40oz
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Post by 40oz on Nov 1, 2020 23:52:27 GMT -5
Morbid Autumn is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. DownloadMAPLIST■ MAP01: Mortis Castille - 40oz■ MAP02: The Guillotine - 40oz■ MAP03: Hate Tectonics - peerdolius■ MAP04: Norwich Lane - sonny666■ MAP05: Magma Gorge - 40oz■ MAP06: Deathwhistle - supercupcaketactics■ MAP07: Der Galgen - an0n■ MAP08: The Fallen Towers - joeilya■ MAP09: Call of the Canyon - morpheuskitami■ MAP10: Dusk Ache - 40oz/supercupcaketactics
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Post by morpheuskitami on Nov 2, 2020 0:03:03 GMT -5
The .txt file order is different than the maplist order. Just an FYI.
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40oz
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Post by 40oz on Nov 2, 2020 0:09:17 GMT -5
Thank you, here's a corrected one.
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Post by Deleted on Nov 2, 2020 0:19:48 GMT -5
Good work y’all, nice to have a set where I haven’t seen the map development and get a fresh playing perspective.
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peerdolius
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Post by peerdolius on Nov 2, 2020 0:46:29 GMT -5
I don't have the time atm to really play through it but damn from what i've skimmed through this is amazing. I'm glad to have been a part of this project and everyone else's work has just blown my mind. Map 04 i love the use of all of the autumn sprites. Thanks to 40oz for telling me of this project (and doomer boards in general). I'll definitely see what else I can contribute to if I have the time. Cheers everyone!
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Post by bigolbilly on Nov 2, 2020 1:01:01 GMT -5
Looks good, y’all. I’m bummed I couldn’t pitch in this month, thought I could slide something in before the deadline but life got crazy. It’ll be cool to play a totally unfamiliar, finalized DBP, though!
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Post by Deleted on Nov 2, 2020 1:11:00 GMT -5
*KRSSSHHHR* Gamers, this is epic, over. *KSSHHSHRK*
Also I probably should have mentioned that it's supposed to be Death Whistle as in an Aztec death whistle.
EDIT: but now that I think about it I guess that's fine too /shrug
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40oz
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Post by 40oz on Nov 2, 2020 9:04:43 GMT -5
Good work y’all, nice to have a set where I haven’t seen the map development and get a fresh playing perspective. Cool! I did that for the last one and it was pretty nice I don't have the time atm to really play through it but damn from what i've skimmed through this is amazing. I'm glad to have been a part of this project and everyone else's work has just blown my mind. Map 04 i love the use of all of the autumn sprites. Thanks to 40oz for telling me of this project (and doomer boards in general). I'll definitely see what else I can contribute to if I have the time. Cheers everyone! Thanks man, you make great maps! I'm glad you helped out! Looks good, y’all. I’m bummed I couldn’t pitch in this month, thought I could slide something in before the deadline but life got crazy. It’ll be cool to play a totally unfamiliar, finalized DBP, though! jawsinspace mentioned a hurricane in another thread, good to see youre at least ok!
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Post by joe-ilya on Nov 2, 2020 10:53:21 GMT -5
The version of my map used in this pack is a slightly older one, with missing textures on ZDoom. I have a V2.1 in the dev thread.
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Post by Deleted on Nov 3, 2020 0:02:37 GMT -5
Just going to put it out there that y'all are free to roast my map (would like some constructive criticisms if you can but I'm fine if you just want to rant too) but if you do like the map then please do also let me know about that
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40oz
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Post by 40oz on Nov 3, 2020 8:31:24 GMT -5
The version of my map used in this pack is a slightly older one, with missing textures on ZDoom. I have a V2.1 in the dev thread. Sorry about that. I did catch the missing textures with map analysis tool and had them removed.
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Post by joe-ilya on Nov 3, 2020 9:25:06 GMT -5
There was also some signposting done for the soulsphere secret in my version. I'd still like my v2.1 to be used regardless if you can fix the first issue.
