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Post by valkiriforce on Apr 4, 2022 18:26:09 GMT -5
Anomaly Report is a brand-new 33-level megawad for vanilla Doom 2 - inspired from my love for the original Doom 2 and Doom 2 The Way Id Did. It is intended to be an easygoing experience with a few nasty traps thrown into the mix. It is deliberately minimal in places and intended to work in any source port of choice. The wad was tested in chocorenderlimits, Woof! and DOOM Retro.
Play Information:
Name: Anomaly Report (AR.WAD) IWAD: Doom 2 Compatibility: Vanilla Ports Tested: chocorenderlimits, Woof!, DOOM Retro Map slots: MAP01-MAP33 Music: Mark Klem, David Shaw, Jeremy Doyle, Tom Mustaine, Charles Li Gameplay: single-player/co-op Difficulty Settings: Yes Build Time: 11 months Requirements: no jumping
Maplist:
MAP01: Aerials MAP02: Monkey Wrench MAP03: Grasslands MAP04: Watchtowers MAP05: Canyon Station MAP06: Crosswalk MAP07: The Killing Arena MAP08: Tanker MAP09: Los Alamos MAP10: Pendleton MAP11: Countdown MAP12: Water Temple MAP13: The Crucible MAP14: Fortress Floodgates MAP15: Colosseum MAP16: Wrecking Base MAP17: Rebel Keep MAP18: Sunset Villa MAP19: Pavilion MAP20: Diamond Apocalypse MAP21: Highway Havoc MAP22: Technochasm MAP23: Deja Vu MAP24: Sting Labs MAP25: Nevermore MAP26: Valley of Shadows MAP27: The Trenches MAP28: Nightfire MAP29: End Times MAP30: Anomaly MAP31: Echoes Redux MAP32: When In Romero MAP33: X+Y
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Post by valkiriforce on Apr 4, 2022 18:27:37 GMT -5
Oh by the way I'm aware MAP02 has a couple of bugs - the window sector with a tagged secret and a computer panel with a W1 line. I'll be fixing and updating these bugs and making other small changes over time.
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
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Post by MegaPancakeStrategist on Apr 5, 2022 4:40:35 GMT -5
Awesome! Congrats on the release I trust this to be a cozy experience.
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Post by mayhemicdestrvctor on Apr 5, 2022 5:58:33 GMT -5
that looks really cool im going to download it
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Post by lunchlunch on Apr 5, 2022 6:36:59 GMT -5
AR_FDAs.zipHere are FDAs for the first five maps, recorded with -complevel 2. You do a good job of capturing the look and feel of old-school DOOM, I like this, it's comfy. MAP05 is my favorite so far, I think it has a lot of soul. MAP02 broke for me while I was secret-hunting, that's why there's two FDAs for this map. I crossed a linedef that lowered a bunch of ceilings that prevented progress.Edit: ah ok I just reread your comment, you knew already
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Post by mayhemicdestrvctor on Apr 5, 2022 9:08:17 GMT -5
okay so the first thing i have to say is the difficulty and game play of the first level is really good. and the wad looks very good and uses the textures and architecture extremely well and it looks awesome. and the game play is fun. and its not to big and wide but enough space to run around fast like in doom. it s really good. but the progression is not so good. you should have made the door that leads to the room where u can find the blue key more obvious. i think you probably should have put like , some lights or contrast inducing textures at it so the door will seem like its important , because it is. and when i have an important room , i also always put windows or some thing there , where you can see the important thing which is the key and how to get there will be difficult or not as easy because theres gonna be enemies because this is doom. at least that is how i do it and that is my feedback for this first map but, besides this criticism it is a very good openning map. and the surprise with the imps when you collect the key was extremely good and clever. and the exit area looks really awesome , and the chaingunner there was really cool.
