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Post by xvertigox on Feb 2, 2020 1:46:26 GMT -5
There's almost nothing as boring as being stationed on a backwater Deimos base - maybe playing some DnD with the squad will liven things up?
Dungeons and Demons is one shot DND campaign played one slow Sunday afternoon on a dingy UAC base. Can you find the Daikantana Staff and make it out with your life? Will you try to take on the BBEG too early and end up having to re-roll your character? Grab your die and lets find out.
Map List
MAP01: Crypt by WalterC MAP02: Cellar of the Stargazer by dmdr MAP03: Rotten Initiative by Vertigo MAP04: With Many Ablutions by Scrangus McBrickdad MAP05: Magenta Guildhall by SOSU MAP06: Guardian of the Mystic Keys by bigolbilly MAP07: Thou Sucketh A Wet Nurse by Xyzzy01 MAP08: Electric Kingdom by glenzinho MAP09: Last Roll of the Dice by glenzinho
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Deleted
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Post by Deleted on Feb 2, 2020 1:51:11 GMT -5
Get your D20’s out for DBP20 y’all... congratulations and well done on a kick arse theme Vert!
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dmdr
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Post by dmdr on Feb 2, 2020 2:02:45 GMT -5
fukken dope
best year for d&d since 1974
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Post by wintertowns on Feb 2, 2020 5:56:53 GMT -5
Looks sick.
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Deleted
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Post by Deleted on Feb 2, 2020 10:17:54 GMT -5
Very cool! I played the first 4 maps and I really love the plasma rifle replacement it's fun. Wrote some brief thoughts I had while on the map and not thinking too much on after playing them all. I'll pick up again later.
MAP01: Nice opener. Could maybe use more detail to look less vanilla-compatible or have more interesting visual direction. I liked that pentagram at the end. MAP02: Needs some bullet ammo at the start and not all of it at the end. The lowering floors were the secret super spice so that was cool. MAP03: Died and pistol started here so the start was tough. The purple skull key crate area could use a glowing light effect I think for nice lighting variation detail. Would have liked a rocket launcher. Tough map with the perfect map length. MAP04: Owie I lost the die rolls to those corridor traps. Cool map even if a tiny bit disorienting.
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Post by Deleted on Feb 2, 2020 22:21:24 GMT -5
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Post by Deleted on Feb 3, 2020 12:03:11 GMT -5
Let's do this in the old way
MAP01: Good one, the theme of floating islands and tan-brown looks a lot like the first episode of Strange Aeons. Coincidence? MAP02: More ammo in the first parts. I think something went wrong at the red door with those pillars that kept lowering? If not reduce the timer I don't want to stay 2 hours in your map MAP03: There's a sort of gimmicks with the archviles but all well done. I think it's a step forward in the gameplay compared to your previous maps. MAP04: Oh and now I see Scrangus doing a more compact layout. The gameplay is all staged in a better way and with some actual nasty situation in those cramped rooms. I liked a lot the "sky detailing" done in the last outdoor area. The last encounter was underwhelming, I thikn you can safely add something more if you want. It's very compact and small in the main part but still manages to be confusing, not sure if also the new texture pack make the place less familiar. MAP05: I hated the one-time secret RL, I even tried to get it with the arch-vile later but failed. Still was able to beat the map so fuck your RL. In all seriousness I don't think you kill 100% without it. Basic layout but it works with some loops. MAP06: Dead. Will retry it for sure. I liked every part of it and giving all the 3 keys at once was cool. Maybe it lack armor.
I think I'll get slowly through the next maps as both have more than 600 monsters. Wtf. Still will try to fda them.
have sex
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SOSU
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Post by SOSU on Feb 3, 2020 13:38:09 GMT -5
The RL secret isn't a one time thing, there is another way to get it. Examine the AV switch room >:/
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Post by Deleted on Feb 3, 2020 15:19:39 GMT -5
I think I'll get slowly through the next maps as both have more than 600 monsters. Wtf. Still will try to fda them. Don't let the monster count fool ya, you probably don't even need to kill half of them yourself and they're killed relatively quick, although MAP07's gimmick is the real story here
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dmdr
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Post by dmdr on Feb 3, 2020 17:09:20 GMT -5
re: the lowering pillars in MAP02, they're supposed to be a clue that the pillars blocking the red key are lowering too (hence the FIREBLU in the background; the pillar textures match as well). I'm not really a fan of switches that don't do anything obvious so even though it might be a bit obscure it's better than nothing. Probably.
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Post by Deleted on Feb 3, 2020 23:18:28 GMT -5
MAP05: Needs more ammo as I had to exit with nothing but my fists and a few monsters still skulking around. MAP06: Pistol started voluntarily since it was a better state to be in. Really good Billy map. The dice was really cool and would steal. MAP07: Fun map, and the ghost monsters messed me up since I didn't get the rocket launcher before entering the AV killzone. MAP08: Too many monsters in my face for my preference in campaign but at least there was a lot of plasma beaming. MAP09: Grats on having an RC 1 credit map. Neat.
