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Post by Endless on Jun 17, 2021 21:33:53 GMT -5
The Doom Master Wadazine... ... proudly presents.... ... The Wadazine Master Collection A mapping project created by members of the Doom Master Wadazine community. The WMC is an upcoming mapping community and team-made Doom project focused on delivering different sporadic themed WADs that follow a certain selected visual and presentation theme. Today, I'd like you to introduce our second project! WMC02: Thy Flesh Vored:Everyone trembles at the sound of his name. Everyone remembers those distant memories of sleepless nights trying to achieve victory. Countless deaths are forgotten in ancient corners. Rivers of blood overflow to give way to oceans of curse. Your flesh is consumed by sin itself. Trapped in marble fortresses, surrounded by hellish castles, deep in gothic hells and exiled in a world of gore. This is Thy Flesh Vored, a project inspired by the dreaded E4 of Ultimate Doom, and one that is coming for your flesh. Hand it over.
Go play Doom!
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Jun 18, 2021 12:11:09 GMT -5
This looks pretty good! I'll come back with a thorough level review once I've finished the whole thing, but so far I like the design. Gotta get back to playing wads again
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Post by Endless on Jun 18, 2021 15:58:17 GMT -5
Thanks! We found some big errors during further playtesting so expect a better version soon. TM
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Post by ceejay on Jun 20, 2021 2:54:58 GMT -5
I like the textures and overall look and aesthetic but where is the balance?
Right from the get-go you get a barrage of both low and hi tier enemies. No gradual build up, no difficulty curve or interesting challenges just wave after wave of randomly assorted monsters, at least judging from my initial playthrough. Also at one point I encountered a chaingunner and a mancbubus being stuck together.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 23, 2021 7:13:59 GMT -5
Wait, is this for Gzdoom or is it limit removing? The text file accompanying the wad in the downloaded archive says "limit removing" and has Crispy Doom and Prboom-Plus among the ports it was tested in, but the DW's OP/title said it was Gzdoom-only, and the screenshots clearly showcase 3D features (slopes).
Also, the thread title here says "limit removing"? I am confused.
Fuck, you provided a link to previous project on DW and confused the hell out of me. So, the new - the current ongoing project WMC02 - is Limit-removing whereas the previous, WMC01, was Gzdoom-only.
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Post by Endless on Jun 24, 2021 14:55:08 GMT -5
Our work is done and we present to you Thy Flesh Vored RC2 ! *13 maps *Pistol-start balanced *Challenging on UV *Thy Flesh Consumed inspired *Freelook allowed but no jumping *Tested on PrBoom+, Crispy, DOOM Retro, Eternity Engine, LZDoom, GZDoom. May not work well with DSDA-Doom for some reason and GLBoom+.
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Jun 26, 2021 10:57:00 GMT -5
^fack! I was close to posting a map by map review (I had the last map left to start), but I'll play through this version instead and make a comparison.
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Post by lunchlunch on Jul 3, 2021 3:31:17 GMT -5
I really like this theme and I think the maps feel true to it. Played a few maps tonight. I'll play more later. MAP01 - Should have something to alert the player that the blue torch bridge is raised MAP02 - Hell knight/revenant on top of the wooden column are statues, they don't attack unless you hit them, they need more room to move. Skeleton/pain elemental fight can and should be cheesed by running back to the lift area. MAP03 - There's a stuck mancubus on spiral stairs near yellow key
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Post by Endless on Jul 4, 2021 8:35:31 GMT -5
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Post by hakros on Jul 16, 2021 14:17:20 GMT -5
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Post by Endless on Jul 18, 2021 0:42:55 GMT -5
Thanks a lot ! Awesome to be part of the launcher.
