Post by bigolbilly on Jul 31, 2020 10:45:51 GMT -5
Pull into the harbor. Grab a baguette. Fight the armies of hell. Join a worker's uprising. Become a hero to a generation whose society has failed them. All this and more in DBP26: The City of Damned Children...
Loosely inspired by a cult French film, this month's DBP takes us into a crudely photo-digitized alternate Doom universe, standing on the sturdy shoulders of Doomkid's "bootleg" Doom64-in-vanilla resources. This limit-removing set features 11 regular maps, plus an additional progression-stopping credit map. You'll also get new monsters, a chance to brush up on your French, and more MIDI accordion than you even knew you were ready for!
MAPS 1. Arrivée (Big Ol' Billy) 2. La Rue de la Haine (Vertigo & Glenzinho) 3. Sécurité (40oz) 4. Le Bidonville (Scrangus McBrickdad/Jaxxoon R) 5. Phare (Big Ol' Billy) 6. Dans la Machine à Rêves (Big Ol' Billy) 7. À l'Intérieur de la Machine (Zedonk) 8. La Gare et la Maison Impie (Gaspe) 9. La Mort de l'Innocence (Glenzinho) 10. Choisis ton Camp, Camarade ! (Big Ol' Billy) 11. La Tour (Big Ol' Billy)
This wad does feature scenes of children in peril and child labor. Although DBPs are often light in tone, we tried to handle that kind of imagery sensitively here (believe it or not). Still, some may find it occasionally disturbing.
Last Edit: Aug 5, 2020 17:49:29 GMT -5 by bigolbilly
I've played it all the way through and had a great time. MAP01 and MAP11 felt like the hardest maps to me, although the former may have been because I was getting used to resources and didn't expect one of those Reapers so early on.
Glen's map has some gorgeous sector vehicles and other stuff in it, which was nice to see (as was the "good" ending) and all of the maps looked great, working well with the resources and the theme. I got a bit stuck in a little water pit on MAP04, although Scrangus assures me that there is a lowering side to get out. Here's the screenshot just in case:
Other little bugs I noticed: 1) The file name is dbp26_rc1.wad.wad 2) MAP04 you can see behind the pipes at the start of the map, and the back of that mid-texture doesn't exist
I found most of the secrets on my play through and generally got on OK. Progression on MAP08 is so painfully obtuse that I (correctly) guessed it had to be by gaspe. It seems I know the krew well by now...
Child endangerment award definitely goes to Glen - I laughed out loud when their little boats sank, which is probably a poor reflection on my character. Billy's work rate was very impressive this month and it paid off, with him being the backbone of an enjoyable adventure - particularly MAP10, which felt confusing to progress through in a way. I think it stemmed from the way that many options were open at the start, but the challenge seemed to be jumping up and down almost room by room, so I didn't get a clear sense of escalation until the big lava room. MAP05 was a good introduction to the Eye enemy, and a fun little arena in the lighthouse. I enjoyed the children cheering when the IoS explosions triggered. Reminded me of Halo's Grunt Birthday Party.
I could go on about all of the impressive technical trickery I noticed, and the highlights, but suffice it to say that this is genuinely a very solid set. MAP03 stood out as something different from the bulk of the experience more than any of the others - now that I see it's by 40oz I can see why, too.
As a final note, I couldn't help but think of the majority of the soundtrack as "silly accordion music", which made the Alice tracks stand out as genuinely dark by comparison.
Post by vigilantdoomer on Jul 31, 2020 21:05:20 GMT -5
hardcoregamer, I was thinking the same question several days ago (after soft-freeze was declared). You never posted anything other than screenshots in development thread (which were good). I wondered if you actually sent it in PMs, or gave up. I decided that to inquire may be seen as rude, so I didn't post a question regarding your map in the thread.
