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Post by bigolbilly on Oct 5, 2019 3:30:18 GMT -5
"Did you know that Ass Demons are one of the leading causes of death for cybernetically enhanced demons over 3,000 eons of age?
That's why prevention is key! Come by the UAC medical labs and we'll have our 'crack' team of researchers examine that sweet cyber booty. If we find any of those pesky colon critters, we can send our specially trained microscopic space marine medics in. Of course, if our boys get turned into possessed zombiemen, we might have to take more... drastic... measures. Don't worry, though, Mars has universal Hell-th care!"Step on up for the biggest, baddest, grossest DBP yet and take on 11 levels of limit-removing carnage. Special shoutouts to Dmdr and Hardcore_Gamer who are making their DBP debuts! This set also features some gory custom graphics from supercupcaketactics--note that the gore pile graphics (SSWVK0 & SSWVL0) are exempt from the usual Creative Commons license that we typically use for DBP stuff. In other words, don't use these without permission from the man himself! Get v0.99a here now: DBP16 v0.99aTested in Crispy, Eternity Engine, ZDoom 2.8.1, GZDoom, and PrB+ -cl2. NOTE: We've been dealing with a very odd, very inconsistent bug in PrB+ causing Signal 11 crashes on some (but not all) testers' setups. Please let us know if you encounter this error on PrB+ (-complevel 2) so we can track this sucker down once and for all! MAPS01: "Complications" (Big Ol' Billy) 02: "If It's Yellow..." (Big Ol' Billy) 03 "Ad Asspera Ad Asstra" (Dmdr) 04: "Baphometic Butt Cramp" (WalterC) 05: "Kerplop!" (Big Ol' Billy) 06: "Lumbar" (Scrangus McBrickdad) 07: "The Runs" (Vertigo and Zedonk) 08: "Voided" (Dmdr) 09: "Intestinal Altitude" (Glenzinho) 10: "Distending Carnage" (Hardcore_Gamer) 11: "Rumours of Tumors" (Big Ol' Billy) 12: "Healing Nicely" (Big Ol' Billy)
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Deleted
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Post by Deleted on Oct 5, 2019 4:28:15 GMT -5
Oh yeah! Time to stick our heads up somebody's ass!
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dmdr
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Post by dmdr on Oct 5, 2019 7:36:58 GMT -5
hell yeah dude, been hanging out for this one! Up to map05, all mint levels so far. I didn't record any FDAs but probably should have.
MAP01: nice intro map that went on a bit longer than I thought it was going to (i figured the shrinking machine would be the end). The initial phase made me laugh a few times and the enemy recolours all look pretty good (I especially like the new pinky). I did notice that the door to get the yellow key was a D1 -- this makes the level impossible to complete if you, for example, go the wrong way and drop down after getting the cells. This is presumably a bug.
MAP02: I love maps that use lowering floors and stuff to creatively expand the level and make backtracking interesting (Asspera being my somewhat clumsy attempt at the genre). Good stuff, no bugs to report this time.
MAP03: WOW I DON'T KNOW WHO MADE THIS MAP BUT IT'S AMAZING!!!!!!!!!!!!! I BET, WHOEVER DID IT, THAT THE ONLY THING BIGGER THAN HIS WINGWONG (WHICH IS DOUBTLESSLY GALACTIC IN SCALE) IS HIS IQ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Good call on retexturing the lift to make it obvious that it is one, that's something I should have thought of myself. The soul sphere at the start makes things quite forgiving -- I found this a lot easier than maps 01 and 02 but that could be simple familiarity on my part (the part in map02 with the TV static and all the moving floors was quite brutal). The change I'm not so sold on is the early RL (the arach is easily massaged into killing the cacos and PE for you) but oh well. Coarse jokes aside, I do want to pat my own back on the timing of the platforms in the final battle, I got that pretty much exactly right IM very very, so very humble O. I did get a bit annoyed by the slightly curvy vine linedefs in the final 'hidden' area, the one with the scrolling green faces -- I got caught on them on the first go round and got iced by the AV when I really shouldn't have. Should've made the vines straighter and curved the faces a bit more I reckon, that would have given the effect I wanted without the potential for frustration.
MAP04: probably more fun played continuously than from pistol start -- clearing the trash being when it doesn't take too long. I liked this, massively improved over the first version, the little challenges aren't too obtuse and the level was quite nicely interconnected. I wanted to kill the final cybie but didn't spot the RL that was presumably there -- I assumed it would be on the centre platform and ended up exiting before I was ready. Oh well. big lol at the cybie sprite replacement, by the way.
