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Post by Deleted on May 11, 2022 16:11:05 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. Oops. Thanks for pointing out my oversight. It's been fixed.
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Post by Deleted on May 11, 2022 16:36:13 GMT -5
Does this episode have difficulty settings? Yes, I made sure that they were fully implemented in the latest download. In the previous Beta 1 version, MAP04 did not have difficulty settings implemented, but it does now. Oops. Thanks for pointing out my oversight. It's been fixed. No problem, thank you!
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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 16:58:30 GMT -5
I'll be playing this on HMP then, I watched a stream and the maps seemed to have meaty enemy placement, I want a more minimalistic enemy placement that is still effective in gameplay, so that I can go through the maps faster.
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Post by Deleted on May 11, 2022 18:01:18 GMT -5
I'll be playing this on HMP then, I watched a stream and the maps seemed to have meaty enemy placement, I want a more minimalistic enemy placement that is still effective in gameplay, so that I can go through the maps faster. My maps tend to be on the more minimalistic side when it comes to enemy placement, and Phobus also didn't pack his map with tons of enemies. However, SuperCupcakeTactics and Peerdolius have very different mapping styles, so expect a higher monster count and a different experience in their 3 maps. Hope you enjoy it!
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40oz
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Post by 40oz on May 11, 2022 23:22:49 GMT -5
Just started playing this up to MAP04. I'll come back to this later because I'm interested in it. Though I had ammo trouble in just about every map. 01 Cool opener. I think it was a little heavy with the cacodemons though. It was kind of a grind to peck them all to death with the shotgun. A lot of monsters hiding in corners to chase you down which was a little troublesome at times. In general this map was pretty good though. 02 Great slough of despair remake! It just occurred to me that this is an Inferno remake. Couldn't really tell at first because MAP01 was great and Hell Keep's layout is trash. I didn't really feel like I gained any ground until the end. I was having some serious ammo famine throughout most of it, but felt like I had an abundance of resources once I was down to the last 10% of monsters to kill. The berserk secret i found would have been useful way earlier in the map. I think a lot of ammo resources should have been moved closer to the start area. It's a lot easier to wake up monsters without enough ammo to kill them than to find supplies I needed when I needed them. Not very useful after everything is dead. 03 The teeth/gums structure was really cool. The path to the right leading up to it had a few too many sniping cage monsters, it was a bit of a chore to pick them all off. The map felt way too monster dense at first, but it made sense after I figure out where the super shotgun was. The map felt like it was lacking ammo and can be a real grind unless the player finds it. The dark building with the 96-112 lighting was really annoying. I stepped on a lot of item pickups I didn't want in there. And I got shot a lot by monsters I couldn't see. 04 This suicide mansion is one of the most prickliest maps I've ever played. I had to stop here, just getting through the starting room was a real hassle. Having single digit ammo for all weapons most of the time was really wearing me down. Very difficult to manage my resources, often using weapons I didn't want for particular situations just to get by. The map design gives very little space to move, so im colliding into the map geometry a lot. There's a lot to like here -- the map looks fantastic, the detail is cool, the colors are great, there's a lot of "movement" with the linedef actions and blinking lights, and the barrel explosions are fun when monsters aren't using them to kill me. I think the start is a little too offensive with the slow teleporting zombies and the rocket launcher being the starting weapon in this tiny area. It seems like previous areas keep getting repopulated and I don't know why. I can't seem to find a single safe place to take cover in. I was hoping my ammo trouble would pan out as I got closer to the end, but I'm really scrambling for small change pretty much the entire time. I don't really like to feel this stressed out while playing Doom. Attachments:40oz_irka-rc1_FDAs.zip (76.94 KB)
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Post by Deleted on May 12, 2022 10:01:54 GMT -5
Damn peerdolius what you've did with Unholy Cathedral is amazing. Already beat the map, currently working on getting the time down to less than 20 minutes (if possible lol) and find the remaining 3 secrets that i've missed. I'm playing from map to map but i've got to say Bob, that so far, the progression in this mapset is fantastic - really varied (with the first two maps having a more "chill" exploring, 03 bringing a more chaotic pacing, 04 being the cramped-cuppy-devilishness time and 05 offering a more dense exploring/switch hunting experience). I don't really like to feel this stressed out while playing Doom. No one cares. With love, your biggest fanboy.
