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Post by Deleted on Apr 27, 2022 0:08:46 GMT -5
Attachment DeletedIrkalla is a pseudo-reimagining of Doom I Episode 3: Inferno, except in the Doom II universe. Expect a lot of surprises and subversions of expectations. It includes map contributions from the incredible level designers Peerdolius, Phobus, and SuperCupcakeTactics. The wad is boom-compatible and should work correctly in -complevel 9. Jumping and crouching are highly discouraged, as they can break the levels, and honestly freelook is also discouraged as well, as this is meant to be an old-school Doom experience. This wad is now on /idgames! Enjoy! Map 01: Dark Fortress - Stormwalker Map 02: Valley of Sorrow - Stormwalker Map 03: Chaos - Phobus Map 04: Den of Suffering - SuperCupcakeTactics Map 05: Temple of Blasphemies - peerdolius Map 06: Tartarian Depths - Stormwalker Map 07: Ascension From Acheron - Stormwalker Map 08: Hypogean Enigma - Stormwalker Map 09: Fields of Asphodel - peerdolius Map 10: Agony's Embrace - Stormwalker Map 11: Sheol - Stormwalker ***DOWNLOAD THE OFFICIAL RELEASE ON IDGAMES!!!***Screenshots:
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Post by Deleted on Apr 27, 2022 0:40:50 GMT -5
Congrats on releasing public beta! The logo is superb.
I've tested some maps in this mapset while it was in development and private testing phase, I very recommend it and look forward to play contributions by other mappers (whose identity was never known to me and I think I havent' seen their maps)
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Post by use3d on Apr 27, 2022 7:57:30 GMT -5
Wow what a nice treat!! Phobus is one of my personal favorite mappers.
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Post by Deleted on Apr 27, 2022 8:00:52 GMT -5
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nnn✓ork
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Dr. Noisystein
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Post by nnn✓ork on Apr 27, 2022 8:20:39 GMT -5
Well this came out of nowhere for me. Congrats on the release, because I didn't see it coming. Looks good.
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Post by Deleted on Apr 27, 2022 11:49:00 GMT -5
Congrats on releasing public beta! The logo is superb. I've tested some maps in this mapset while it was in development and private testing phase, I very recommend it and look forward to play contributions by other mappers (whose identity was never known to me and I think I havent' seen their maps) Thank you sir! You were instrumental in helping to identify issues and improvements in all my levels! I can't thank you enough!
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Post by Deleted on Apr 27, 2022 12:18:59 GMT -5
Public demos arrive (for first three maps): All feature the intended -complevel 9 (Boom), UV skill, etc.
There are four demos, as I've recorded two for map03 which was new to me. So I packed them in archive. The maps proved to be deadly, died at least once in each map even in the familiar ones. I gotta acknowledge though: the maps I tested were updated since then, the improvements feel substantial.
Those who look to play this set should prepare for some moderate degree of challenge, these can be relatively tough blind from pistol start. I, however, never felt frustrated with the challenge this map has, because of how nostalgic it is and I value original Doom a lot. The tribute to the original is definitely recognisable, but the style is not some mere copycat. The interiors tend to be dark, the way I prefer btw: this reimagination of Doom's third episode features grim, serious visuals, it's darker than the original. You will see in my SDA for third map how I navigate it expecting surprises at every inch forward, being all ears as I am expecting spectres or some other trouble.
I am putting map feedback under spoiler. Except I don't, because spoiler failed to work anyway. Ditto with trying to wrap in quote.
map01: The new track which I haven't heard before seems superior to the previous one it had, and establishes a dynamic mood to the map that translates the respective level from original Doom even better. I see the beginning was also prepended with something that suggests some backstory about how the protagonist appeared here. Anyway, this introduces player to the brand quite well, you can recognise both familiar paths from original (even if they received massive bump in both visual and combat department) and some innovations.
I ended 100%-ing this map all around.
map02: As I knew already, this is quite a chaotic map where one needs to watch out for ammo and resupply on the go, otherwise you will be cornered and killed. I managed to miss the SSG until I've gone on the hunt for last secret. And that despite I should have known it is there and where it is. As it happens, the first attempt in the demo made me die at the spot I should have went later, so I tried a different route and ended up not going into the area that is very natural to go otherwise. I also found blue armor rather late. As the result, I've successfuly proven that map can be beaten with single shotty (albeit I also found some other goodies rather fast), means the balance is alright - you don't need to find everything to win and can miss even obvious things at first. New encounters made certain parts of level execute more naturally and no longer banal (mazy part was not this lively/deadly before, now each turn the opponents manage to surprise with who they are).
