Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 30, 2019 11:54:13 GMT -5
The full megaWAD is out! /idgames archive linkFixed up, finalised version is released! As you can see below, it's also got a great new status bar by Doomworld's own P4IR47! I'll be uploading to the archives shortly, at long last! Here's the highlights: - 32 single-player-only maps, built for limit-removing ports (tested with prboom+ 2.5.1.3 in complevel 2 and GZDoom 4.2.3
- All maps have difficulty settings implemented
- Continuous play is encouraged, but pistol-starting is certainly doable (and more challenging)
- Three cl2 demos are included in the WAD file that should play back in demo-compatible ports
- Every Doom II line action and sector special is used at least once
- Maps start very easy and there's a bit of a lumpy difficulty curve from there, with a couple of properly difficult maps, but generally a pretty reasonable, old-school experience
- No jumping or crouching (ZMAPINFO included for this)
- You can mouselook if you like, but you should be alright with autoaim as well
- Game play mod compatible (but not mandatory)
- Internal DeHackEd is just for level names and intermission text strings
- DECORATE just changes the extra gibbed corpses to be green to make my nukage areas look a little nicer - this is totally optional and can comfortably be overridden if your mod requires it
Old information (and screenshots!) from the 30th September 2019 below... 25 years ago, on September 30th 1994, id software released Doom II. A seismic event that changed all of our lives in some way, or we'd not be here now! To celebrate this milestone, I've tried (and failed) to get a megaWAD together and released on this very day.
These maps are limit removing and should run in most ports pretty well. I've tested GZDoom and prboom+ on the current complevel with no issues coming up. Difficulty levels are implemented, multiplayer is not. Skies are by Mechadon, music is all anonymous MIDI covers of music I like downloaded from various MIDI sites that probably should credit like vgmusic does. There's an additional silver comp texture I've used that I think is by Adelusion, but do correct me if I'm wrong. I got it from ZDCMP2!
|
|
dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
|
Post by dmdr on Oct 1, 2019 5:02:20 GMT -5
Cool man! Pretty fun, reasonably cruisy levels until I got a facefull of archie in MAP04 (I think -- it had a rather suspicious megasphere at the start) -- I stopped there. Had a 90s/2ks feel with the 'realistic' sector geometry (beds and such) which I found quite charming. I liked MAP02 best and enjoyed the progression through the area in the screenshot, even though I do think you should have squeezed in a nasty teleport trap there!
However, MAP01 has a bit of a 'my first level' feel -- it's very sparse and a bit flat, although I liked the way the house was laid out. Maybe add a little more detail and height variation to bring it up to spec with the others that I played? That archie I mentioned was in a pretty tight area too, I ended up getting stuck between it, an imp and a wall with nowhere to hide (and no ammo) so a little more space/supplies to fight him in/with would be appreciated.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 1, 2019 7:43:01 GMT -5
Thanks for the feedback dmdr - MAP04 is intended to be MAP16 in the final release, so the spike in difficulty was more just a case of the maps I put together! I'll take a note of your pros and cons and see what I can incorporate once I've got a range of views.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 22, 2020 3:22:49 GMT -5
My megaWAD is out! Details at the top of the original post!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 22, 2020 3:23:31 GMT -5
Woah awesome! Checking this out for sure.
|
|
dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
|
Post by dmdr on May 22, 2020 4:11:24 GMT -5
hell yeah dude, this is sick. up to MAP06 now, got blasted by the cheeky archie/arach trap at what I assume is the end. Difficulty curve is nice so far, levels look good, seem to be pistol-startable ok (what I usually do is play continuous until I die, then pistol-start the map I died on), ammo balance is tight but not stingy. I'm digging the SR linedef 'puzzles' too. Good work dude!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 22, 2020 5:45:08 GMT -5
Thanks dmdr! Looks like you're making rapid progress, which is nice to hear. Good luck with your play through, MegaPancakeStrategist and thanks for checking it out!
|
|
Justince
Doomer
Professional Face-Puncher
Posts: 495
|
Post by Justince on May 22, 2020 10:19:31 GMT -5
This looks so damn good
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 25, 2020 12:09:17 GMT -5
Hey just stopping by to say I finally beat this! Good maps! I don't could give you a more in-depth analysis though since I played it with the new Treasure Tech gameplay mod (and that I was playing it on and off since you've released this final full edition). It worked fine except I never found the mod's equivalent of the BFG so that was a bummer. Not sure if me not knowing how to hit the final switch in MAP30 had anything to do with the mod either but I killed everything anyway to I noclipped to it. Cheers!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 25, 2020 14:22:51 GMT -5
Cool - thanks for letting me know! I'm glad you made it that far before getting stuck The trick with that final switch is shooting the two walls behind the Spider Masterminds to raise the steps first. Depending on the port you're in, you may need to use a hitscan to hit those walls and trigger the effect. Your missing BFG equivalent was in precisely two secrets in the entire map set (and one of those is in MAP32), so don't feel bad about missing it!
|
|
joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
Member is Online
|
Post by joe-ilya on Jun 25, 2020 15:25:09 GMT -5
I was streaming the megawad, and the midis in the first two maps do not set off a good first impression, they sound like something I put in my old maps, the trumpet vocals sound terrible in particular, same goes to MAP16's. MAP17 has an infinitely tall difficulty spike, like all of the sudden it turns into Sunlust or something, it put me off so much after the easy-going that was the first half of the megawad; that I stopped playing. MAP15 should have another way out after going through the closing door trap, so that backtracking players won't have to wait it out when exploring.