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Aug 2, 2021 11:35:44 GMT -5
Sorry for the wait, schedule shit, real busy, blah blah. Finally finished my play through, so here's my by level review:
Map 01: Pretty good starting level, I felt it was a bit claustrophobic and kinda drug out a tad too long, it also got really easy towards the end (especially once you got all the secrets) but I liked it. The small details were quite nice as well, though those pinkies could not get me through those tiny stairs. Also just to point out that exit death at the end of the level did not work the when I played it. It worked when I tried it a second time, so it was probably just some accident 4/5
Map 02: Solid map. The starting area was really nice, I liked the overall design, though to be fair it is really silly how you can walk over them and- OH MY GOD the level is built upside down! The layout is pretty damn small actually, but it isn't overly short. Also those Revenant traps are well done, makes me feel like the poor idiots that play my maps, and that rock hallway where you're trapped between the revenants and barons is bullshit! 4/5
Map 03: I really really liked this map. It had an Ancient Aliens vibe especially with the music which fit perfectly. I really like that outdoor sand design, and the building with all the gold. I know this is a weird thing to say but I got a flashback to the Greece episode from Daikatana (Don't take that as an insult, I legit love Daikatana, especially episode 2). Pretty decent challenge, but not much to say. It was kinda short and I kinda wish it was longer. This is my favorite of the entire mapset. 5/5
Map 00: I'm glad you got rid of the map that was originally in this slot. I won't post my review because it's not in the wad anymore, but let me just say... the whole thing was pretty bad. 2/5
Map 04: This is another really solid map. It goes by pretty fast but it's action pact and just a blast to play. I like all the switches you gotta press to get around the red key area. I don't have much else to say. Loved it 5/5
Map 05: This one looks great! The slaughterhouse aesthetic looks fantastic and the whole level is just really well detailed and designed. While it's not entirely hard, the last two traps are bitches to get through, the whole map's difficulty kinda leans on how tight the rooms are, which can be pretty claustrophobic. I like it though, it works really well with the style. My favorite level visually, second favorite overall. 5/5
Map 06: So this map confused the fuck out of me the first time I played it, and even the second time (actually this is technically the third) I still got confused. First and for most, it's designed really well, kinda overly detailed compared to the previous levels, but it looks great! I love that church organ near the exit room, that's really creative. My problem with the level is that the layout is confusing and it's not at all obvious where to go next sometimes. Maybe that's just a me problem.Once I finally got the red key it started to click and the map was shorter than expected. The music choice was really weird and creepy and made the level more disorientating, it did get really repetitive though.
The first Spider Demon trap was tight and scared the shit out of me, and overall the level was pretty challenging and didn't only had a shotgun and chaingun and didn't provide a plasma rifle up until the very end fight which kinda sucked. I thought the level was alright, definitely was interesting, but not entirely a fan. 3/5
Map 07: The first time I played this it was obviously unfinished and had no exit, thankfully this time I could appreciate it in it's entirety like I wanted to. This map is pretty damn cool. The starting fight, and subsequent outdoor fights, are really tough and killed me a bunch of goddamn times. The starting area was frantic and like an idiot I took me a few attempts to realize running away was a better strategy. I appreciate the easy BFG since I'm sick of dealing with all the goddamn Archviles in this wad, and unlike the first map it provides a lot of ammo so I can actually have fun. Layout is pretty spacious too, this is probably the longest map so far.
Oh just want to point out, there was a glitch where in the trap past the yellow door an Archvile blasted me out of the map in that dark pit. Also, the door after the trap is too low to walk through without crouching. I'm not sure if that was done on purpose or not. 5/5
Map 08: I dig this one. It's rather simple looking, and kinda reminds me of my maps, but it looks pretty good. Some ammo variety would have been nice (since I had to pistol start this one) but the level is real short so it's forgivable. 3/5
Map 09: I like this one. It's a pretty straight forward fortress that ends rather quickly. Not much to say beyond the trap once you got the blue key was bullshit, I also like how the walls opened up once you opened the red key door. Not too hard, but by the end I had no ammo except a handful of rockets. The music on the other hand. It was really annoying. I'm not sure if you have a list of tracks the mappers select or if they use their own picked midis, but this one really didn't fit the level. 4/5
Map 10: Another pretty simple map and short map. The 4 cyberdemon arena I feel is a bit overkill and there's barely any room to maneuver but since you're supposed to telefrag them makes it a bit better. 3/5
Map 11: I loved this map, It's really well designed and it looks beautiful. The level was really spacious and nicely detailed with all the curves and massive bricks. That fireplace secret was really creative and a set piece I totally won't steal. 5/5
Map 12: The marble castle aesthetic is really good, this is my second favorite architecture-wise. It's detailed really nicely and has a decent layout. The map was pretty tough and killed me a few times, though the teleporter ambushes were a bit predictable. Short and sweet. 4/5
Map 13: Sheesh, this one felt kinda long. Again, a really well detailed level, though this one was much harder (for obvious reasons). The initial fight in that lava area was brutal, though after the level went on the traps just became really annoying. Specifically the yellow skull room with the legions of Barons made go "are you fucking kidding". I liked it, but it got kinda tedious in the end. 3/4
Overall really solid wad. It's not too tough, and looks great!
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Post by Endless on Aug 2, 2021 19:13:47 GMT -5
Thanks a lot for the review! Glad yo had fun with it. It was a really fun WAD to make with the rest of the team and my first mapping experience. Thanks
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