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Post by bigolbilly on Jul 4, 2019 21:36:10 GMT -5
DOWNLOAD: RC2(Previous: RC1) It ain't easy being a former 90's action game hero in the 21st-century gig economy. But when wily alien bastards kidnap Earth's accountants, you might just have a chance to relive your glory days! Ok, ok, maybe it's not the most glamorous mission, but it'll pay the fuel bills this month. So grab your flamethrower, put that old blue helmet on, and get ready to kick some alien ass! ... right after a quick nap. ALIEN BASTARDS! is a partial conversion created by the wild and wacky folks in the Doomer Boards community, featuring 8 maps of (ahem) "alien carnage," 1 credit map, and a MAP30 menagerie showing off the many custom resources featured in the set. Maps01. "Asleep at the Helm" -- Big Ol' Billy 02. "Galactic Stowaway" -- Big Ol' Billy 03. "Spacial Nursery" -- WalterC 04. "Station2Station" -- Big Ol' Billy 05. "Water on Mars" -- DoomCureDave and Big Ol' Billy 06. "Tubelectric Omegamatic" -- Joe-Ilya 07. "Makai Tensho" -- Thundercunt 08. "Station Desolation" -- Glenzinho 09. "Form 1099" (Credits) -- Big Ol' Billy Screenshots
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Post by Deleted on Jul 4, 2019 22:19:25 GMT -5
Fantastic work! Kudos to putting together such a masterful package! A few of us are getting on playtesting and bug finding in various ports, while MegaPancakeStrategist is streaming right now here.
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Post by thundercunt on Jul 4, 2019 22:48:18 GMT -5
fuck yeah, nice work guys
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Post by Deleted on Jul 5, 2019 10:17:08 GMT -5
That looks amazing!!
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Post by wintertowns on Jul 5, 2019 17:43:32 GMT -5
Demos/fda's of the first 6 maps.
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Post by Deleted on Jul 5, 2019 22:10:59 GMT -5
Thanks for the demos wt, will be sure to watch soon! Get on Map07 and 08 too bro!
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Post by wintertowns on Jul 6, 2019 16:58:46 GMT -5
Demos for 7-8. Really nice wad , thanks guys.
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Post by Deleted on Jul 8, 2019 11:54:51 GMT -5
So hyped for this and it delivered, apart a low point on MAP06 but it stayed consistently good. Impressive work from bigolbilly , even though the maps needs some adjustements but I liked the decision of trying something harded compared to previous projects. The them was well developed and the custom things were very fitting and the thing with the keys and the hostages were cute. The flying hitscanner alien was an interesting concept, plus it explodes and it can be useful to wipe other enemies but it's sneaky and dangerous. The RL is way less forgiving and you'll waste many precious shots, it requires more thinking to use it here.The new archvile is probably the same as the other but the different sounds and flame sprite makes it harder to react. The new monsters sounds have a werid mix of funny and disgusting.Now I want to replay E2 of Duke 3D so much
MAP01: Good introduction that showcases a lot of the custom things, and like you said I like that it has a a good balance of cinematic stuff and the classical fun Doom gameplay. It seems that it wasn't reported but looking in the editor for the last secret I saw that sector with tag 40 is missing the linedef that activates it on the playable area, the correct linedef are on the unreachable mirrored part it seems My bad I missed the WRlift line to get it.
MAP02: Simple and relatively short but at the same plenty of cool little things (the optional ducts, the alien corrupted outer part) and the difficulty is already raising. The pain elemental was another replacement that I liked a lot. Straight to the point but it doesn't need anything else. MAP03: Probably my favourite map from Walter with his usual simplicity and the theme of the space base overrun by alien with a spooky hint is played very well. Is the starting area inspired by one of the Duke3D level by any chance? MAP04: It would be a very nice "choose your adventure map", though like I already said it needs some tweaks on the balance, when you finish an area you really need some more supplies to restock for the next part. I still have to find the optimal route. MAP05: Taming the big brawl in the hub area and securing a safe foothold is very hard, but the map becomes fair after that. Some more supplies on the lateral wings of the hub could help.
