Deleted
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Post by Deleted on Dec 24, 2020 1:28:13 GMT -5
It’s almost Christmas Eve, but no one’s seen Santa since he left to go party with demons in Australia! Those dudes are such bad influences... hell, they've practically got the whole country on lockdown. You hate being a buzzkill, but if someone doesn't find Santa and sober the old bastard up, no one's getting any prezzies!It's the 3rd annual Doomer Boards Project Christmas extravaganza, and this year instead of the traditional cooler climes of the northern Winter, we're heading south to enjoy a Summer Christmas Down Under style. That means there's no snow and plenty of sun, surf, sand, and slaying! DOWNLOAD FINAL RELEASE! (moddb)MAPLISTMAP01 : Australia Town by glenzinho MAP02 : Season's Beatings by joe-ilya MAP03 : Red Back Redemption by memfis MAP04 : Bastard Shore by memfis, glenzinho, Zedonk, Hydromecha MAP05 : Bushwacked by big ol' billy MAP06 : Australia Town 2 by glenzinho MAP07 : Oasis Siege by gaspe MAP08 : The Back of Coonabarabran by Vertigo, Zedonk, glenzinho, Phobus, big ol' billy MAP09 : Bli Bli Billabong by Scrangus McBrickdad MAP10 : Australia Town 3 by glenzinho MAP11 : Dead Centre by glenzinho MAP12 : The Drunken Wallaby by Doom_RO MAP13 : Bloody Oath by lunchlunch MAP14 : Australia Town 4 by glenzinho MAP15 : Hellsong Ignited by big ol' billy MAP31 : The Final Siren by glenzinho BONUS MAPS MAP32 : Peerdolian Journey by Peerdolius MAP16 : Washed Ashore by A Bear In Tha Woods
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Post by xvertigox on Dec 24, 2020 1:31:20 GMT -5
It's a Christmas bloody miralce! Awesome work @glenzinho and every one else who mapped/contributed. This is a fun as fuck set, you guys rule!
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Deleted
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Post by Deleted on Dec 24, 2020 1:58:21 GMT -5
Synthmancer currently streaming on Twitch here and loving it
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Deleted
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Post by Deleted on Dec 24, 2020 2:05:45 GMT -5
Fantastic work done by everyone. I'll be making a video series on this one for sure.
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Deleted
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Post by Deleted on Dec 24, 2020 3:10:35 GMT -5
Congratulations on the release and the sheer number of maps, everybody. Great job getting it all together Glen. Merry Christmas for tomorrow (whenever that means for you)!
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Post by synthamancer on Dec 24, 2020 5:12:54 GMT -5
Yo! Top notch work everyone, loved every second of it <3
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Post by optimus on Dec 24, 2020 6:34:52 GMT -5
Cool! I'll be playing and make video soon enough..
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Dec 24, 2020 7:49:30 GMT -5
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Post by bigolbilly on Dec 24, 2020 13:32:15 GMT -5
Haha nice playthrough Joe! Seeing you go into the last fight without the BFG made this a real nail-biter!!! I think glen might have already caught the bleeding fire midtex, but I’ll double-check when I go in to add difficulties, will get that misalignment too.
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Deleted
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Post by Deleted on Dec 24, 2020 15:30:07 GMT -5
Hmmm... I like it! Best Christmas project. Played in GZDoom on HMP continuously and I died by my own rockets so many times it's not even funny.
MAP03 could use some more ammo, even just one ammo box would do since I ran out of ammo with not enough to kill the last few arachnotrons. I did not find any secrets. Messages screen after MAP11 should read 'peace of mind' instead of 'piece of mind'. It took until MAP09 to get a plasma rifle but better late than never I suppose. MAP13 has the best MIDI
Not much else to say unless my (formerly) grumpy grinch fingers have nitpicks pulled to order. Be free Cyberneezer!
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 721
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Post by nnn✓ork on Dec 25, 2020 22:56:01 GMT -5
In classic fashion... I got myself stucked I've fallen behind on playing the last bunch of DBP's, gotta catch up.
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Deleted
Deleted Member
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Post by Deleted on Dec 26, 2020 11:19:14 GMT -5
Seeing Christmas under the warm summer sun instead of the usual cold and snowy setting was unusual. The set turned to be very fun, and be it for the colorful visuals or the ubeat music this wad put me in a good mood while playing.
