peerdolius
Doomer
I met God and he was THOD - Viper
Posts: 181
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Post by peerdolius on Oct 26, 2020 22:03:31 GMT -5
Here's a Megawad that I finished around a month and a half ago. For more detailed writing on the WAD itself i'll leave that to the readme. I thought I might as well upload the wad to the forum after my recent feedback from my DBP29 submission. Have fun! Current Version: V1.1 (2021-06-06) www.mediafire.com/file/qymkzf6s1cwvofm/Ascensia_V1_1.zip/file
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Deleted
Deleted Member
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Post by Deleted on Oct 26, 2020 22:31:37 GMT -5
Whoa, thanks for giving us a link to this! One man megawads have always impressed and humbled me, so I will probably play through this one here soon and give you some feedback.
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Oct 27, 2020 11:49:50 GMT -5
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peerdolius
Doomer
I met God and he was THOD - Viper
Posts: 181
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Post by peerdolius on Oct 28, 2020 18:50:01 GMT -5
This whole thing was a passion project of mine that I thought wouldn't take too long to make (lololol). When I started working on it I literally just started doom mapping, playing through it you can actually see that each level gets more ambitious/technically experimental. I usually compare the last ten maps vs the first ten to demonstrate this. Whole thing took about 5ish months.
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Post by thundercunt on Oct 31, 2020 10:32:09 GMT -5
Whole thing took about 5ish months. that's pretty impressive
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Deleted
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Post by Deleted on Nov 13, 2020 0:19:06 GMT -5
I've been playing this on and off for a few weeks now. I must say, it's very cool, especially for someone who just started mapping. If this is truly your early work, you've got a bright future ahead.
I noticed two main things about these levels. The first is how large the levels are. I've devoted a fair bit of time to this and I am still only at Map11. The fact that you made 33 of these large, complex maps all by yourself is really wild to me. The other thing that impressed me was the amount of interesting ideas you had. I noticed a lot of really clever bits hidden in these maps that added a lot to the fun factor. And your layouts seem to get better and better as the wad progresses. At first I assumed that the battles and monster placement was willy-nilly, but on closer inspection it appears that you put a good amount of thought into how each scenario plays out. The balance is generally quite good, with most fights being challenging without feeling unfair or luck-based. At times there is a bit too much ammo left lying around, but that's a minor nitpick.
I like that you aren't abusing custom monsters and new resources. You seem to have been judicious in your use of these assets, and it doesn't go unnoticed.
I did find what I think is a game-breaking bug though. It's on the map titled "Dem Bones". If the player falls into the floor-lowering area a second time after completing it and warping out, he can become trapped without a way to get back to the REDROCK area.
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peerdolius
Doomer
I met God and he was THOD - Viper
Posts: 181
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Post by peerdolius on Nov 14, 2020 12:06:57 GMT -5
I've been playing this on and off for a few weeks now. I must say, it's very cool, especially for someone who just started mapping. If this is truly your early work, you've got a bright future ahead. I noticed two main things about these levels. The first is how large the levels are. I've devoted a fair bit of time to this and I am still only at Map11. The fact that you made 33 of these large, complex maps all by yourself is really wild to me. The other thing that impressed me was the amount of interesting ideas you had. I noticed a lot of really clever bits hidden in these maps that added a lot to the fun factor. And your layouts seem to get better and better as the wad progresses. At first I assumed that the battles and monster placement was willy-nilly, but on closer inspection it appears that you put a good amount of thought into how each scenario plays out. The balance is generally quite good, with most fights being challenging without feeling unfair or luck-based. At times there is a bit too much ammo left lying around, but that's a minor nitpick. I like that you aren't abusing custom monsters and new resources. You seem to have been judicious in your use of these assets, and it doesn't go unnoticed. I did find what I think is a game-breaking bug though. It's on the map titled "Dem Bones". If the player falls into the floor-lowering area a second time after completing it and warping out, he can become trapped without a way to get back to the REDROCK area. Wow thanks for the feedback! I wanted to make something that was fun for me to just hop into any level. I really struggle at making small maps because I either map in chunks bit by bit or by drawing a large, weird-ass shape and filling it in lol. Thanks for noticing both the monster placement and my holding-back on custom resources. It was primarily designed for UV and since I constantly playtested on UV I was also constantly tweaking monster types/numbers. For custom monsters I wanted them to be like an addition, sort of like the amount an expansion pack or something would add. Enough to be a part of the experience but not enough to overshadow it. Custom inventory items are awesome though so it was hard for me not to place springmines in every map. I have a notepad doc of all the noted bugs in the 0.99 version which i'm gonna use for version 1.0 once I overall get enough feedback. Yeah but I'm glad you've been enjoying it, and prepare yourself for what's to come mwahaha.
