Deleted
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Post by Deleted on Jul 30, 2019 19:00:09 GMT -5
DOWNLOADAfter society's fall hell's children reign over our lands, but their kind only knows chaos and disharmony. Servants of evil turn on their evil brethren tearing them limb from limb and place their spoils on display, while others sacrifice their own flesh to bring suffering and destruction. Pregnant bellies ripe of demonseed threaten to overwhelm resistance, but the tide is turning, and it's time to rise again and reclaim the cities, forests and mountains.After the Fall is an episode created by the great people in the Doomer Boards community during the month of July 2019, featuring 7 maps of explosive Doom action and monsterless credit maps. This project features the DBP debut and first solo releases of two promising and enthusiastic newcomers in zedonk and xvertigox . Maps
01. "Run to the Hills" -- glenzinho 02. "The Winding Canyon" -- Zedonk 03. "Relentless Misery" -- Vertigo 04. "Collective Unconscious" -- Scrangus McBrickdad 05. "Last Porno Shop" -- DoomCureDave and Big Ol' Billy 06. "Escape From Doomberg" -- glenzinho 07. "Illusion" -- glenzinho 08. "Contusion" -- glenzinho 09. "Epilogue" -- glenzinho 10. "High Rise Girls" -- Zedonk and joe-ilya Screens:
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Post by Deleted on Jul 30, 2019 21:47:26 GMT -5
MegaPancakeStrategist is currently streaming DBP14 here
There’ll be a few day period to catch any bugs or loose ends and then final version will be uploaded to idgames. Thanks to all contributors be they mappers, demoers, feedbackers or even suggestors. Congrats to the new dudes Zed & vertigo for getting something out there, you have both proven to be capable learners and listeners and demonstrate good potential and I look forward to what you will produce in the future. Also props to Bill for taking another recent arrival in Dave under his wing and to Dave for striving to better himself, I dig those sharp curvy shapes that are quickly becoming a signature of yours Dave. Hope to see everyone’s support for DBP15, onwards and upwards!
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Post by bigolbilly on Jul 31, 2019 13:08:44 GMT -5
Woohoo! Major props for bringing it under the deadline (unlike, uh, certain previous DBPs, not that I would know anything about that, nope...). Looking forward to giving it a proper play, since I didn’t get to do a lot of testing this time around. It looks like this set is keeping the DBP brand fresh with some of the wackiest, frenzied, high-body-count (both players and monsters) action we’ve had in the series. Also encouraging to have some fresh meat in the mix keeping us older-timers from getting stuck in our ways. And don’t even get me started on some of the cool bonus map stuff
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Post by Deleted on Jul 31, 2019 23:15:45 GMT -5
Speaking of cool bonus map stuff, there will be an extra map in the last slot that came in right about on deadline and is thus without adequate playtest and polish time, but is cool and great looking (and plays better coming into it with the carryover weapons ) by joe who redecorated and populated a second map by Zedonk. This will be in the final release version which will be out in a day or two barring any major bugs found in that time.
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Deleted
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Post by Deleted on Aug 1, 2019 22:33:09 GMT -5
Full version up in the OP. I'll wait a few days for any last minute bugs and then it's off to idgames.
update: link has been updated to fix some bugs found in MAP10 and to revert Baby Cacos to not counting in the kill % as is normal for lost souls. Final file is named DBP14ATF
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Post by wintertowns on Aug 2, 2019 2:31:34 GMT -5
Nice... When you get used to AAAAAAAAH (the sound of Serious Sam kamikaze-dudes running at you that is). Demos
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Post by Deleted on Aug 2, 2019 2:39:05 GMT -5
Hahahahahahahahaha Thank you my good blood, you're a star as always with these demos and I enjoy watching you play. Which version of the wad did you use for clarifiication? The file simply labelled DBP14? update: This is the RC2 link for those who want to watch wt's demos above
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Deleted
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Post by Deleted on Aug 2, 2019 3:12:05 GMT -5
As a special "DLC" here is the youtube playlist for the music used in After the Fall: link
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Post by wintertowns on Aug 2, 2019 4:50:23 GMT -5
Which version of the wad did you use for clarifiication? I used RC 2.
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Deleted
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Post by Deleted on Aug 2, 2019 6:01:21 GMT -5
Thanks dude!
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Post by Deleted on Aug 4, 2019 10:48:18 GMT -5
Until MAP05 I recorded with RC1, MAP06 was played on RC2.
MAP01: Gimmick level opener that introduces the main character of this month. Not a bad idea and it was funny for a while. It's over the top, maybe too much, I think that starting with something like this isn't really good in the long run. It isn't so important since the mapset is short but still the suicide zombie is already overused that after the first level you have already seen it all and the new gameplay gimmick is already old. MAP02: Rather impressive work for a new mapper Zedonk, if you did all the outdoor. Cool view when you reach the top of the path from where you can see all the mountains. Gameplay is a fast shooting gallery. With the kind of scenery and if the map has a good sense of adventure is something that could work. Careful that it's a kind of gameplay that is easily dull. I liked also the final setup. MAP03: A more classic techbase. I like more the western half that was more dynamic and with few surprises. The eastern part is very flat, and with a marble part that felt random and out of place. Kinda basic overall but good effort from another new mapper. MAP04: Ammo balance at first was a bit off but it improves when you progress into the level. I would suggest to you to play with a smaller scale on the level. In this case it lacks an impressive factor and the gameplay in these big open areas isn't so fun and interesting. Interesting structure, nasty fights and the bosses were well used. I always like to see mastermind fights that are engaging.