The good far outweighs the bad though, don't get me wrong, I actually find some of them inspiring me TBH. My top 3 maps so far: MAP05 - The setting, the encounters, the puzzles, the colour scheme, it all just clicked harmonically, a map to be proud of. MAP07 - Oppressive, atmospheric and well designed encounters. Class act. MAP11 - This felt like a classic deathmatch map, with the brick+grass theme and the big hub of fire and blood. Loved the verticality as well.
Honourable mentions go to the secret maps for their theme and gimmick respectively.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 26, 2020 4:52:48 GMT -5
Thanks for playing Joe - MAP15 is definitely going to get the bulk of the tweaks when I get on that at the end of the month, so I'll give dinner consideration to your point there. I'm surprised you didn't embrace the cheesy appeal of the karaoke MIDIs in the light-hearted maps!
MAP17 does have a nasty first fight, and it rather delineates the difficulty, although most of the rest of the megaWAD is never quite that hard. I'll understand if you don't want to go back to it, though!
|
|
joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
Member is Online
|
Post by joe-ilya on Jun 26, 2020 7:54:06 GMT -5
Karaoke midis don't have vocal trumpets though, without the trumpets it would sound a lot better, as they're my only gripe. About MAP15, I mean you should open a free way to get out that doesn't close down when the lockdown area is already clear.
I will continue streaming the mapset today, that insane fight is way out of place, I was too used for the easyness, that I couldn't beat it even with BFG from MAP32, it was a good reminder to take a break.
EDIT : I'll be streaming in an hour. EDIT2: NVM, it'll be tomorrow.
|
|
leebigh
Registered just to make one post
Posts: 1
|
Post by leebigh on Jul 18, 2020 3:38:56 GMT -5
|
|
|
Post by kakhome1 on Jul 18, 2020 12:33:48 GMT -5
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 18, 2020 14:26:52 GMT -5
Very nice! Good way to showcase this megawad. BTW, I see you have a huge amount of videos recorded on your channel, pretty impressive amount of content.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 19, 2020 3:00:38 GMT -5
Thanks for this! I'm assuming the quality of writing was lost somewhat in the translation from Czech, but I enjoyed reading through anyway. I'm yet to get round to doing the fixed release, so thanks for pointing out the progression breaking bug on MAP15!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 19, 2020 17:20:45 GMT -5
Bumping to say the finalised "One Year Late Edition" is live. Many fixes have happened, and there's a great new status bar by P4IR47. Link and screenshot in the first post!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 20, 2020 3:06:19 GMT -5
I'm playing through this now, currently on Map 05. Blows me away that you have a midi version of Achilles Last Stand, fucking cool!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 21, 2020 4:24:48 GMT -5
Thanks Bob! I couldn't believe how good that MIDI was and built a longer map just to bask in it. I think the Painkiller MIDI on MAP30 might be ever-so-slightly even more awesome, but I'll leave that up to you to decide! Also, we're up on /idgames now, which is groovy. I'll update the links in this thread to point there, so that I don't accidentally break them over the next few months when I update my portfolio.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 30, 2020 19:30:28 GMT -5
I'm at Map 17 now. Some really creative ideas on display here! The secret exit in Map 15 was very hard to work out, but not so hard that I felt it should be changed. And it was a cool way to approach the puzzle too. Maps 31 and 32 were both great in different ways. Your monster placement on Map 32 was impeccable; just enough monsters to make it super hard but not enough that they ruined things by infighting too much. Tough map, but very beatable. Map 16 showcased some neat ideas also! Looks like the difficulty is really ramping up on these later maps. Looking forward to the rest!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 1, 2020 10:31:40 GMT -5
Thanks Bob! MAP17 is definitely one of the harder ones, as is MAP27 (being a bit of a puzzle map) - as you've made it through MAP32 well, I think you'll be pretty comfortable with the bulk of the rest of the set. Good luck!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 7, 2020 22:57:40 GMT -5
Just wanted to stop back in and say that I finished this a few days ago, and it really was excellent! I think you walked the line perfectly between modern attention to detail and old school charm. I also wanted to say how great it was that you endeavored to use every linedef action at least once. I'm honestly a bit jealous that I didn't think of that myself. I think it really forced you to come up with some creative encounters and just show more ingenuity in general throughout the 32 levels. The difficulty progression was also more or less spot on, and at no point did I feel like I was in a cheap or annoying situation. Your secrets were also rather clever, and I never did end up figuring out how to unlock the rest of "The Armoury". Overall, one of the best megawads I've ever played, and all the more impressive that it was all designed by one person.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 1, 2020 6:45:30 GMT -5
Thanks Bob! I can't believe I didn't log in and see this sooner, but I'm glad I have now
|
|