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Deleted
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Post by Deleted on Nov 29, 2020 2:44:31 GMT -5
Checking in again. I'm at Map25 now, just started the map and have not killed anything yet. Of note is that there is a very nasty hall of mirrors effect going on pretty much right out of the gate; my guess without looking at it in a map editor is that something very big is currently untextured. I'm using the latest version of ZDoom by the way. Another thing is that it's possible to run backwards from the circular arena and get trapped behing the bars, because there's a linedef that causes them to shut again. This is game-breaking.
As far as a general commentary on what I've experienced, it's really cool to see the way the wad has progressed. I just love how the levels start out much more amateurish and then get better and better and better. It really tells a story, and that's a big part of this wad's charm for me. Make no mistake, I liked the early levels just fine, and they were far far in advance of anything I ever did as a beginner, but by the time I hit the midpoint mark and beyond, the quality had simply skyrocketed. You've taken level design to exalted levels at some points, rivaling the mappers you claim to have been influenced by.
Awesome job!
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Deleted
Deleted Member
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Post by Deleted on Nov 29, 2020 15:50:20 GMT -5
Also, the trap at the end of Map27 is fairly easy to avoid, because it requires the player to fire a weapon while in the final arena for the cacos to wake up. By not firing and just avoiding the Arachnotrons(which is easy), the player can easily wait until the bars lower and then just leave. Maybe create a shootable switch required for entry into that area?
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peerdolius
Doomer
I met God and he was THOD - Viper
Posts: 181
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Post by peerdolius on Nov 30, 2020 21:44:19 GMT -5
Checking in again. I'm at Map25 now, just started the map and have not killed anything yet. Of note is that there is a very nasty hall of mirrors effect going on pretty much right out of the gate; my guess without looking at it in a map editor is that something very big is currently untextured. I'm using the latest version of ZDoom by the way. Another thing is that it's possible to run backwards from the circular arena and get trapped behing the bars, because there's a linedef that causes them to shut again. This is game-breaking. As far as a general commentary on what I've experienced, it's really cool to see the way the wad has progressed. I just love how the levels start out much more amateurish and then get better and better and better. It really tells a story, and that's a big part of this wad's charm for me. Make no mistake, I liked the early levels just fine, and they were far far in advance of anything I ever did as a beginner, but by the time I hit the midpoint mark and beyond, the quality had simply skyrocketed. You've taken level design to exalted levels at some points, rivaling the mappers you claim to have been influenced by. Awesome job! Holy shit, saying that some of my work rivals that of my mapping idols means a metric ton to me. The journey of this wad is as much as it is for the player as it was for me creating it. I'm going to re-upload a new version of Ascensia (1.0) probably in a couple days here, most likely at the same time as a test release of another project i'm working on. Again, thanks for the feedback!
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Deleted
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Post by Deleted on Dec 1, 2020 19:20:49 GMT -5
Me again, just finished the final level. I think the last encounter has perhaps a similar problem to the one I spoke about in my last post. If you hit the switch and then don't fire your weapon to awaken the high HP monster with his back turned to you, you can simply wait until the sectors in front of the four switches lower all the way, hit each one real quick, and then run around until the door opens and then just run for the exit. Since you've already committed yourself to using ZDoom effects, I would just make it so that you have to kill that thing before the level can end. Also, he has no pain states, so I wasn't sure for a while that he could even be harmed by gunfire, making me think that there was some other method by which he had to be killed.
Another thing that I think would improve the mapset would be an ending text. I know it's a small thing, but a lot of people like to see that, as it provides some semblance of closure and/or plot resolution. I'd add one. You could also put in some new ending graphics/slideshow/whatever using ZDoom scripts. I did some very basic stuff along those lines in the Chex Quest wad I made(mine was an intro though).
I'll admit that I was a bit surprised by the difficulty level of the last 2-3 levels. They seemed to ease up quite a bit. Maybe it's because I don't do pistol starts though. So I guess take that feedback with a grain of salt depending on how you think the levels should be played.
All in all, an incredible mapset! You should be very proud.
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peerdolius
Doomer
I met God and he was THOD - Viper
Posts: 181
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Post by peerdolius on Jan 23, 2021 20:48:26 GMT -5
Well, after nearly two months of silence, ASCENSIA V.1 is nearly complete. Bugs squashed, textures better aligned/more texture variety, some balance changes and even different music changes. My work is nearing completion. I want to thank everyone who's already played v.99 and given feedback/enjoyed what i've brought to the table to the doom mapping community. Within the next day or so prepare for ASCENSIA.
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Post by lalcoz3843 on Jul 6, 2021 1:07:34 GMT -5
Played version 1.1 and I just wanted to pop in and say that was fun romp. Thanks for the hard work mate
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Post by lunchlunch on Jul 6, 2021 2:27:10 GMT -5
Definitely gonna check this out when I get a chance
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Post by hakros on Jul 16, 2021 14:16:38 GMT -5
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