Finally finished the set. The combination of the gritty theme with the D64 assets is great, plus it shows also an unique take on the D64 resources that aren't used in something that is strictly related to the original D64. The map progression worked so well to build a narrative (like the ending of MAP04 that it was so perfect to introduce the lighthouse) even if I would guess that the mappers just built their levels as standalone. And I agree with Billy that the map sequence is perfect like this, allowing to end with a morning sky. Phobus is spot on to notice the contrasts between the silly accordion tracks and the dark Alice tunes, and I tohught it added an even more weird layer to the wad.
MAP01: I made this comparison in another opener by Billy but this one reminds me a bit of Bloody Steel MAP01, a very stricking introduction and the gameplay features mostly scattered monsters often sniping from the various structures, though here the gameplay has more teeth. There's something weird with the sectors at the reaper, those that have the specters inside, it happens also on nomo maybe try to move the vertices of the sectors and rebuild the nodes.
MAP02: Nice "switchy action" done in a straightforward way since the map is small and compact. The fight before accessing the exit roof was good but the best part was when the reaper comes, a very nasty surprise.
MAP03: Cool layout, detailing and ambiance. Plus is very fun to play. I have some mixed feelings on the look. I know 40oz that you like more to stick with few colors (judging by your other maps) and the monotonous look here also gives a particular mood to the level but I think that the scene is lacking more things that standout like the red exit room that is quite memorable. It's just a differing opinion on styles but compared to other times I found more reasons here to like a map like this. I liked a lot the usage of black textures as borders for windows or other details.
MAP04: My favourite level of the wad. Loved the dark mood and the labyrinthine layout. Cool 3d details and one thing I liked the most was also the sky box usage to create some of those realistic 3d-esque detail. if you ever opened one of my maps you'll see I like to do that a lot. The majority of the Doom mappers like their skylines completely flat. Gameplay was filled with tension at every step you take. The ending was a bit underwhelming, the gameplay gave its best in the creepy corridors but the idea to change of pace like that is spot. I just found it too easy.
MAP05: Pretty good intermission to introduce the evil eye and advance more into the story.
MAP06: Not really a fda since I played this when the project started. Nice mixture of tech and industrial areas with the gothic parts of the city (like the cemetery), I guess it promted me to develop he theme of my map.
MAP07: Kinda unexpected but very fun. Maybe it would be too easy for seasoned doomers to run in circles and set the rules for the monsters.
MAP09: Sorry Glen this isn't a fda either because I overwritten the first attempt so I redid another one. Very entertaining, especially at the YK and probably this level has the best usage of the reapers I saw in the set. The door at the exit room can lock you inside with no way to go back, no big deal since you are at the end there but using S1/SR action on the linedef 5255 seems to work better.
MAP10: And before the end it's time for another longer adventure by Billy. The YSK setup was very nice and I think it's worth of mention that big area initially guarded by the evil eye looks like an obvious place where later monsters will start to teleport en masse but that honor is reserved for a whole different place. I liked also how the lore got expanded with a little scene. I think that in the last area where I died I opted for the wrong strategy of waiting for the cacos so I was pretty much stuck in a place without much ammo instead of going to clear before the sideways and have a better time against that reaper.
MAP11: Good boss map that wraps up the story, and it's even better when coupled with the credit map that also give a good sense of "accomplishment".
Thanks gaspe! Looking forward to watching the demos. Just noticed that bit of weirdness on the MAP01 nightmare imp/reaper area, will address that in the new RC2, coming soon!
Very satisfying to hear that the set came together narratively and thematically for you I think we had a great crop of maps, and figuring out how to put it all together was a particularly cool challenge.
Changes: -- Better French -- More complete credits -- Difficulty settings implemented (to some extent) across all maps -- Fixed a weird bug on MAP01 -- small sound tweaks -- Fixed a cyber teleporting issue on MAP09
Last Edit: Aug 4, 2020 19:57:32 GMT -5 by bigolbilly
* map released 5 hours after RC1 released * map not included in RC2 * map, if included, would fuck up the carefully curated existing map progression...