MAP01: No demo for this one since nothing happens but I recorded them when I revisited the hub since there's some gameplay. Lots of details put into this and it's cool how the monsters that initially are olny part of the scenery they will wake up when you return to the hub the next times. The Gotcha showdown is a classic. MAP02: The av+rev really got me off guard as I was fooled by the simple layout and easy berserk gameplay. MAP03: Lovely map. It's quite simple actually but at the same time it's striking, every place has its unique details and even the gameplay won't be trivial with a good placed mastermind and trap at the mind which was nice. Everything is in the right place here. MAP04: Interesting map, I liked the outer area with the catwalks over the sand. The major traps don't pull back, especially the one with the pinkies and the baron, I don't think I would have survived if I stayed there instead of opening my way back to the start of the map. Listening to arachnotrons walking noises all the time is very annoying, put them in closets outside the map MAP05: From the soulsphere near the start the sector 195 looks like it's unclosed. Still a fun ma even if I don't think it's one of your most inspired works. MAP08: My favourite moment was at the RK, with that av coming later. Nice unexpected crusher. I think that the exit room felt empty, you can easily clear it before going there, utting some pillars or walls to hide the revs and surprise the player when it goes there would work better. At the chainsaw there's another unclosed sector. MAP09: At the first RL if you look the exit area some of the tall sprites get cut off by the sky, that can be also caused by nearby sectors with different light levels. I loved the forest scenery around and the castle which is full of secrets. Not exactly an easy map, especially in the first parts due to the low ammo and when you reach the manor there's a good use of teleporting monsters that keep to repoulate the area and pick the unaware player. I don't know about the cybie, you can just skip and its rocket don't reach you while climbing the hill before the exit, but that would be a dick move since you can't see the rockets coming from the trees. MAP11: Rather nasty but very fun setpieces. I would have had an easier time if I explored the surroundings more instead of getting tricked to pick the RL at first thing. In the nukage area I know that you put those invisible barriers so the gasbags can come out from the holes, which is cool, but the barriers give also more cover to the player. MAP12: It's a rather hard map to tackle at first, lots of details and scenery that hides the monsters too and as soon as you step outside you have distant snipers from all sides that require a careful cleanup before you can properly start to get into the level. The secret key was a nice touch. Way too many lost souls, the pain elementals were useless. I liked the setting with the pub, the gas station, and the cliffs but I would have liked more if the ma was more "condensed". I already had enough before going into the eastern rocky area to get the last boomerang.
MAP13: I think it was a bit easier than MAP11, you can play more safe and overall you are less exposed. The setup when you are trapped in the souther cave past the yellow door was very good tho. On the big ending fight I could have been more aggressive and also use the invuln that for a moment I forgot it was there. I think that the cybie should be able to shoot you from every angle as a proper turret. MAP15: And finally we get to rescue Santa. I liked the slight more dramatic tone, the city in flames, a crashed bus. Maybe it's a bit too overkill with all the powerups given and you can make the final fight to burn down quickly but I guess it will be okay for the more struggling players.
MAP16: Not bad at all for a first map but it's rough in many spots. A chaingunner (thing 107) is stuck on the floor but I'm not sure why. Theere a hom on the lift that leads to the YK. Always before the YK near the tree with the koala you can walk through some fences. At the BK I thought I was stuck when I fell down behind that mass of metal plates, you get out but I think that adding more space to move out or making impossible to fall down would be better.
MAP32: A bit of a strange map. Maybe I should have gone sooner into the tunnel to the city and get the chaingun that I really needed insted of searching for stuff in the big rocky area, but then probably the monsters will all clog into the tunnel leading to not very interesting clean up. Some imps on the pillars near the secret plasmagun are stuck. Perhaps the main thingis the ending fight, a cramped battle with a cyberdemon with cacos and pes that are very dangerous to block you ways from above. Very cool details but it plays like some disconnected areas stitched together at the last second.
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Dec 26, 2020 19:10:48 GMT -5
I just played this on coop. It was great! Every map played pretty well. Even the distinctive bonus maps, they were fine. MAP09 and MAP12 felt a little long but they were good. I enjoyed the scenery. I liked Bushwhacked and Bloody Oath the most. Great job I was a real scrooge about the theme because its now the third christmas theme we've done (imagine doing xenomorph base for the third time) and it's really tired to me. Christmas is also very close to my birthday and christmas is so heavily celebrated and commercialized here in the US that it just resembles financial stress to me and it's impossible to get away from it. Its no one's fault. It is cool that this is probably the first wad that is christmas + something else. It does definitely have an identity. a couple notes - Some of the maps are missing coop starts. - The Baron / Hell Knight spam at the exit of MAP07 was a little tricky for coop. If a player dies while leading them all towards the teleport destination, it kinda makes that area a real chore. I'd consider having an alternate way to get in there if you make a trap in that style in the future. - It might be possible to get stuck in the blue key area in coop, I'm not sure though. We were running around in there for a minute or two not sure where to go, but someone else hit the exit before I could figure it out. I'll have to check on the map in the editor. - Also who is hydromecha?
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Deleted
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Post by Deleted on Jan 7, 2021 1:19:52 GMT -5
DBP31 updated to RC3 in the OP, very close to final version now. Amongst the changes are some improved sprites by the one and only Chainie, various map and graphical glitch fixes, as well as a surprise present in the MAP31 creditmap... Ho Ho Ho!
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Post by optimus on Jan 15, 2021 4:12:38 GMT -5
Great, will RC4 be the final version? I might wait for that, before replaying. Maybe I'll make another video when it's out, as I missed few secrets and there are lot's of new stuff I see.
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Deleted
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Post by Deleted on Jan 15, 2021 17:33:56 GMT -5
Yeah there won’t be an RC4, next will be final. All the bugs seem squashed now, about the only things that will happen to it now are perhaps some additional coop monsters and some loose difficulty balancing for skill 3. Will be looking forward to any more playthroughs from you for sure!
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kvsari
Doomer
I like mapping.
Posts: 326
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Post by kvsari on May 8, 2021 9:04:27 GMT -5
Loving this wad. It made me a little homesick. Bravo!
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