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Post by Deleted on May 12, 2022 10:07:39 GMT -5
Map 02 was a fun Slough of Despair remake. The first part really keeps you on your toes, and I was once again lucky to survive the unslough (pun intended)
Map 4 is where things get difficult, and map 5 is long. I'm not sure how many more videos I'll be making about this one, as I generally aim for videos below 20 minutes
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Post by Deleted on May 12, 2022 11:43:18 GMT -5
Damn peerdolius what you've did with Unholy Cathedral is amazing. Already beat the map, currently working on getting the time down to less than 20 minutes (if possible lol) and find the remaining 3 secrets that i've missed. I'm playing from map to map but i've got to say Bob, that so far, the progression in this mapset is fantastic - really varied (with the first two maps having a more "chill" exploring, 03 bringing a more chaotic pacing, 04 being the cramped-cuppy-devilishness time and 05 offering a more dense exploring/switch hunting experience). Ah, thank you very much @panurge ! Hopefully you will continue to enjoy it! I think that Phobus, peerdolius, SuperCupcakeTactics, and I all have different mapping styles, but in the end it makes for an interesting flow and keeps the player on their toes.
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Post by Deleted on May 12, 2022 11:46:32 GMT -5
Map 02 was a fun Slough of Despair remake. The first part really keeps you on your toes, and I was once again lucky to survive the unslough (pun intended) *video* Map 4 is where things get difficult, and map 5 is long. I'm not sure how many more videos I'll be making about this one, as I generally aim for videos below 20 minutes Thanks again for doing these videos! Map09 is also a long one, but the others should be fairly easy to keep under 20 minutes, especially Map07 and Map10. Map11 should also be doable in under 20 minutes, although you might need some foreknowledge if you want to do it all in one run with no deaths.
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Deleted
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Post by Deleted on May 12, 2022 11:49:32 GMT -5
Just started playing this up to MAP04. I'll come back to this later because I'm interested in it. Though I had ammo trouble in just about every map. 01 Cool opener. I think it was a little heavy with the cacodemons though. It was kind of a grind to peck them all to death with the shotgun. A lot of monsters hiding in corners to chase you down which was a little troublesome at times. In general this map was pretty good though. 02 Great slough of despair remake! It just occurred to me that this is an Inferno remake. Couldn't really tell at first because MAP01 was great and Hell Keep's layout is trash. I didn't really feel like I gained any ground until the end. I was having some serious ammo famine throughout most of it, but felt like I had an abundance of resources once I was down to the last 10% of monsters to kill. The berserk secret i found would have been useful way earlier in the map. I think a lot of ammo resources should have been moved closer to the start area. It's a lot easier to wake up monsters without enough ammo to kill them than to find supplies I needed when I needed them. Not very useful after everything is dead. 03 The teeth/gums structure was really cool. The path to the right leading up to it had a few too many sniping cage monsters, it was a bit of a chore to pick them all off. The map felt way too monster dense at first, but it made sense after I figure out where the super shotgun was. The map felt like it was lacking ammo and can be a real grind unless the player finds it. The dark building with the 96-112 lighting was really annoying. I stepped on a lot of item pickups I didn't want in there. And I got shot a lot by monsters I couldn't see. 04 This suicide mansion is one of the most prickliest maps I've ever played. I had to stop here, just getting through the starting room was a real hassle. Having single digit ammo for all weapons most of the time was really wearing me down. Very difficult to manage my resources, often using weapons I didn't want for particular situations just to get by. The map design gives very little space to move, so im colliding into the map geometry a lot. There's a lot to like here -- the map looks fantastic, the detail is cool, the colors are great, there's a lot of "movement" with the linedef actions and blinking lights, and the barrel explosions are fun when monsters aren't using them to kill me. I think the start is a little too offensive with the slow teleporting zombies and the rocket launcher being the starting weapon in this tiny area. It seems like previous areas keep getting repopulated and I don't know why. I can't seem to find a single safe place to take cover in. I was hoping my ammo trouble would pan out as I got closer to the end, but I'm really scrambling for small change pretty much the entire time. I don't really like to feel this stressed out while playing Doom. When I get a chance, possibly later tonight, I will definitely be watching your demos. I'm very curious to see your play style in action. I have never had any issues with ammo in these maps(apart from Map04, which is purposefully nasty and which I have added some ammo to), so I really want to understand how you play and what choices you made that made having enough ammo difficult. I tend to be more conservative with ammo and also a stickler for precision and accuracy in my shots, but I also try to realize that not all players operate this way or find that approach to be fun. It's certainly an interesting topic!