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Post by Deleted on Nov 3, 2020 13:41:06 GMT -5
Started to play but I noticed this, right at the start, from the circled place you can jump out to the mountain scenery with no way back to the playable area, and you can even reach the edge of the skybox
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Post by Deleted on Nov 3, 2020 22:25:00 GMT -5
I actually found that in my first (and only?) playthrough of it. doomer.boards.net/post/24431/thread [registered members only] The comment starts with: The map was provided with a resource pack. Later, I was under impression the map was scrapped (it was undetailed and 40oz later posted he started another one) so I didn't rerun it anymore. The impression may have been due to me misreading this post: doomer.boards.net/post/24514/thread [registered members only] Rather than understanding it to apply to specific section of the map, I understood it as applying to entire map, so when he made another map, I thought he went on with scrapping the map and making a new one, making me uninterested in replaying the resource pack one (which apparently got updated as resource pack was updated?). I also gotta say, FDAs I do are not sufficient coverage of possible bugs in the map, a map needs to be run many times to be sure to catch it all. But this one slip was due to a lot of incorrect assumptions made, plus I should have made inescapable pit the spotlight of my feedback maybe so that 40oz wouldn't miss it. Also, when resource pack was updated there was no mention of whether the stock map was modified or not, which is a fault on 40oz part, unless he really never updated it with the resource pack indeed.
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Post by Deleted on Nov 7, 2020 12:34:54 GMT -5
I getthe Autumn theme and the aesthetics that this wad went for but at times I thought it was really missing something and that the visuals were to subdued, I liked it when there was lava or the water as they added some much needed contrast to make the maps feel more "alive" and take away some of the drab feeling that imo it was going too far in some maps. And I want to say that making those Doomcute texture props and the custom sounds were some very good touches to make this DBP more memorable. I think that I saw more sudden insta-pop monsters than the usual in this wad >:/ >:/ >:/
MAP01: Not really a fda since I took a look as it was also the demo map. It's allright, the first view of the grey castle from below is cool. Not so much the scenery of the mountain (the one where you can jump down and get stuck there) that it has some good effort put into it but the lack of lighting variation and the fact that it uses only one texture doesn't make it look good. I think you did better in the next maps, I wasn't too sold on the cyberdemon gimmick, as much as I dislike Ancient Aliens MAP01 did a better job with that. I appreciated more the final arena and I really liked the change of visuals with the Requeim textures. Vigilantdoomer already mentioned that the berserk secret has 6 secrets piled there, and you can't even touch some of those sectors so getting 100% isn't possible, another thing to fix.
MAP02: And speaking about Requiem I see another reference here. This level got me dead too. Imo it could only use some of the banners from Heretic/Hexen to add some colors. Probably my favourite level of the set. I liked a lot the BK area and how you combined FLOOR7_1 and FLAT1_2, a very nice display of the style that you are albe to pull out. MAP03: Meh, this one has that brown blandness that was dull, plus the theme of the map was generic caves. It's allright on a technical level, I would say that only the brick and marble parts at the end look so rushed and are even less interesting than the previous part. Which is also why this map fails as getting there should have been the have been the climax of the adventure and I hoped that the map was finally getting good only to be disappointed. I was able to break the megasphere trap. The moment that I liked was that AV duo before the RSK, I didn't see the second and it was a real surprise for me. MAP04: This one was cool and rather impressive with its level of detail, it reminded me of Lost Civilization which I suggest you to check it out if you have missed it. Though I think that the monthly limit shows as the presentation is very good and the gameplay at the start is good enough but it runs out of steam the more you come closerto the end. MAP05: I enjoyed a lot this one. My only complaint is that it's so easy and forgiving in contrast to the menacing mood. Then I see that lately you like to make this rather long silent opening where nothing happens for a while and while here (and also on MAP01) it works but it starts to lose effect if you use it so many times. MAP06: Time for Cuppy chaotic adventure, this time in gothic salsa. The green grass also make it stand out in the set. I got many close calls here, ammo and health were so low in some points, I wished that the secrets I found were more rewarding than just some health/armor bonuses. Berserk tree :O
MAP07: Initially this one was feeding my 40oz=an0n CONSPIRACY THEORY, I thought it was by 40ozat first as I found the visual style very similar. Sorry for the abrut end of the demo, overall it was a fun romp where as usual you keep the player on its toes.