MAP05: I'm quite jealous of people who can make good non-linear maps; my mind doesn't really work that way, unfortunately. I'm only halfway through so far but yeah, it's been a lot of fun so far. Great barrel placement in the centre arena, I really enjoyed manoeuvering all the pinkies into a position to blow them all to hell.
so far this has been great -- I'm a little biased since I'm pleased as punch to finally have some levels out there, but this has been a great set so far and frankly a lot better than half the crap that gets nominated for cacowards (let alone wins them). There's really a lot to be said for shorter episode length levels, and also not polishing your levels too damn much. Great work gents, and especially billy -- an absolutely colossal effort on your part, with FIVE!!! levels in addition to some truly excellent graphics work (and all the good advice you gave me too).
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Deleted
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Post by Deleted on Oct 5, 2019 10:07:17 GMT -5
Heh, Katz' little touch on the project description is gold
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Post by xvertigox on Oct 5, 2019 14:46:47 GMT -5
Wonderful resources, great maps - fantastic release.
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nnnvork
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Nom-nom Chomsky
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Post by nnnvork on Oct 5, 2019 20:29:20 GMT -5
NOTE: We've been dealing with a very odd, very inconsistent bug in PrB+ causing Signal 11 crashes on some (but not all) testers' setups. Please let us know if you encounter this error on PrB+ (-complevel 2) so we can track this sucker down once and for all!
I encountered the bug. demo of map 1Also, i noticed the lift switch is kinda hard to press in complevel 2 (densely packed trigger lines?). Not sure if it's a showstopper, but bringing it to attention.
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Post by bigolbilly on Oct 6, 2019 6:19:49 GMT -5
Thanks noisy, this bug is a real head-scratcher but more data is our best bet to try to address it. Can you confirm your PrB+ specs btw? It seems like different players are getting/not getting the error even when using the same version of PrB+, same complevel, etc. but I want to make sure.
I know what you mean about the lift switch, I think there's a bit of tweaking that can make that a bit more user friendly.
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Post by wintertowns on Oct 6, 2019 12:20:01 GMT -5
Eeh.. Thanks? I hate it. Here are the goods, played with v0.99a. A couple of fda's, one bad case of savescumming.
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Deleted
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Post by Deleted on Oct 6, 2019 12:41:56 GMT -5
Yay wt demos ftw!
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Post by bigolbilly on Oct 6, 2019 13:23:24 GMT -5
Heh, sorry if this wasn't your cup of tea (or other liquids...) wt, either thematically or gameplay-wise. Regardless, I always enjoy watching your demos and get a lot out of them, so I'm glad you recorded some. There's still some tweaking to do, but for the most part this project is what it is--though there's always next month! Even if this DBP doesn't scratch the right itch, we'll keep putting them out and hopefully something will click
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nnnvork
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Nom-nom Chomsky
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Post by nnnvork on Oct 6, 2019 20:15:12 GMT -5
Thanks noisy, this bug is a real head-scratcher but more data is our best bet to try to address it. Can you confirm your PrB+ specs btw? It seems like different players are getting/not getting the error even when using the same version of PrB+, same complevel, etc. but I want to make sure. I know what you mean about the lift switch, I think there's a bit of tweaking that can make that a bit more user friendly. I sent my config to your PMs Also, I incidentally found the following info: 1) The "Circle of Death" demo that plays after hanging on the opening menu also crashes with the same error. 2) This happens regardless of complevel used. 3) The error does not occur if I use -nodraw as a parameter. It may be graphics related?
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Post by bigolbilly on Oct 7, 2019 5:06:05 GMT -5
Thanks noisy! That definitely helps, the -nodraw part is especially interesting, that may be an important clue.
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Deleted
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Post by Deleted on Oct 7, 2019 7:34:19 GMT -5
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Post by bigolbilly on Oct 7, 2019 10:26:14 GMT -5
Oh, thanks for the lingo tip memfis. Old man Bill can't keep up with what these whippersnappers are talking about. Otherwise, we're still working on some tweaks and putting a proper credits file together. While that's going on, I'll give a special shoutout to MegaPancakeStrategist for allowing us to use some extra-special custom graphics to take the visuals to the next level. I should note that Cuppy's gore pile graphics (SSWVK0/L0) are exclusively licensed for this set, in contrast to the usual Creative Commons license we otherwise use for DBP stuff.
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Post by wintertowns on Oct 7, 2019 13:15:48 GMT -5
You never know for sure @memfis , and I hope I didn't cause a heart attack bigolbilly . I still sat through the whole wad though, thought it would balance out some of the irony .
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Aisleen
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Post by Aisleen on Oct 8, 2019 7:26:11 GMT -5
3 maps in and kewl stuff so far! Bill maps being good seems to be an inevitable thing in life, up there with death and taxes. I thought dmdr (welcome btw!) outing was decent, the final arena with all the lowering walls was my fav part of that map. Here are some FDAs. Got soft locked in 02 by a thing Also i'm playing on PrBoom+ 2.5.1.4 on cl2, and i haven't got a signal 11 crash. Demos
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Post by bigolbilly on Oct 8, 2019 9:23:01 GMT -5
Cool Aisleen, I'm interested to see if that softlock is where I think it might be, good catch regardless. MAP03 is just a warm-up for dmdr here, though the bowel-movement-esque finale is already a memorable setpiece.