I achieved slightly less than 100% on items, but maxed out kills and secrets.
map03: Tense map with both literal scary moments (darkness, spectres; also, crushers left me with 8% health cause when retreating from one I stepped into another!) . Although this perhaps can be said about everything in this mapset xD. I was very happy to find that soulsphere (about time it was)! Encountering Pain Elemental feels like "how I am supposed to beat this thing at this point in the level?" yet it proved doable (rocket launcher rules).
I 100%-ed this map all around, but: a word about last secret and last imp. You know where they are. They can't be anywhere else, because 1) lava is damaging enough you wouldn't try this until you have blue armor 2) that imp hides itself very well, does it really have to be there? Makes quite time-consuming to max the map blind, I think more players are going to miss him. I clocked over 30+ minutes in my second attempt alone. Although I don't remember how the secrets were in original... I do recognise overall features of that map but can't say 100% on whether every secret is from original or not, and whether imp has anything to do with it.
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Post by Deleted on Apr 28, 2022 11:27:08 GMT -5
I have not yet beat Den of Suffering, the fourth map. That one is brutal on UV. Well, the original was quite a fucked up map as well, very prone to killing people in unfair ways, so the reimagination is tributing it properly indeed. And yes, even though I didn't remember which map exactly was in slot 4 of original, it was the map that does go in that slot that came into mind as I was playing the Irkala's slot 4 map.
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Post by Killer5 on Apr 28, 2022 17:45:31 GMT -5
I haven't really played any E3 stuff. This is Doom 2 so I decided to give it a shot. Map01: What I liked: - I liked the start with the cyb a lot. It made me very curious to see what ideas were going to be on display later on in the map. - The crushers at the start were fun. Part of me wished they played more of a role throughout the map. - I liked the hall with the pinkies you have to shoot through while the imps were hitting you from above. - Appreciated the monster count not being super high in the map. - The detailing and lighting is quite nice in spots. Things I didn't really enjoy: - Fighting many cacodemons with chaingun or shotgun. This really isn't my thing against this many cacodemons even if I had an ssg - one or two at most before I start wishing for rockets unless they are in some quirky area where I have to deal with them. Once I saw the amount of cacodemons I had to deal with I left them behind. I did like how they were teleported out to the player however - I was not expecting that. - I knew exactly what was going to happen when I saw the shotgun on the bridge. I guess that was sort of the point but I wished this gimmick from E3M1 was presented in a different area so that it wasn't immediately recognizable - maybe get a bit more creative with this one unless there is some rule about this stuff present in the project. Demo: www.dropbox.com/s/refkauzhzqmaybj/irkalla_Killer5__cl9_map01.lmp?dl=0
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Post by Deleted on Apr 28, 2022 19:00:38 GMT -5
Needed a little boom for my gloom today, so i give it a quick spin. Looks promissing. I've spent more time than i should trying to climb that pyramid.. only to find nothing at the top. That was heartbreaking. So i decided to shower you guys with useless demos in retribution. These will not be FDAs, i call them FDAAMMPA (First Demo Attempt After Many Many Previous Attempts)(UV100S, recorded with dsda-doom -cl9) Attachment Deletedirkbeta2-map02-linh0.lmp (26.62 KB) irkbeta2-map03-linh0.lmp (26.96 KB) *edit: damn, v2 already? well, i've updated my demo.
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Post by Deleted on Apr 29, 2022 0:02:44 GMT -5
EDIT: The wad is now officially on /idgames, see the original post for the link!
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Post by Killer5 on Apr 29, 2022 6:18:30 GMT -5
Map02: What I liked: - Detailing was nice. Not really overdone at all. - Appreciate the lower monster count. - I didn't really mind the cacodemons on this map as much because they could trap me as I run around the map. As long as there are ammo supplies I missed then I am fine with all of the fat monsters which appear on this map. - I liked how each finger was more sinister than E3M2. - I liked how many lost souls/specters are in this map. Almost makes me wish that it was more focused on rockets and tight combat instead. Things I didn't really enjoy: - Once the mancs started appearing I was jones'ing for a lot of rockets. Again as long as the rockets are there then I am fine with this personally. - The exit was very predictable. It would have made me laugh if you gave a bfg somewhere in the map which causes a cyb to spawn in or something.. or even a cyb and a bfg behind it at the end. bfg would make cleaning up the rest of the map a lot of fun too - really wish that bfg was used a lot more in classic maps like these but that is just my personal preference coming out. This vile trope is so tired that it kind of took away from what was otherwise an enjoyable map. I guess bfg doesn't appear in E3 until map03? So it is whatev. Pretty cool map otherwise. Enjoyed this one. Demo:
Edit: Removed comment about the start feeling bare. After watching my demo back during breakfast it didn't really seem that way. Guess was a bit different upon playing because I felt like I was mostly running around monsters instead of killing them.