the second level uses the pinkies , barrels and hitscanner sergeants there very well because you can abuse the pinkies to make them a shield that the bullets fly into. and thats always really fun to do. so when they look at you you will know , oh my god i gotta react to that and stand behind the pinky , and that feels so cool to do. the pinkies and hitscanners in the big area are very oppressive and are a very good and interesting challenge and the gameplay in this area just feels awesome. the comnbat is just much better than the doom 2 remake wad you mentioned and the original doom 2 iwad that you mentioned , and your wad also looks better than them.it is what i do with my own currect project except i make my wads in the style of doom 1 , except i use the doom2 enemies and textures in it. but your level architecture and texturing looks better than my own. and the red key ambush with the chaingunner behind you was awesome , i heard the door and got almost hit but because it was only 1 chaingunner it was not unfair. also the teleporter thing before you get the blue key was awesome , and the reason why it is so good is because first you get to collet some dead hitscanner ammo and then you think you go back but you get to the blue key , that was so good. but also , the progression of it sucks again , what the switch does near the blue key is not obvious and i dont know what it is doing. so please make it more obvious what this switch does because its making me angry. the teleport destination there had encouraged me to get down there and to fight the enemies but i had to go back which was not obvious.
level 3 is very good. it starts with a good surprise at the beginning. and it makes the imps and humans infight so thats fun to do and its cool to destroy the rest of the survivors when they re done. the next enemy encounters are very well made with all the enemies in the distance and it encourages the chaingun and sniping with it very well , and i like it. the berserk secret is really good. and the way where the enemies at the red key are coming from shows the player , oh theres enemies i did not kill yet but i already was a tthjis area and that means there is some thing new , and it really was so that was very well made. the secret with the gray well was cool where the health bonuses are. the blue switch where the blue gaters are coming down into the ground are a ve3ry good way to tell the player , oh this thing made ALL blue things in the map sink into the ground , anmd with that the other bars i just saw 1 second ago also are going down , so that was awesome. the barrel chain after that was so funny.
level 4 starts out really well and uses the hitscanners from the distance again , which objects and towers to hide behind , while youre still attacked by imps and pinkies which is very good. and i liked the spectre after the red key. i also have to say the way the chaingunners are placed are so good because they re very well used to make the plasyer feel pressuerd and on edge but not too much so it becomes unfair and frustrating. the levels are much better than the original doom 2 and doom2 the way id did levels. the red door was much better placed here so in this level , the progression is much better. and the teleport secret was really nice. the way to the blue key was not as obvious but less fruistrating than the other levels where i already criticized the progression so , it is getting better with that.
level 5 looks awesome and sniping the cacos dead is funny xd they have silly faces. and you get the ssg. in doom 2 you get the ssg earlier but its boring when you get all good weapons too early so giving the ssg at this moment was perfect. its a very good circle of death remix. its better than the original circle of death or as good. but its awesome.
and from now on i will only say what i dislike about the wad , because it will be hard to understand if its too long , so if i like something im not gonna say it , because it will mean that the moment was good. only if something is really awesome or not so good from now on i will criticize. and i think in generall all the surprises every where in the wad are really good and creative , they are very well placed and well made , i really like all this entire gameplay so much. its really just much better than everything thats in the original doom2. i think this is the perfect continuation from doom1. it also has a lot of very good secrets that i really like.
the progression of level 6 sucks because there is no red door. and i dont know why the rocket launcher was there , i did not need it. the bluey key ambush was really good with all the barrels. the traps there in the brown room with the switches and the elevator was really cool. the revenant trap was awesome too.
the chaingunner and revenant traps in the brown room with the blue lights were awesome. the other part where you could run up to the wall where the sergeants at the beginning were so you could kill them in the way that you prefer was really awesome too. in the dark room there were the sergeants when the hellknights and revenants were standing there and that make me feel really angry. but the level also encouraged using the rocket launchger because you did not enough ammo at the end of it , so if this was intended to do , then its fine , but if not , then you should place more ammo in the level.