Hmmmmm joe, it may just be a hunch, but I’d say so
Now how about fixing the resources in the existing project you’re leading, such as the SW2CMT texture being borked, the turret enemy being borked as the same it was back in April 2019 for DBP10. Also include ALL the resources I sent you for DBP27 that you didn’t include yet, ie the only resources that actually fit your proposed theme instead of it being an uncreative cc4 bastardisation and having nothing to do with beaches or vacations at all. Your main cool idea which is having a red skull dropped by a Baron when you kill him is utterly ruined coz of the fact you can’t fucken see the key under the Baron corpse. Focus on your priorities dude, we may be good mappers but we’re not miracle workers, get the resources straight yo!
Last Edit: Aug 5, 2020 5:40:59 GMT -5 by glenzinho
Sorry for not being more explicit, Joe. It’s a fine enough little map, but I’m just having a hard time seeing how to fit it into the sequence effectively, and I’m a little hesitant to mess with something that seems to be working. The pre-MAP07 sequence is really solid and kinda locked in (esp MAP05-07), and the post-MAP07 sequence kind of escalates things. I could work around the MAP12 inter text and sky change if I put it later, but the bigger issue is that I think your map would be less of a breather in that context and more of an “ok, this seems a little out of place.”
Sorry! Again, it’s less an issue with your map itself and more just the fact that the sequence seemed to crystallize into something that feels “complete” to me.
Sorry for asking the same thing again, as I haven't been given a straight answer; is my map rejected?
Seeing as neither of our maps were put into the main set perhaps we should compile them into a single release that can be released alongside the main one, like a mini-expansion of sorts consisting of 2 bonus maps?
Or perhaps they could be included in the next version of the actual thing as a part of a bonus episode?
I streamed RC2 on my Twitch channel, you can find the link and the video in my signature.
MAP01 : At the 2:00 minute mark you can see a big bleeding sector right at the start of the map, how was that not fixed? The very first encounters don't have enough shells, I had to start using the pistol on some imps and demons outside (even with the small shell secret), I think a chainsaw would be a great addition instead of that underwhelming 4-shell secret. At the 7:55 minute mark you can see a tiny missing texture on the wheel. I was generally not a fan of the spectre imps being used as turrets (applies to other maps as well), it is hard and unsatisfying to snipe them, regular imps would be much preferable. The exit bars have brighter/darker spots underneath them. At the 10:00 minute mark a lost soul flies way too far into the horizon, could the impassible lines be a lot closer so that doesn't happen? Nitpick: Not a fan of arrows pointing me to switches (applies to other maps as well), seems like bad design.
MAP02 : The way to get to the outdoor megaarmor secret is bad, it's essentially a random wall you have to push.
MAP03 : Best map
MAP04 : At the 53:35 minute mark there's a tiny HOM beneath the glass.
MAP05 : Instead of a silly self-destruct button, could there perhaps be some kind of an IOS sequence, where you shove a rocket into the lighthouse?
MAP06 : Haven't found any bugs then, haven't found any now.
MAP07 : This map is so basic, there can't possibly be any bugs.
MAP08 : I wouldn't mind the hud randomly opening up whenever a switch is pushed if the very first instance of it would be clear, but it starts off with the most cryptic progression instead, so for the first few minutes I was just running around the hud looking for something to do after pushing a switch only to find out that I had to jump into a seemingly inescapeable nukage pit with a small mistexture that you have to open like a secret.
MAP09 : What's up with all the children sinking, getting crushed and burning to death? Isn't Doomguy supposed to save them instead of watching them die right before his eyes? Seems to be the only map that does this, feels very unfitting. At the 2:31:35 minute mark I manage to shoot the cyberdemon up the decorative lights and get him stuck, make those decorations impassible.
MAP10 : The huge slaughterfest encounter should have a single radiation suit, so that trivializing the encounters is only possible for a short time. At the 2:57:10 there's a bleeding floor, I actually thought it was a part of the floors, but I fell through and died.
MAP11 and MAP12 have nothing of note.
The most logical place for my map IMO is in MAP02, as MAP01 felt like an intro map, but from MAP02 is where the adventure within the city actually starts.
Last Edit: Aug 7, 2020 14:32:10 GMT -5 by joe-ilya