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dmdr
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Post by dmdr on Oct 9, 2019 3:55:03 GMT -5
'decent'?!?!?!?!?!? c'mon admit I rocked your world!!!
thanks for the welcome and the demo; nice to see someone not get confused by that lift. hope map08 rates a 'competent' or an 'acceptable', haha.
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Deleted
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Post by Deleted on Oct 9, 2019 12:26:33 GMT -5
That twist on the ending level
fdas, and for some maps these are "fdas" since I had a sneak preview to help to chaase the bug. For MAP04 and 10 demos are missing because due to the signal 11 crashes I was unable to play enough time on prboom+. The best thing is the cybie that now look like the goombas from the Super Mario Bros movie :DDDD
MAP01: The doctors seem too carefree to have a basement filled with zombies and demons from where you can start your flesh journey. Very nice showcase of the custom stuff MAP02: Here we go more into the wacky side which seems to set the mood for this episode. Very good executions of some "out of the box" gimmicks at the start, and the best part at YSK with the moving floors. MAP03: Had a bad accident at the final setup but I enjoyed the level, very solid overall.
MAP04: Sorry Walter but not this time. I didn't liked the particular gimmick of the level and sadly this map doesn't offers anything else. MAP05: Extremely fun non-linear level where to choose where to go or get pushed by the random events of the overall chaos that goes on. MAP06: Scrangus thinks this is Touhou but without the cute girls he won't go so far. I really liked the usage of the turrets, and it showed how many of you went for different gimmicks with the custom stuff available for this month. It also went really well with the overscale of the level, which is a trait common in your previous map but here apart the ramp before BK the huge space is more functional. I like how also you build a false of security with the easygoing combats and avoiding the tough monsters, but that teleporting av before the BK was cool. MAP07: Simple and very funny.
MAP08: I really liked the start and it looked promising but the things started to drag in the cave after the elevator. Granted that I share a bit of the fault since I missed some secrets but on pistol start the cave isn't so fun with the weapons you have. And also that area is pretty much a shooting gallery which isn't so exciting to play.
MAP09: I recorded a second attempt after I discovered where the BK is. I did this on the first playthrough too as you can see, clearing all the map on the lower level will help you while the higer parts, especially the final ride to reach the exit are so easy and you can skip everything. Maybe it's intended tho. MAP10: The only that I like is the spirt of trying to do something like this. To me this is a good example of a bad long adventurous map that fails in every aspect. The gameplay is so boring with lots of plain fights that many times are mandatory too, bloated without a reason. Like the starting setup and the whole mechanism doesn't seem to be well thought-out. Visually nothing was really striking and you know, it's not like I'll automatically like a map if you use that big scale like at the RSK area. There's a lot of stuff but nothing that works. Terrible.
MAP11: Sometimes simple things are the best and there isn't always the need to make something groundbreaking. It does its work well and you can't miss the finale that leads to this month story. *slaughterfanbois complaing about CIRCLESTRAFING*
How come did you missed this month joe? For once your spastic maps would have fitted so well in this set.
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Aisleen
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Post by Aisleen on Oct 10, 2019 10:57:38 GMT -5
FDAs pt 2 "Baphometic Butt Cramp": Sorry Walter, forgot to record when playing this one It's an inoffensive gimmick map, but i personally didn't find the ideas here too compelling. At least it was short and acts like a change of pace to the set's relentless carnage. "Kerplop!": A B.O.B main course keeps you full for a whole set. I don't really need to say more about the quality here. I do wonder how one is suppose to get through that damaging tunnel that housed a baron; in the demo i just tanked through the section with a blue armor heh. "Lumbar": Lots of eye candy from Sir Gorgeous himself, particularly the striking opening room and the big bone maze. Didn't finish the map in the demo because i have no idea how to get pass the caco turret room pass the zig zag chasm. "The Runs": Cute concept map. Perhaps it could still be a little longer without overstaying its welcome. "Voided": The techbase part wasn't so impressive, but the butt-void reveal is awe-inspiring! Fights there are tough but good fun. "Intestinal Altitude": Flesh skyscrapers make crazy awesome visuals. It's got good fights to back up the pretty looks too, although they are definitely on the easier side compared to past Glen DBP maps. The demo i recorded was the silliest thing ever (hint: check my Rocket Launcher usage). One thing i suggest is to maybe signpost the BK better, as it took me an amount of time of basically wandering until i stumbled upon it. "Distending Carnage": Mentioning because FDA is provided, but i haven't finished it yet. The opening fight is not friendly towards FDA replays because of all the high hp monsters + PEs to kill, so will finish with saves later.
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Post by kakhome1 on Aug 3, 2020 0:01:48 GMT -5
First four maps blind (commentary is typed out, wasn't using a mic yet):
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