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Post by Deleted on Feb 4, 2020 12:38:33 GMT -5
Did you watch the demo dmdr ? Maybe I missed something but I thought that the map was broken for how the things were :/
MAP07: Not my kind of map and the loud growls you keep hearing behind the wall were so annoying. MAP08: Excellent map withwhat I call the old-school slaughter style that gives you plenty of space and ammo. Maybe too easy to circlestrafe at time. The moving platforms were great to give the monsters more mobility. Lots of close moments. The slower intro was nice too. MAP06: Played it with saves in the end. The dice was really cool, going to see now how it was done.
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dmdr
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Post by dmdr on Feb 4, 2020 13:16:03 GMT -5
to be perfectly honest I didn't -- I wasn't at my doom computer yesterday and I'm not now either (I'll watch it some time later today). I assume you're talking about the 32767 floor height pillars to the right of the door, flanking the switch that releases the 2 cacos and revenants? The only other pillars next to the exit door are the ones that block you from running away when you fight the mancs and if they didn't work for you, there'd be no ambiguity about whether the map was broken!
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Post by Deleted on Feb 4, 2020 16:51:27 GMT -5
Thanks for the demos and feedback @gaspe , particularly your demo of my map which is simply fucken amazing! How you were able to fight back from 1% health was impressive and that was such an awesome death exit Wonderful stuff!
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Post by Deleted on Feb 4, 2020 17:30:04 GMT -5
Also for those wondering, the February DBP21 will be launched very shortly and has been a couple of days late coz bigolbilly 's calendars only start on the 4th
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Aisleen
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Post by Aisleen on Feb 6, 2020 10:37:01 GMT -5
Tomato is a cool DM. I'd hang out with him. "DnD" is the perfect excuse for the krew to crank out some medieval playgrounds, with some hellish gardens and steampunk anachronism screw thrown in for good measure. I didn't feel the DnD flavor too strongly in the maps themselves, though i maybe i'm just mentioning this because Big Ol' Billy's dice was hella cool. FDAs (1-4 + dbp20cat2 uses RC1, dbp20cat2part2 and the rest uses RC2) On to the reviews: Crypt by WalterCAn okay map from our prolific machine. It' relatively humble and "normal" after all the collabs and gimmcks featured in the author's previous DBP offerings (which were either collabs or no health maps), with simplistic and sometimes rather bare visuals and the "kids gloves" gameplay. Not much to be excited for, but i don't mind this easy-going attitude once in a while (i still died in the demo tho hehe). Cellar of the Stargazer by dmdrdmdr is quickly becoming one of my favorite DBP regulars, and this map makes a strong case! A continuation of what i call "vertical movingness" from the author's DBP16 MAP03, as the map houses memorable setpieces centered around lifts and lowering floors. I think work as a fitting enviromental feature for dmdr's often manic action that stems from the typically cuthroat balance. These maps are not ones that i can deal with well, evidenced by the early death in my FDA This actually made me take a break from this map and recorded another demo later, but the later half of the map was still completely blind btw. Cool map all in all! Rotten Initiative by VertigoHaven't finished Alone myself but i always thought the opening map by Vert was quite nice. Here's a more combat-oriented piece, one i would describe as "competent". A lot of memorably nasty traps, such as the archvile's fiery statement right in the opening! I feel the crude construction here didn't do the map much favors, however, even if they are far from an eyesore. Maybe i'm just still awestruck from all that moody lighting in DBP17 MAP01 With Many Ablutions by Scrangus McBrickdadSomething different from the McBrickdad. In place of the towering and spacious architecture is tight, interconnected sewerscape. Having a Scrag map set in a much more oppressive enviroment combined with more fast-paced and let's say "immediate" combat is quite refreshing! The usual beauty ain't gone either with much attention into decorating the deadly dungeon. I think the best part is that not a whole lot of traps are lethal if you are paying attention, which makes for an entertaining casual romp. My only gripe echos gaspe in that the map wasn't sent off with a proper climax. The end area really could have use more than few teleproted in mooks. An underwhelming moment for an otherwise solid outing. Magenta Guildhall by SOSUYo Sauce, nice midi, but not a map I liked too much. You did a good job in creating a decently flow-y layout and keeping the action constant, but what stopped me from liking is mostly how thing placement was handled. That secret RL should have been in the main weapon progression, which would have cut of lot of time spent on grinding down hordes of decently high HP foes. Health was in a bit of a premium which also promoted slower play (and I died because of shortages at the end). The presentation could've also been less basic just with some lighting work thrown here and there, although I think it's just something that comes with time on the editor. The architecture itself is fine tho! Hopefully there will be more maps from you, because eventually there will be a map where I can't complain Guardian of the Mystic Keys by bigolbillySpeaking of not complaining, hope you'll take my lack of words here as a testament to your mapping skills here bill! Awesome billy take on a three- key level (with a twist!). Thou Sucketh A Wet Nurse by Xyzzy01I wasn't quite sure what to make of Xyzzy's strange DBP entries in the past, but this map here is something that I can say I had a positive experience with. Xyzzy's brand is neat automap shapes housing dastardly clever challenges. It's all about appreciating the individual setups here, and here it's especially bloody! Xyzzy takes the regular constriction of his maps and cranks up the bodycount. Too many standouts, from the AV/Wolf-cultlist combo to the chaotic spider arena. Delightful overall. Electric Kingdom by glenzinhoI think you have mastered this particular style glen. The "sprawling monster massacre" genre. With enough supplies to make the player a demigod and monster clump into easy to slaughter hordes plus the bombastic visuals, it's Doom power fantasy to the max. The wicked ending is just the cherry on top. My Favorite levels were by glen, Bill and Xyzzy. Awesome work y'all!