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Post by Deleted on May 1, 2022 3:38:43 GMT -5
There is not going to be feedback on map04 from me. In its current state on UV at least, I do not consider it to be worth any player's time. It is not even worth to show demo attempts for this, ANY terry wad would be more fun to play than map04.
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Post by Deleted on May 1, 2022 6:51:33 GMT -5
Ok, so neither map04 nor map05 are currently finished by me, but map05 is actually good so far (fair even when I'm die), I am just rushing to report a bug. Btw since this packages my unsuccessful attempts at map04 as well I put this archive on doomshack.us, so neither login in nor registering is required to view. So, the map04 seems to require foreknowledge and a correct weapon slot activated at every step, gives teleporting or other ambushes whenever you get just a bit of ammo, health etc. It's like 40oz's definition of overtested map in "Mapping Workshop", although this more looks like the creator was fucked in the head or playtested it for himself and so tried to make it challenging for the author who already knows map by heart. Any blind play of this is going to be shit, the beginning sequence seems to be luck fest, etc. Fuck that. map03 was scary, but it wasn't cheap. map04 is cheap throughout, I think even the original wasn't this fucked - at least it was easier to navigate there.
I decided to provide demos for map04 as well (not going to comment, I think they're self-explanatory for why the map is terrible), a few of those are for original posted version and not beta2, although I'm unsure whether there actually were changes. Demos that have "beta2" in their name are obviously recorded against beta2 and in PrBoom-Plus v2.6.2 rather than PrBoom+ v2.5.1.5 I usually use.
Although I did die in map05 as well, and that happened more than once, the map seems well balanced to me overall, I didn't feel frustration over deaths as I felt these were my fault and the map is generally tolerant to mistakes, tries to provide enough health to recover, movement is generally pleasant etc. Have no issues with archies even when they blast me (tends to be survivable, unless I'm acting dumb, and in generally avoidable by not being acting dumb) etc.
Now as for the bugs: 1. Happens multiple times in the demo: imps that await player who goes through the 2nd or 3rd door do not react to player shooting their comrades if he does it from the area with teleports on corners. Tgere must be sound blocking lines so they only care about being shot. It looks rather weird and allows player to snuff them out with low chance of retaliation from them. 2. In the end of SDA, I managed to jump into the pit where there was rev previously, expecting secret but rather finding out I can't escape. This happened in the area that looked like grand setup, there was megasphere iirc and a switch I didn't yet press, preferring to gather all the goodies first.
The words that are written on the floors and walls are intriguing, some happen to be in Russian(?) some in Hebrew perhaps or something else. So this map I actually enjoy and am going to continue playing and record a successful demo eventually.
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Post by pixelfiend on May 1, 2022 15:31:25 GMT -5
I love this wad already.
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Post by Deleted on May 5, 2022 1:23:59 GMT -5
Ok, I got tired of dying in map05 over and over again (my fault, I am just not good at it), I decided to record demo for map06 for a change. I'm calling it an UV rather than FDA because this map was playtested a lot by me during it's private playtesting stage, so of course I know which areas to visit and some of the secrets. So, there is, apparently, a BUG. Arachnotrons and other monsters failed to reveal themselves, and I exited the map with less than 100% kills, even though I got all the secrets (yes 100% secrets). I did play in -complevel 9, and though I recorded it in PrBoom+ v2.6.2 I also -fastdemoed it through the old and tried PrBoom+ v2.5.1.5 and didn't experience a desync. So, the ambush was broken?
P.S. I am glad the map wasn't ballbusting to me, playtesting did really result in map being fun to play, although first-timers will likely suffer anyway.