the tanker level looks really awesome , and i love the skybox of this level. and it looks really good too even if it has too much gray. but its awesome that this is a ship. and it reminds me of when we were on such a ship , and it made me feel sad.
the los amalos level looks really awesome and colorful and it reminds me of the plaza level in mario kaart ds. but the mancubi are so boring to kill. i think it would be more exciting to play this if it had like more stuff to infight with the mancubi. the tv screen looks so stupid xd because it looks like a computer panel but its placved as if it was a tv. but the revenants that come later are really good. but the progression of this level is not very good , after you activate the red switch i dont know where to go.
in the pendleton level there is a room with red shining lights , after you go through the hole the tank has shot into the wall , and the fact i could press the switch there without having a red key was confusing and strange. also the green stairs there were really confusing and at first i did not step on it , because it made me feel scared.
in map 11 i noticed that i could switch red switches without having a red key again. that establishes that this will always work now. but until now it was staying consistent so maybe this is okay. and in the countdown map the progression is not so good because i cant find the blue door. you should make the blue door more obvious. and i did not like that you had to run so fast to get the yellow key , that was not really fun. the yellow also was too hard to find. but the exit with the explosion was awesome.
the crucible is the best looking level so far i think
in the fortress floodgates i was able to open a door with yellow lights , but i did not have a yellow key with me , and that was confusing.
the bridges always make me feel scared because they look like i could fall through them. and you can get trapped in a secret with the computer map.
the colosseum confuses me and i dont know what to do there at the beginning.
i did not play more levels but its really awesome. and i gotta take a break now cuz im hungry and i gotta eat so i wanna stop makinmg the review and i hope its enough feedback for you. but i think its one of the best wads i ever played. its the best doom 2 vanilla style wad i ever played and its awesome and i think everyone should play it , and i recommend it to every one because its really awesome
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Post by ketmar on Apr 14, 2022 16:07:31 GMT -5
on map 12 now. don't have much to say, just "i like it". i especially like how "dead simple" is not your usial "dead simple". i really expected those spiders to come at any moment. dunno if it was intended, but it creates a very frightening expirience!
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Post by mayhemicdestrvctor on Apr 14, 2022 18:00:00 GMT -5
i also like this wad extremely much
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Post by Sloth Marine on Apr 16, 2022 14:43:14 GMT -5
Good stuff!
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Post by mayhemicdestrvctor on Apr 16, 2022 15:07:10 GMT -5
yes , its really great
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Post by Deleted on Apr 16, 2022 15:20:12 GMT -5
Just noticed: 33 maps in 11 months? That's 3 maps (under vanilla limits!) a month on average. And that rate is sustained for months...
Anyway this is already on my backlog (downloaded a few times by now), expect some demos when I get to it. The difficulty I am going to use for recording will depend on how I will take it, I remember akeldama had me dying in some spots early on when trying it blind.
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Post by valkiriforce on Apr 16, 2022 18:57:39 GMT -5
Thanks everybody - I've updated to include RC2, which features these updates:
-Fixed the secret sector bug on MAP02 and removed the W1 line near the computer -Changed teleport pad on MAP02 to indicate the secret more clearly -Made lots of difficulty changes throughout - mostly for easy/normal -Changed yellow key teleport ambush on MAP04 -Added more health to MAP06 -Removed secret effect from the chaingunner platforms on MAP12 and added a switch -Added switch function to opposite side of trap door for co-op players on MAP20 -Added another invulnerability on MAP25 for easy/normal difficulties -Small change to secret function on MAP31
There were other things I meant to include in this update, but I'll be sure to have them ready for RC3 when that rolls around. Until then, I hope everyone has fun!
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Post by mayhemicdestrvctor on Apr 16, 2022 19:27:01 GMT -5
yes no problem. i will download rc 2.
