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Post by xvertigox on Oct 31, 2019 21:03:32 GMT -5
alone is a dark and gritty 9 map set for limit removing ports. I hope you're ready to get spooked because you are . . .
Download (idgames)
Map List
01 "Derelict" (vertigo) 02 "They Mostly Come At Night" (Phobus) 03 "Come Get Your Asses Kicked" (jawsinspace) 04 "A_TT__P26" (Unoduegaspe) 05 "The Goddamned Walls" (Dmdr) 06 "Anywhere But Here Again" (Joe-Ilya) 07 "Alone In The Shadows" (Hardcore_gamer) 08 "Game Over Man" (vertigo) 09 "Alien Resurrection" (Big Ol' Billy & Glenzinho)
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Deleted
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Post by Deleted on Oct 31, 2019 21:10:10 GMT -5
Outstanding job Vertigo and another great set of maps this month, well done all. This is RC1 peeps so please send feedback and bug reports ASAP so Vert can finalise this one, DBK4LYFE!
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Deleted
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Post by Deleted on Nov 1, 2019 3:58:11 GMT -5
I've played up to MAP05 so far - the ammo is really heavily tilted in our favour, but health tends to tighten up when you get caught out by a facehugger or xeno, so it balances nicely. It probably helps that I've got foreknowledge and know where all of the secrets are for the first 4 maps (by finding them in the first). Out of interest, these recesses in The God Damned Walls... Are there meant to be sign mid-textures in there or something?
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dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
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Post by dmdr on Nov 1, 2019 4:14:30 GMT -5
I could tell you but it's a secret
edit: and big pats on the back for everyone involved. The mapset's been mint so far.
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Deleted
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Post by Deleted on Nov 1, 2019 4:35:15 GMT -5
Yay it's out! Vertigo just put "gaspe" in the credits
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dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
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Post by dmdr on Nov 2, 2019 22:21:52 GMT -5
Alright I finished up this good shit. Should've made demos but I didn't, nvm. Thoughts: 01: Nice atmosphere. Not as threatening if you were on the discord when (don't click this til you've played, really) Vert pointed out there's no actual monster encounters but still nice to play. Test your limit removing maps in crispy though dude, or at least in GZDoom's software renderer, there's still dodgy midtexture clipping everywhere. 02: not much to say -- very solid map. Doesn't seem like it changed much from the first draft but it didn't need to IMHO. 03: I still think that one trap is too harsh. A bit narrow in terms of space in general, which led to some frustrating encounters, but still a good level overall. 04: I couldn't figure out the new invuln secret so I don't like that change . The final encounter was more fun with more health, although I now kinda think that there should have been something nasty in the exit room too. Also, while a musicless level works alright in isolation when bookended with levels that do have music it seems a bit like the engine's bugging out or the midi's dodgy or something. Please consider picking some music for the idgames release version. 05: Playing this one continuously rather than as a pistol start turns this into a nice monster bash. I was quite ambivalent about this level while I was making it but it turned out well. *pats myself on the back* 06: Cool little level. Joe gets the prize for being the only mapper here with the balls to use those invisible xenos. 07: Jesus the atmosphere in this level is thick enough to cut with a knife. Great work, although the final, rather lame, hell knight encounter was a bit of a let down. I'd also avoid using textures on walls that have been previously used as doors (specifically those garage door looking textures being used in those stairwells after the dark, subtly strobing room. The xeno encounter in that room was great btw). Oh and put midtextures on your impassible lines please so I'm not suddenly blocked for no reason when I'm trying to run away from an archvile. 08: Still very flat. I liked the nonlinearity; the part where I shot all the imps in the back was pretty cool. 09: Harsh but fun, I struggled in the cyberdemon room (again); the BFG from the previous level helped a lot. The radsuits are still too close together!!! The last encounter with the archies needed a bit more cover, it's easy to get blasted while trying to get across the room. Misc.: the cheat code string changes are awesome and a very nice touch. I didn't like the pre-MAP07 text: Well, we're clearly pushing on to find a ship out of here so top marks for answering your own question. This def. needs a credits map.
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Deleted
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Post by Deleted on Nov 3, 2019 6:43:11 GMT -5
Also, while a musicless level works alright in isolation when bookended with levels that do have music it seems a bit like the engine's bugging out or the midi's dodgy or something. Please consider picking some music for the idgames release version. I sort of agree with you that 1 musicless map might feel a bit random, even though I liked the mood that it gives but having a midi maybe will work better for the mapset. Tho I would like to hear more feedback about that before.
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Deleted
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Post by Deleted on Nov 4, 2019 12:43:53 GMT -5
xvertigox You should post an article and upload it to the Aliens: Ulitmate Doom moddb page. It will most likely be promoted by the editors of moddb,on the front page.
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Deleted
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Post by Deleted on Nov 4, 2019 12:51:20 GMT -5
Introducing a project at number 17 should help promote interest in other Doomer Boards projects. This should help promote membership for the website as well.
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Post by xvertigox on Nov 4, 2019 13:44:26 GMT -5
Good idea! RC2 will be out in a day or so when they drops I'll do that.
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Post by thundercunt on Nov 4, 2019 20:17:39 GMT -5
nice
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Post by xvertigox on Nov 6, 2019 1:40:16 GMT -5
RC2 is up with lots of fixes across the board. Facehuggers have been tweaked to not be as cunty and lots of visual bugs (99% of them on my maps, d'oh!) have been fixed.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,068
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Post by joe-ilya on Nov 18, 2019 20:48:09 GMT -5
Took a quick peak at the map, will play them some time else. Took a thorough look at the credits map though, and I'm the only one who's missing there!
I mapped! I swear!
The door in the credits map is glitched BTW.
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Post by wintertowns on Nov 23, 2019 14:00:04 GMT -5
Demopack. Sick wad overall. Cool resource pack, the new monsters really required adaptation of different tactics compared to regular Doom. Map01 was too spooky to include in the demopack.
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Post by xvertigox on Nov 25, 2019 17:28:31 GMT -5
Sick, thanks for the demos wt! I'll give em a watch tonight
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Post by kakhome1 on Aug 3, 2020 0:03:47 GMT -5
First four maps blind (typed commentary, no mic yet):
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Post by datadestroyer on Dec 14, 2023 16:50:43 GMT -5
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Deleted
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Post by Deleted on Dec 14, 2023 17:18:12 GMT -5
Nukem from orbit, gonna jump on my computer in a minute and download this, hopefully you got a "sharp stick" in the weapon inventory lol cheers.
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Post by datadestroyer on Jan 6, 2024 13:31:26 GMT -5
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Post by dr_st on Oct 19, 2024 13:51:35 GMT -5
Well, I just IDDQD-ed through DBP17. Quite well made. I love the same monsters in different palettes, and the aliens are awesome.
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