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xeepeep
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Post by xeepeep on Feb 6, 2020 14:56:57 GMT -5
doomshack.org/uploads/dbp20-maps0107-bdb.zipMaps 01-07 demos, zdoom 281 with commentary Idk I like this. Played 01-04 on hmp, then realised it was assfuckery and tuned it down to ITYTD. Idk if it's a correlation but I liked maps 05-07 a lot more. 02 and 03 just plain suck. Revealing monsters on switch presses is the most gay thing one can do in a map. No, ambushes are not fun. Might play the glenmaps tomorrow, started 08 and saw how massive it was so I decided it would be best to save it for later. xvertigox I noticed you had some zdoom specific stuff in there like the name on the splash screen. Id like to suggest that you define the proper purple color in the automap for purple key doors, I think it can be done in mapinfo or something.
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Post by Deleted on Feb 6, 2020 15:08:07 GMT -5
My favorite map here is Xyzzy's followed by Billy's regarding personal fun factor meter readings. Nice nice!
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dmdr
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Post by dmdr on Feb 9, 2020 5:41:55 GMT -5
Thanks for the demos and esp. Katz for the kind words! Xeep you are bad, please get better at Doom -- you'll enjoy it more if you do. gaspe having finally watched the demo, you failed to find the switch to open the bars (it's in the monster hole to your left if you face the red key door). It was actually pretty funny watching the demo since you had to run past the hole in question to get to the SSG/BFG teleporter, and since you have such a good eye I know you saw that shit. xvertigox I've made a couple of small changes to the level based on the demos (I moved the aforementioned switch so it should be easier to see, I've lowered the red key to encourage walking out on the platform, and made a couple small texture edits). I nomonstered through to check it and it all works. doomshack.org/uploads/dbp20_cellar-of-the-stargazer_rc2mod.wad
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Post by Smite of Disrespect on Apr 23, 2020 21:18:07 GMT -5
I'm trying to learn all the secrets so I can record a single-segment UV demo of the whole thing (or maybe not because of the final map), but I can't find any demos in RC2 and I can't download RC1. pls halp
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Deleted
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Post by Deleted on Apr 23, 2020 21:49:14 GMT -5
Download link for every DBP demo/video. Also note that DBP20 has a final idgames release version which you can get from here.
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Post by Smite of Disrespect on Apr 24, 2020 1:14:21 GMT -5
TY >final idgames release Hmm is that the same as RC2? That's what I have. I'll go ahead and update it.
Also the demos require that I have RC1 but no biggie, I'll just watch the yt vid. If anything I will be the one making demos for the final release version! Only thing is that final map is quite daunting so, unless there was a really good secret that I missed, I might not be able to record a single-segment demo of the entire WAD
edit: The videos don't show me how to get the BFG secret in map 2 REEEEEE! I found it with the IDDT and IDCLIP cheats but I dunno how to get it normally
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Post by Deleted on Apr 24, 2020 2:25:41 GMT -5
Final idgames version is the final final release and supercedes RC2. The demo zip archives contain the necessary RC or version of wad required to play the demos back.
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dmdr
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Post by dmdr on Apr 24, 2020 7:10:55 GMT -5
re map02, there's a hidden switch on the platform leading to the red key (to the left of the pillars that block access). Go through the teleporter that opens up, then look to your left down the narrow corridor and shoot the switch there. Go through the tele that appears, and enjoy your BFG. Gaspe found the BFG (but not the switch to access the exit, lol) in his demo so you can watch that if my explanation is unclear (I made the map btw).
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Post by Smite of Disrespect on Apr 24, 2020 7:38:01 GMT -5
Thanks, I've been watching the demos. The final area of the last map is not as bad as I remembered, I was just going about it wrong. I would try to aggro the entire room instead of dividing the room into 4 sections like I saw in the gaspe demo. With that worry gone, I'm confident I can record a single-segment demo of the entire WAD if I grind enough. I've been looking for a set of levels I like enough that I'm willing to grind 'em, so I can record a new deathless run for my youtube channel, and this is it Currently the only runs I have uploaded are deathless nightmare runs of the original three Doom episodes. I wanted to do a deathless run of Preacher.wad next but the run would take like two hours, and the final map is like the final area of this WAD but worse, so it's very likely I'd die a LOT of times two hours in to each run (or sooner). Sadly there are no 100% secrets demos for this WAD in that zip file! It makes it rougher on me because I have to look at each demo to see who found which secrets. I recorded some UV-pistol-start-100%-secrets demos of maps 1 and 2 for myself in preparation for grinding the episode. I'll be back tomorrow to work on map 3 and so forth
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