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Post by Deleted on Apr 17, 2022 9:00:07 GMT -5
FDAs on UV for maps 01-06 done (pistol start for each map). This is for RC2 already. Chocolate-Doom, no dehacked loaded (dehacked was for level names only if i understood correctly, so I didn't miss out on intended gameplay): map01, map02, map05 - 100% secrets map03, map04, map06 - 50% secrets I hadn't playing without monster/secret tally before one exits for a while (as I used Prboom-Plus for most of dooming as of recent until this wad), was an interesting experience to go through the level without knowing when you cleared everything (except when I knew I am not getting berserk and automap in one of the maps).
Was very satisfied by how these six maps played on UV difficulty, it started really easy and slowly gets harder but so far, all of the sixth levels would be passed by novice doomers, and I didn't die once but did take damage when making mistakes sure. Mappers for DBP should really try this wad to see what kind of difficulty would make a wad appealing for new players, because so far there is not a single DBP I would recommend to beginner doomers in entirety. This seems to me a lot more manageable than Akeldama as well - which is a very accomplished community project for vanilla that was led by valkiriforce (in case someone didn't know) - I hadn't run into anything I would call bullshit setup (even those switches which reveal a demon next to you were survivable).
The maps also were short, just about time the DBP map is supposed to complete per rules of the project (but everyone who makes DBP maps seems to ignore that guideline and make maps vastly longer), if I knew they were this way I would have played sooner. I was just not sure how much time a map would take to complete, now I know that I can play several in a row. Although we'll see if maps will become longer / more difficult.
I am surprised there were no drawseg overflows even, and for sure I encountered no VPOs, but levels do seem quite good for vanilla standards, I almost can't believe I didn't run into any issues. Especially, once again, that you had spent 3 days per map on average, yet maps feature both open and closed spaces.
I will continue to play this whenever I have time, I can really recommend this so far including to those people who find most wads released today (including DBPs) too difficult.
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Post by mayhemicdestrvctor on Apr 17, 2022 9:16:18 GMT -5
akeldama is really cool , i am playing it right now
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Post by Deleted on Apr 18, 2022 10:21:39 GMT -5
More FDAs for RC2 (without deh again):
map07: Here i encountered default max demo limit while searching for way to get soulsphere (could have exited the map already if weren't stubborn on getting it). So, it ended up being DNF (got kicked with "demo recorded message"), which is a shame. Combat may have been a little easier than preceeding map.
After this map, I specified a bigger max demo limit for Chocolate-Doom.
map08: 50%, most interesting demo to watch (hp in single digits at one point, and some hitscanners still alive). Could definitely feel raising difficulty now! Still, it seems this mapset prefers to be easier than Doom II from pistol start.
map09: 100/100/100. Starts difficult, until (kind of late) I find SSG. For some time I believed I really should be killing Doom 2 midtiers with a single shotty. When got plasma rifle, expected deadly opposition, but there was just a bunch of monsters teleported in which are not as threatening as what I've already killed with single shotty... it looks like it could have been useful earlier, while I was running around the map, thinking where to get weapons and ammo to face of revs, etc.
map10: Was quick to exit this one so that I forgot even to get 100% kills. Got instead 99% kills and only 33% secrets. Was fun though.
map11: And here I died to revenant I stubbornly wanted to telefrag. Decided not to replay it, because I was playing this for a long time (definitely longer than default max demo), was lost for a long time despite having three keys. I think I also got two keys (blue, yellow) ahead of proper progression / not the way they were intended to be got. I got yellow by jumping from far away, blue by SR50 run up to the platform (I attempted it several times from different positions for the demo, the series of attempts that was successful is after I got the soulsphere - not the first time I've seen the platform). When I had all 3 keys, I couldn't remember a single keyed door. Was lost a lot. Eventually I've found something locked with blue key (I think), and went through red door not long before death. Being lost with 3 keys without a clue where the locked doors are certainly worn down my patience, so I didn't want to kill the revenant the proper way, and when attempt to telefrag him failed and he killed me, I decided that's enough. The music also started to get on my nerves as the motive was repetitive, uncanny and the map was long and mazy in navigation. The only map I ended up disliking so far.
map12: But I still got motivation for one more map, so I did it. This one went smoother and was short enough, just like I prefer. Ended up 100/100/100 once again, the fun continues...