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Post by Deleted on May 12, 2022 12:35:18 GMT -5
I don't really like to feel this stressed out while playing Doom. No one cares. Well, for starters, you're wrong, because I do care. Also keep in mind, these words of yours will come back to haunt you. Someone will see to it. You will be surprised to find out then, who cares for whom really and who can talk to the wall and get it to respond just as effectively as they can get others to care about them.
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40oz
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Post by 40oz on May 12, 2022 13:59:35 GMT -5
05 That took me nearly 50 minutes to beat and I managed to skip ~60 monsters somehow. Still having a lot of trouble with ammo. I did a lot of mental math to make sure I didn't waste any items that would exceed my max. I walked around every corner and stepped on every stepping stone in the lava lakes just to pick up every item I saw but I was still doing a lot of work to scrape by. Tried not to waste a single shot at any point. About halfway through the map I started chainsawing everything I could just so I could pad out my inventory some more. It was a lot of work and it resulted in me being pretty much maxed out and gifted an extra soulsphere I never used just before i hit the exit. I think you need to work on supplying the player with stuff they need BEFORE they absolutely need it. Especially in non-linear maps like these. The monster density is pretty tough, which makes some of these encounters drain my inventory. I got a little lost around the the cyberdemon part. Im very grateful that I was able to telefrag them -- i was very scared I was gonna have to fight him on that tiny balcony. After I got him i lost track of what the objective was and lost my sense of direction. Took me a while to figure out how to get that yellow key after I lowered it, and I had no recollection of where the exit door was after i got it. Anyway, very beautiful map, especially the city of the dead part. Getting some serious dante's inferno vibes here. There's a lot of imagination channeled into this mapset and I like it a lot. Would you mind if I took inspiration from this for a DBP theme some day? It's quite the adventure. 06 I like this one a lot. It was easier to navigate than the actual mt. erebus. The open layout made it a little easier to scavenge for resources and avoid problematic encounters. Good map. Had some pretty dark parts though. Appreciate all the attention you put into lighting around light sources though. 07 Really impressive visuals in this. The extreme heights were really cool. A lot of screenshot worthy stuff in here. Nice job. I did die a bunch. The pain elemental was pretty annoying but I anticipated a longer map with big drawn out battles like the previous ones so I was stingy with my bullet usage and it got me in trouble sometimes. Felt like there could be a bit more health. When I found the megaarmor secret it was a little more manageable. though 08 Lol i forgot this was an inferno remake again. Huh? This map again? Very nice recreation of Warrens though. It was cool to see the extra rooms reimagined in a way where they actually feel like they're part of the location and not just tacked on as an afterthought like E3M9 is. I need ammo!! once again, im still barely scraping by for the most part, and then im maxed out after everything is dead right before i step in the exit. The hell knights right before the fake exit room were ROUGH because of this. 09 I had to take a break from this one. Still having ammo trouble in this one too. I need more rockets for this, the archvile keeps resurrecting monsters and the shotgun/chaingun stuff just really isn't holding them back. I tried to use some infighting to carry me forward but these monsters have a difficult infighting relationship and the terrain is too bumpy for the precise movements I need to keep these monsters angry at each other. It's doable, but its a lot of stress. Attachments:40oz_irka-rc1_FDAs2.zip (161.69 KB)
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Deleted
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Post by Deleted on May 13, 2022 12:09:04 GMT -5
I loved the visual style AND the gameplay of MAP04. I almost gave up on it on my first ten tries to get out of the starting room, but with a little foreknowledge and some luck with monsters positioned against barrels, it wasn't that hard at all. Haven't gotten through the whole map yet, so looking forward to that.