MAP06: Very well done and the main area with all the streets and the traps in the dark alleys was coreographed well. This map keeps you costantly on the edge. Will finish this with saves tho. Despite few nuisances this gets the top spot of this month. Nice idea the credits with their story going on. I really loathed the new lost souls.
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Aisleen
Doomer
Totally not Catpho
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Post by Aisleen on Aug 4, 2019 12:25:19 GMT -5
Another decent outing from the krew. It probably won't be in any top DBPs list soon but still had plenty of cool maps. Lovely theme, though I guess it's because it reminds me of a certain Rusty Cage wink wink. The veterans are still producing fine maps, but the brightest stars are unquestionably the Glen maps. The newcomers show they ain't too shabby either; I'm most impressed by Zedonk's effort as he brought with him a good eye for big, naturalistic environments and the final fight has one of the most unique setups I've seen in some time. Vertigo had a competent outing too, and DoomCureDave+Big 'Ol Billy is proving to be quite a formidable team. Cheers for keeping the series strong!
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Post by warman2012 on Aug 4, 2019 18:17:27 GMT -5
Sooo.... newbie to these forums...I am going to playtest this mapset and see what I think. I'll be doing this mapset on twitch. Do these maps need Brutal Doom?
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Deleted
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Post by Deleted on Aug 4, 2019 18:39:51 GMT -5
Howdy! These maps do not need Brutal Doom.
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Deleted
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Post by Deleted on Aug 4, 2019 18:43:34 GMT -5
Yeah this set is quite brutal enough without it, although it would be quite the sight... let us know warman2012 when you're gonna stream and post a link please dude
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Post by warman2012 on Aug 4, 2019 19:29:24 GMT -5
Playthrough on HMP Difficulty
Alright, my first two cents so far based upon the first two maps. The first map wasn't too bad, though a bit of a surprise on the suicide guys. The second map starts out fine. The part that I am having bullshit with is the encounter with the switch in the cave with all the entrance ways and the plasma gun. Whoever did this, needs to SERIOUSLY lower the pinkie spam. Its too much on HMP and the suicide attackers don't do anything to kill them off.
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Deleted
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Post by Deleted on Aug 4, 2019 19:35:34 GMT -5
Tip: save your plasma for those pinkies and save a little bit for when that door finally opens. Also HMP probably doesn't change difficulty much except for in Maps 3-5
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Post by warman2012 on Aug 4, 2019 20:09:37 GMT -5
Playthrough on HMP: Map 3
The encounter for the blue key should be set when the player has gotten the key instead of a trigger line. Also, reduce the amount of revenants and give the player an out instead of cock blocking the exit with suicide guys. You would think this would not matter and the player could get away, not so. I got killed plenty enough times I just bfgballed the enounter and moved on. The end encounter with three archviles is also stupid. Reduce the archviles to about two and add more rocket ammo for the level. You should have a good map otherwise.
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Post by warman2012 on Aug 4, 2019 20:14:10 GMT -5
Tip: save your plasma for those pinkies and save a little bit for when that door finally opens. Also HMP probably doesn't change difficulty much except for in Maps 3-5 That's too bad then, I'd like to see more variation on difficulty for us filthy casuals. The plasma doesn't do much for the pinkies, like I said, its best to lower the number. On another note, the end encounter on map 2 should be either reduce the pain elementals toward the end or keep the archvile, not both. I kept on dying there too many times. These are my suggestions for tweaks, nothing more.
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Deleted
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Post by Deleted on Aug 4, 2019 20:18:38 GMT -5
All good bro, thanks for the feedback. Just to let you know that it's a monthly project with a strict deadline and we don't place an emphasis on difficulties in the interest of actually finishing making maps. Some put them in, it's considered a bonus if there are, but it's not a requirement for these Doomer Boards Projects.
Kind of a shame you weren't around on the development thread to the test the maps during the course of last month, it's some valuable feedback from another perspective you've got... perhaps you want to try doing that this month on the DBP15 thread when maps drop?
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Post by warman2012 on Aug 4, 2019 20:43:41 GMT -5
All good bro, thanks for the feedback. Just to let you know that it's a monthly project with a strict deadline and we don't place an emphasis on difficulties in the interest of actually finishing making maps. Some put them in, it's considered a bonus if there are, but it's not a requirement for these Doomer Boards Projects. Kind of a shame you weren't around on the development thread to the test the maps during the course of last month, it's some valuable feedback from another perspective you've got... perhaps you want to try doing that this month on the DBP15 thread when maps drop? I'll see about taking you up on that. I'm glad to see people pumping out content. What I'd like to do is take a few of these map projects and make a full 32 map megawad out of the maps I like once I learn how to do that. I'd like to be like John Suitepea (twitch streamer) and profile these map projects and offer my two cents on them.
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Deleted
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Post by Deleted on Aug 4, 2019 21:09:51 GMT -5
Awesome, I'd watch if you do that!
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zedonk
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Saint Zed the Heretic
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Post by zedonk on Aug 5, 2019 9:16:11 GMT -5
Thanks for the kind words guys . I didn't have enough time to implement difficulty settings which was unfortunate but oh well. Next time, I'll be making smaller maps so we'll see if I can bet round to it .
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