My general opinion still stands, this is a good mapset for novice players / casual doomers to play on UV. And just as before, I will continue as time available. Maybe I will revisit map11 as well.
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Post by mayhemicdestrvctor on Apr 18, 2022 10:25:14 GMT -5
yes i also think the difficulty is very good. i think a lot of new players are going to notice this wad and it will make doomerboards famous because they will notice that this was posted here and they just have to go to doomerboards to download it.
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Post by Deleted on Apr 18, 2022 10:40:01 GMT -5
Well, I don't really think this is doomer boards exclusive, but indeed doom-related activity makes forum better in public eye than other kind of posts, and this one is in subforum viewable by guests. And since this megawad is going to be in spotlight for a while, I think it is important to mention how accessible it is, so players in search of frustration-less wads can take note.
To watch my demos, one would have to register though. But since this is for RC2 and not the final release, I think it's a non-issue I put them as attachments (that only logged-in users can see), most don't want to spoil the wad by watching a playthrough but if they made up their mind, they can as well go through registration process. But if they hate this place, they might be hesitant to do that and thus won't watch it, which is not my problem either.
Also, the attachments eventually expire and get deleted, again non-issue, this is for "release candidate", demos might desync with the final version that will be released at some later point of time.
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Post by valkiriforce on Apr 18, 2022 11:02:29 GMT -5
Thanks Vigilante - I still have a copy of RC1 for those who are still playing it, so I can check out all the demos you've recorded. Glad to hear it's mostly been a smooth experience so far!
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Post by Deleted on Apr 18, 2022 11:07:03 GMT -5
Just to avoid confusion - all the demos I've posted so far in this thread are for RC2.
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Post by mayhemicdestrvctor on Apr 18, 2022 12:31:20 GMT -5
valkriforce what did you think of my review of your wad
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Post by Deleted on Apr 20, 2022 0:15:04 GMT -5
New demos arrive, this time for three maps (as they've got bigger/harder), RC2 still:
map13: The map was (unexpectedly to me) long so I exited it without getting 100% in any of the kills/items/secrets parameters (~20 minutes, clearly didn't expect to be away from work for this long). This I actually enjoyed - even while dying in initial attempt - and would have definitely spent longer, probably I will revisit this map once I've done with the rest of maps or maybe in the next RC (I heard you are planning to have RC3). I've heard (from DW thread) you have visplane overflow problem in some spot on this map, which rather than trigger, I tried to avoid (even not knowing where it was), successfuly I might add, although that makes it less viable as a testing feedback maybe. map14: Died a few times in the beginning, really tough blind from pistol start. Damn, got only 75% secrets! The number of radiations suits must have been there for a reason. I tried to jump over that border but without success. Spent all radiations suits just in case. Although I'm not certain something is there, but that's a vast space. Anyway, this demo got close to my previous maxdemo limit I had before map13, as it now lasted half an hour! map15: DNF as of yet (due to death). Too hard for me was the final key teleport: hell nobles + revenants on spiral stairs with no obstacles to block homing missiles LOS effectively. That's after first - and only I've seen so far - Cyb done. Will play some other time, because the challenging sequence is deep into the level. But, can tell that you arranged/sorted challenges nicely, indeed each new one is harder than predecessors. Nice boss/arena(s) map.
