reliable weapon. One-shotting the lost souls with the SG was dope. I didn't notice at first the custom arachnotron with a chaingun. To me it didn't have so much sense the way you did it, you can use it to have a smaller spiderdemon (and replace the stock one) that you can use more often. It's also sort of redundant with the turret, I know that the stock attacks are limited but making a more diverse monster would have been better. After you pick the chainsaw you can use the fists anymore.The flying imps were a good addition. Keep going with the dehacked changes for the next projects, maybe you'll have better luck. Keep it up with the custom sounds and props.
MAP01: to me it was a pleasant surprise to discover bigolbilly in the previous sessions, you are an interesting mapper but this time you came off with a less inspired work. Maybe I'm wrong but this map seems to be heavily inspired by Bloody Steel MAP01. But Scrapyard Scramble it isn't as striking as Slume for the visuals/atmosphere, they both share an odd gameplay that most likely will put off the player, here you have roaming cyberdemons and not the weapons and ammo to kill them, until the spiderdemon using them to infight is pointless since the areas has mostly low tiers scattered. The combats in the building were too awkward and the av is a real bitch. 1 cyberdemon is enough. Compared to the other maps that are more silly this has a more serious theme that is more weird when you consider the whole wad. Meh didn't like this one, ganbatte~ for the next session
MAP02: The proportions of the building and the inner rooms were goofy but funny and fitted well with toilet switches. I liked the grey stairway at north. The sniping revenants were wasted, they don't have so much opportunities to shoot at the player and they get crushed when you pick the RK and can be more useful. MAP03: Walter hits the club. Not so much to say, but not in a bad way. Looks good, very fun to play, nailed well the theme.
MAP04: It still has your signature style and for a change the map is more tidy and with less chaos going on overall. Weird things happened with the turrets on the stairway to the exit MAP05: To reference another russian map this reminded me a lot of Hellfire MAP07 (and its other iterations). Pretty cool little village ravaged by a demon invasion. I was close to finish it but I got caught by the av in the nukage tunnel. Kinda cheap to put it behind the waterfalls. My bad I forgot I had the BFG that it would have been useful in the big fight there. I was very low on ammo before going in the nukage tunnel while fighting in the destroyed store, I think some more supplies can be put on the western big courtyard. I spent some time trying to figure the secrets but I gave up after a while.
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Post by bigolbilly on Apr 6, 2019 18:18:25 GMT -5
Thanks for the comments as always gaspe. Sorry my map let you down a bit this time, but there’s always the next one! DBPs are always a good chance to try new and different ideas (new for me, at least). Interestingly, never heard of Bloody Steel before, but I see the similarity after looking up a video. Still looking forward to watching your fdas. We’ll try to keep the DBPs fresh for ya! This was our biggest dive into dehackery yet, courtesy of Joe, and while I’m sympathetic to your take on the chaingun, I think overall it was a nice way to freshen things up, especially in conjunction with the theme.
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walterc
Doomer
Hell Knight Best Grill
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Post by walterc on Apr 7, 2019 17:21:24 GMT -5
Great to see this compiled!
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Deleted
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Post by Deleted on Apr 7, 2019 23:25:23 GMT -5
Yeah it's amazing altogether and I'm especially impressed with the effort put in to the presentation of the whole package so big props to Joe! It also seems it was a good choice for me to be lax with the MIDI chosen since Joe's pick hath introduced me to the neat tune of Clever Girl (while also contributing to the cohesion of the WAD).
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Apr 8, 2019 14:41:06 GMT -5
@gaspe I'm not sure what's so bad at all about the chaingun warmup, the plasma gun also has it and nobody complains, plus bullets are very plentiful, so don't feel like you're wasting too much ammo when firing while switching targets. I get what you're saying about hitscan based attacks, but honestly, a mid-tier hitscanner and a turret hitscanner are fairly interesting extensions to the Doom Beastiary that allow for more interesting placements, the other option I had was to keep the PE (which doesn't have much of a use) or to make yet another projectile enemy which Doom has plenty of anyways, plus hitscanner enemies fit more into the urban aesthetic.
When the chainsaw is picked up, it is indeed impossible to choose the fists again (unless you have berserk), but don't blame my Dehacked on this one, this is hardcoded in Vanilla. I'm unfortunately not going have any dehacked at all in my next project as it won't fit with what I'm going for, maybe the one after it.
Thank you for the FDAs, I'll watch my map's FDA tomorrow. I do agree that MAP01 is a little too biffy, 2 cybers aren't really that bad, but not necessary either and that AV is such a pain in the ass to kill if you don't get him in a good spot. But in my map I feel the AV behind the falls is a good little challenge as you have the BFG and quite a bit of rockets that can mostly just put you off guard if anything, kinda cheap, but not unfair, that's how my more tricky traps go. I'm uncertain about how much more ammo is needed in the map, but when I play my map, I exit half stocked on bullets and shells (with backpack capacity in mind), and a couple dozen of rockets and cells (without secrets or saves).
Thank you all for the kind feedback, feels good knowing that working overtime and ambitiously on crafting this mappack didn't end up failing miserably, making me look as a horrible leader. Can somebody please post this mappack at Doomworld? I'd like the bigger circle to know how far I've come into not just leading a community project, but also compiling, modding and of course mapping.
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Deleted
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Post by Deleted on Apr 15, 2019 5:01:12 GMT -5
My two cents: if the plasma has a warm up, nobody's ever noticed it like we've noticed the chaingun warmup in this mapset. Anyways, Joe's heard all about this for a month and I've given him endless shit on his unnecessary dehacked changes, but the fact of the matter is this: joe-ilya has helmed a kick arse DBP and done the deed to a more than satisfactory standard, and I think you're awesome joe even if I doubted you. Forget about fucken with the chaingun next time though for love of God.
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Post by wintertowns on Apr 25, 2019 12:54:04 GMT -5
Annoying chaingun changes, otherwise thumbs up.
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nnn✓ork
Doomer
Dr. Noisystein
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Post by nnn✓ork on May 11, 2019 14:48:29 GMT -5
fda: continuous playthroughI was murdered by a tree on Map05. An archvile got me on my second try before i could make it to the finale. fun theme with a bit of quirkiness, which is why i didn't mind any changes too much; some were mildly tacky, but others "worked". And for better or for worse, the chaingun changes resulted in me using the pistol more for sniping and using the chaingun for its intended purpose of actually mowing things down. A good 5 maps.
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Jun 17, 2019 3:26:55 GMT -5
This turned out to be one charming oddball! Lot's of things to like about this silly yet endearing mapset. The Dehacked had a lot of weird and at times questionable changes, but even the more flawed features contributed to this quirky offbeat world one way or another. The theme was neat and of course +1000000 pesos for the sector props. Gonna give a mention to the soundtrack as well, "ELM" is going on this cat's playlist Loved all the individual maps as usual. 03's combat was underwhelming and 05 is a bastard with health but ultimately their other good qualities won over. Thanks for making one hell of a DBP Joe. Maybe i won't skip your modern maps this time ;P FDAs Recorded in PrBoom+ cl2. Names should be self-explanatory, "final1" is my fda of 05, "final2" is a half FDA (?) because i had to look where all the medkits were.
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Deleted
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Post by Deleted on Jun 17, 2019 3:54:20 GMT -5
Thanks for the demos Not Aisleen, you're a gent!
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Jun 17, 2019 3:54:38 GMT -5
It's the /idgames one, yeah
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Deleted
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Post by Deleted on Jun 17, 2019 3:56:18 GMT -5
Heh, ninja'd Question was redundant as I see Joe's updated the link here since Noisy posted his demos.
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