MAP08: Good job joe, I liked a lot the arcade style of the level. The ending was a bit meh, just spam the RL and that's it. MAP09: At least you tried. Do something less ambitious the next this is way to big in scale and scope. I thought I would have to restart since I didn't used the berserk that it's almost mandatory to save the ammo. It's just so easy to escape the monsters and I should have actually done that to have a more enjoyable experience. The weapon selection is made to be the most annoying as possible: late (secret) SSG with hordes to take down with the SG/CG. The only good thing was that as you proggess in the canyon some monsters closets get revealed.
MAP10: Nice finale, it looks cool (my favourite part was the corridor with the red lights that leads to the second courtyard). The slaughter-ish parts were rather easy imo, still fun but that's also from the pov of an experienced player. The most glaring trivial part is the ending fight, at least in the area before it you have those caged revs flanking you.
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Post by Deleted on Nov 7, 2020 20:46:03 GMT -5
Vigilantdoomer already mentioned that the berserk secret has 6 secrets piled there, and you can't even touch some of those sectors so getting 100% isn't possible, another thing to fix. I am afraid I didn't find or mention that... checked the thread and the demo, and indeed, I didn't. I mentioned hunting the secrets, but it was a detour from not taking the exit teleporter, there is nothing to suggest to the mapper viewing it (unless one pays attention to the secret tally) that I had still more to find after backtracking and grabbing berserk, I could have jumped out into a pit by accident rather than an attempt to find more. So, maybe you meant someone else? Or was it because I said I found the other bug you discovered and made mention of that? Actually, I did find a similar bug (secret sector split into multiple, berserk? in a secret) for DBP23 (Evil Egypt) map that was packaged in resources, I had to double-check whether you were commenting about DBP29 since I remember that I didn't find such a bug this time. It should be noted that the bug was indeed there in first version of a map, so I should have tested it better. Also, map09 feedback seems kinda harsh ("at least you tried") - this is a new mapper.
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Post by morpheuskitami on Nov 7, 2020 21:38:24 GMT -5
Eh, I'm not worried about getting harsh feedback. I'm more worried that my unambitious attempt is still too ambitious. The canyon crawl is a fairly basic idea in my mind, even if a bit large.
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Post by Deleted on Nov 9, 2020 13:03:59 GMT -5
I am afraid I didn't find or mention that... Sorry, I remember that someone mentioned that and I thought it was you, but I can't find that post now? o.O
To elaborate a bit more morpheuskitami I think that the theme you chose isn't as easy as making a standard techbase, and even more if you want to play with a big scale like you did because that require a good ammount of work and the map turned to be made of huge empty monotextured areas that weren't appealing on the whole. I think it's interesting to compare this to DBP14 MAP02 made by Zedonk, another newbie mapper, and it tackled the same theme of your map. Despite even that has big empty areas to build the visuals there's more work on the contrast and at the top of the mountain you can get a nice scenery to look at and that also helps to create a better sense of adventure. The gameplay is a bit harder to compare as that DBP featured custom monsters but even if he did a similar shooting gallery the gameplay is more dynamic and fast while your map has hordes of pinkies, plus mancubi to slowy take down with the basic weapons. Your last setup was easy to break by patiently killing the av from a safe distant position, like I did in my demo, I think that a more interesting take would be to make the av to be revealed when the pillars with the revs start to lower and tweaking the encounter with a RL that is given to the player there.
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40oz
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Post by 40oz on Nov 11, 2020 18:54:36 GMT -5
miss_slaughter will be playing Morbid Autumn tonight on her WAD Wednesday twitch stream after a couple hours of Plutonia Experiment.
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Post by dr_st on Nov 25, 2020 13:28:48 GMT -5
This looks totally wow. Gonna test it in MBF. Edit: Nope, doesn't work in MBF. Most maps (not all) give "Segmentation Violation". Gonna have to try a more modern port. Edit #2: I wonder if it's just due to missing REJECT lumps in most maps. Although MAP10 works despite not having a REJECT. Strange.
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