Overall, the maps are starting to challenge me a bit, which is probably appropriate given their slots number. The average time spent per map seems to have doubled (looking at the demo size in Kbs). All three do not fit the default vanilla maxdemo, and only 2 of the preceeding 12 did that to me: map07 and map11. It should be noted that after map07 I'm recording everything with a high enough custom maxdemo parameter (higher than I would have patience to play one map anyway), so it seems to work so far. Yeah I know Chocolate-Doom can disable it altogether, but I just don't feel doing that for purely irrational reasons
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Post by Deleted on Apr 20, 2022 11:49:39 GMT -5
The journey continues, and on map18, I get stuck.
map16: 100% kills and secrets, but 0% items? I wonder how. What item(s) did I miss? Anyway, I found blue armor after killing everything. The green armor/imp trap was a bitch, claimed my life again. So is "fall into demon den" trap, although this one I survived, but I had the wrong weapon for that job (chaingun rather than SSG, switched to chaingun not long before encountering this trap). The map was quite atmospheric, combat/visuals/music go well together. The original Doom II map of this slot was a bitch from pistol start, makes sense this one is too, although it achieves it way differently. This felt short by the way, given how three previous maps turned out, although still above the default maxdemo limit.
map17: The start was complete bollocks, given pistol start / blind setting. Chaingunner is really broken against unarmored players, and a lot of areas you go reward you with enemies first, so it is really a lot of trial by error until one knows where weapons are. I missed plasma rifle until very late into the level, ditto with berserk (although picking berserk would have been hard until getting rid of all the roaming enemies anyway, which can inflict a crapload of damage). Didn't enjoy level much, even hoped to catch some vpo to get an excuse to not finish this map, but alas, no vpo found, got 100% items and secrets, the monster count went above 100% but can't be sure on that one. Good thing your archies weren't too effective, I disliked their rev companions more, although overall the shittiest by far to me were chaingunners and mancs and obnoxious item/weapon/health placement. Oh, and teleports were not safe to use most of the time. This does feel like intentional design, though, and the levels still permits player to discover some goodies late/never and nonetheless complete it, that is, taking the mapper's idea into account, it seems to be executed flawlessly.
map18: got stuck! Went through the window into the yard (where you eventually get blue key), there is no way to open back the damn door! When I first encounter that door, it was locked from entrance side as well, so I thought going through the window was the intended way to get there, looks like it were not! There must have been a switch to open the door first. What a shame, the level was good so far. At least scouted that yard area for VPOs (as well as getting the secret automap there), no VPOs were found, but damn wish there was a way out if you, like me, enter leave buildings through the window rather than remotely locked doors.
P.S. Just checked map18 in the editor. That damn door is tag 13 and yes, it is only affected by the switch (which I actually so during the demo when I was outside, was quite the 'aha' moment, although I am surprised you didn't foresee that player can jump through the window, what with all the padding that is there in the building to engage the mancs)
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Post by Deleted on Apr 21, 2022 10:23:10 GMT -5
I am going to take a break for a few days, maps start getting uncomfortable for me to make FDA playthroughs. My death tolerance is at the moment low, for real-life reasons. map20 start is some grind to get to know where the weapons are, what enemies await you at what corner (and they're literally at every corner, and tend to be cheaply placed) etc. Right now too tired to cover what I think about map19 (specifically, it being easy to miss rocket launcher and the ammo stash behind a lift until the cyber and co fight is triggered), and map20 seems to indicate there is a shift in map design, specifically it no longer tries to make any path equally good but is instead more leaning towards "player will restart map a few times until he figures what needs to be done in the beginning to survive or to have a good time".
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Post by valkiriforce on Apr 25, 2022 13:55:41 GMT -5
Thanks for the feedback and the demos - I've been shuffling through a bunch of demo and video stuff lately so it's taken a lot of time to get back to responding. MAP20 is one of the more difficult maps along with 28 and 29 I'd say. Part of the reason for including the new difficulty graphics was to prepare players for this reason, so I could have more wiggle room for making some occasional nasty traps in at least a few maps later on. Seems that hasn't deterred people from picking expert and letting me know about it, though...but it was a decision I wanted to make.
I should also clarify that I have been doing what I can to refine the experience in places...the difficulty is mostly going to remain the same, but I have taken the time to include some more health and ammo on a few maps that needed them, so it should help a little bit.
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