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Post by Deleted on May 6, 2022 16:21:14 GMT -5
MegaPancakeStrategist Jesus fuckin' Christ cuppy.. your map is truly evil. And i'm loving it! Finally discovered the sole secret and it got me rolling on the floor lol - 9 shards + cacos as a reward.. someone seems to be playing some Serious Sam lately. I'm trying to go for this strat: irkbeta2-map04-megasatanstrategist.lmp (27.4 KB) instead of playing slow. It's tricky but worth it. I can't go for the secret as soon as the map starts tho or it will fuck this tactic, so i'm leaving it for the end. *edit: i think i've got the routing figured out, just need to practice some more and memorize the correct switches to press. *edit 2: MegaPancakeStrategist Now that i've played your a map A LOT i feel more comfortable to present you some friendly suggestions or as the hip kids says nowadays: feedback. I've felt compelled to do so in order to balance out the negative commentary that the angry russian gave to your map - opinions are like assholes as they say, right? So vigilante showed his and i'll show mine - you can close your eyes in terror or decide who's ass looks sexier on a g-string. I'll not distance myself from my bias tho, as i don't think that he did so with his comments. With that in mind i've already said that i loved this map the way it is and i still do. The increase in difficulty compared to the previous ones is very noticeable and, to me, very welcome. After all, the name of the thing is Den of Suffering - so one will have to expect a tougher gameplay to match that name. And it does, but what some may call suffering i call fun. And my suggestions will not be to end any suffering but to shift the frequency of constantly throwing salt at the wound from every 5 seconds to every 15 secs, so to speak. These will be three suggestions that i think it would not disrupt your vision for this map. - The first is regarding the green armor that stands at the top of that lift in the middle area. Since i'm taking the opportunity of playing this mapset not only for fun, but also to study different mapping styles - i always try to see the intention behind the placement of things, traps, secrets, etc. My first impression with that lift was of being a death trap. You have two green armors very close to each other. One requires facing chaingunners and a revenant to pick. The other requires killing just a caco that's blocking the way.. or so the player will think - until he finds out that he will need to time his "jump" to go back or he is stuck in a lava pit. But since you've placed a couple of medikits to smooth things out, it seems that the intention behind it was actually of being an easy but risky reward. My suggestion: since the means for the player to go back to high ground is more risky than the reward is worth, a couple of things could be done so the player does not opt to skip that part so easily. Both green armors could go away and instead replaced by a blue armor and a radiation suit. The radiation suit could be placed at the chaingunners + revenant area along with one more medikit and the blue armor atop the lift, and, instead of being a lift; the switch could just lower that sector to become even so you cold get to higher ground easily - you also could add close lift linedefs to that sector, so the player can activate that in case he falls. Or, if you prefer to keep that lift the way it's, maybe just make it faster -or- a more simple route would be to just make the sector lower to the lava level and you could add some steps to that fleshy island that holds a lonely rocket, so there's a more friendly way for the player to go back from the lava but he will have to activate the switch in order to get the armor nonethless. I think that it help immensely for those places to become coveted, as they would house the only blue armor and the only radiation suit in the entire map. - The second is simple, it involves that small sector with two imps and a opaque mid texture. My suggestion: because once the player activates that switch an archie + PEs will appear, i think that you could place some more ammo in that sector - maybe an additional box of shells and a backpack will suffice. So when the player is caught by suprise and don't know where to go, he can stand and fight with more ammo available. - The third is regarding the secret. My suggestion: look, it's a damn good burn ngl - but maybe you could do a litte more with it. Instead of just being something of a classic Serious Sam trap it could also open a small room full of goodies at the skull switches area (or another surrouding area since they are all connected). This could ease the ammo shortage, thus giving more reason for the player to go for the secret other than just for completion sake. Idk if that secret actually does something more tho, as i didn't opend the map in any editor to check.
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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 May 7, 2022 19:04:19 GMT -5
Thank you for the hip feedback. I did have some inspiration from Malcolm Sailor's CHORD wads so maybe you'll like some of those too. That lift is most certainly a death trap and it can be tricky to walk out of it so I agree that there should be a better reward and a blue armor sounds good (and replacing those armor bonuses next to it with health bonuses). However I don't want any radiation suits in the map because I must harvest suffering from each death by lava.
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Post by Deleted on May 8, 2022 0:29:53 GMT -5
So, there is, apparently, a BUG. Arachnotrons and other monsters failed to reveal themselves, and I exited the map with less than 100% kills, even though I got all the secrets (yes 100% secrets). I did play in -complevel 9, and though I recorded it in PrBoom+ v2.6.2 I also -fastdemoed it through the old and tried PrBoom+ v2.5.1.5 and didn't experience a desync. So, the ambush was broken? Ah, thanks so much for this feedback! I fixed it, so now the traps will behave correctly in the next(and hopefully final!) release. Also, thanks to everyone else who has played this so far and given very helpful feedback, including but not limited to @panurge and Killer5. Your criticism and input has been very helpful and thought-provoking, and it is very much appreciated!
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Post by Deleted on May 8, 2022 15:20:19 GMT -5
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Post by Deleted on May 8, 2022 16:40:13 GMT -5
EDIT: The wad is now officially on /idgames, see the original post for the link!
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Post by Deleted on May 8, 2022 20:12:53 GMT -5
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Post by Deleted on May 11, 2022 10:36:30 GMT -5
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Post by Deleted on May 11, 2022 11:47:02 GMT -5
Thank you so much for doing this, sir! To answer your question from the other thread, yes the beginning of the first map was meant to be a Tower of Babel reference. EDIT: Just an additional quick note that Phobus was also heavily involved in the project, and created MAP03. The description in your video left him out.
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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 May 11, 2022 15:55:10 GMT -5
Does this episode have difficulty settings?
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