MAP06: It kinds looks like a joke with the mixture of textures (custom and stock one) and garish colors. Very cheap moments with low health and ammo with a cramped space. The exit room setup with the moving floors was nice but all the problems of the map make it something you can't enjoy.
MAP07: I was quite "scared" to play this map after the talking that it still needed some health/ammo adjustments, or were they already made? Anyway I was able to take the exit. It requires a good managment of the supplies and I liked the fight that seem to fuck you over but are doable. Very imposing mood from the visuals and the music (these wads are a good source of cool midis that are always hard to find). Best map of the wad.
MAP08: And finally it's Glen's turn to roast you with a space station that it's hard to conquer. The second av at the BFG was a bit too imo. Sorry to end on a bad note but the final fight wasn't interesting, a cybie inside an arena made of corridors. But idk, the straight lines require to dodge its rockets while it can stil shoot at you on the circle if you want take the supplies and circlestrafing isn't doable now. It felt anticlimactic. Maybe it needed some green alien shit to blow up.
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Post by bigolbilly on Jul 8, 2019 16:27:26 GMT -5
RC2 now linked in the OP! Changes: -- Proper automap names -- Z-port obituaries -- Numerous small balance tweaks, especially in the middle stretch -- Now more continuous-friendly -- All textures play nicely with Crispy now -- Random minor visual clean up stuff -- Mysterious ZDoom 2.8.1-only mega-slime trail fixed (fingers crossed) -- MAP06 has gotten a visual overhaul, along with a tweak to the megahealth secret. Now you can blame me as well as Joe -- Proper dbp13.txt Special thanks to wintertowns for the excellent demos--that's the kind of playing I like to see!--and @gaspe for the comments here and on discord. Looking forward to watching your demos next!
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Post by Deleted on Jul 8, 2019 21:33:37 GMT -5
AWESOME!
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Post by Deleted on Jul 10, 2019 2:37:34 GMT -5
Hey guys, I'm planning on blasting through this on my YouTube channel soon! Is it vanilla compat or will ZDoom be necessary? idc either way, just checking
EDIT: I see it runs in Crispy, that answers that.
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Post by Deleted on Jul 10, 2019 7:15:05 GMT -5
Man, what a great set. I love the custom assets, the whole thing feels so cohesive yet each map also feels fresh. The new enemies and graphics are too awesome to just be used once, in my opinion. I couldn't tell who had made which map and that's a good thing, the quality was high the whole way through. I didn't record it because I feel kinda shitty at the moment so I was dying and saving a lot but that was down to player error. I never got lost though which was a HUUGE plus. I also have to mention that each MIDI track suited the maps perfectly. Those Chex Quest alien sounds were great too, helped the whole thing feel lighthearted and fun. Sequel! I demand a sequel!
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Post by bigolbilly on Jul 10, 2019 12:58:15 GMT -5
Yay, I was hoping this would get the Doomkid stamp of approval. I’m not ruling out a sequel some day, given all the work that went into putting the resources together. There are still some encounter ideas with the new monsters I never got around to exploring, so I think there’s room to do more. But I also have other DBP schemes!
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walterc
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Post by walterc on Jul 11, 2019 8:13:01 GMT -5
Thanks, glad you liked it! Yeah, the map itself is inspired by E2L2 "incubator"... Is my favorite duke 3d level!
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Post by Deleted on Jul 12, 2019 21:03:18 GMT -5
You can get the final final version here pending idgames release! Once again marvellous job by bigolbilly on this project, his blood, sweat and tears really show through on this set and he’s set a standard for what DBPs should aspire to be but will not easily be reached. edit: idgames link
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Post by kakhome1 on Aug 3, 2020 0:06:19 GMT -5
First two maps blind (typed out comments - did not have a mic yet):
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