MAP03 seems cool too, tried & died on it a few times. Pandemonium was one of my favorite E3 maps back in the day, so it was really cool to see a more elaborate interpretation of it. Looking forward to blasting through this some more as well.
That's so far I've looked into the WAD yet, so can't comment any further. Good stuff!
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Post by redmanstalin on May 14, 2022 9:09:17 GMT -5
Pretty nice WAD, I do like the aesthetics used in the levels. The thing is, I'm just not very good
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Post by Deleted on May 15, 2022 12:42:23 GMT -5
Attention: demo for map07 uses irkbeta2.wad, while the demos (two) for map08 uses irkbeta3.wad
I missed the fact that you uploaded irk-rc1.wad already and beta3 was since removed. I hope you have the files, if not, I still have them. Also, both maps are familiar (and yet not, as there are edits), so not true fdas/sdas of course.
Recorded using PrBoom+ v2.6.2 -complevel 9
map07
(Maxed) Well, the bug with those platforms were you could fall and stuck that I used to report in private testing phase is fixed for good - I verified it just in case. The map posed no issues to me, as I definitely wouldn't leave before getting megaarmor hehe.
map08
(Maxed except for one item, i.e. 100% kills and secrets but not 100% items) The map, surprisingly, presents more challenge at the start (as well as insane ammo & health management issues). Chaingunners overseeing the spectre tunnel area are bollocks, can get shots when you don't even see them properly, or if you try to shoot just in case they are there you can waste ammo. That's the most unfair spot. Once the middle of the map is reached and we are "going home (but not quite)", it actually gets easier, although perhaps it's because my memories of this part are better and more useful as well. The part after teleporting certainly not that deadly when one has a megasphere right before it.
Can't say really how to better balance map08, it seems to need more health, then again, maybe it is better for the player to actually die, restart with some foreknowledge and search better items (like green armor at least before going through the tunnel). Nonetheless, something probably needs to be done about those chaingunners overseeing the tunnel where in map01, I think, only imps were. They (chaingunners) have really short delay before firing but it is hard to see them from entrance (despite they having line of sight and being able to fire at the player if they walk towards the edge) etc. while being exposed to multiple chaingunners when going through the tunnel is not a good idea anyway, since you also can't kill the far one when spectres steal your shots.
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Post by Deleted on May 15, 2022 14:08:18 GMT -5
I will post demo for map09 tomorrow, or otherwise soon (recorded against irka_rc1.wad). I didn't manage to finish it, but I got far into it in one go, and really that is probably as far as I can get to in one try (map is long). I died anyway, trying to speed up things, but really was surprised how many seemingly tough encounters are survivable on blind playthrough. That is some godly balance, this map is really balanced good, I like it! Outside of demo format, I would simply save when I had enough fun and continue another day.
Was surprised that blood is not damaging, but grey liquid is (yes, damn grey liquid, that is how far I got). The demo lasts little over 50 minutes, 360 monsters is killed (and some were actually skipped as I fled from one arena to another).
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Post by Deleted on May 15, 2022 23:05:09 GMT -5
Well, here it is, the promised demo (ends in death, but it is a looooong trip to that) to map09, for which feedback was written in prior post:
Doubt any one would watch it in full, but uploaded to doomshack.org so non-members can see it too. Recorded in PrBoom+ v2.6.2, -complevel 9, irka-rc1.wad used as resource Blue armor and Doom II monsters go well together. Rng god does deserve tribute, but also the sense of balance is strong with the author of this map.
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Deleted
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Post by Deleted on May 16, 2022 0:33:16 GMT -5
map10, Urgent! The exit in this map did not work! Recorded in PrBoom+ v2.6.2 (irka-rc1.wad as well), but plays back identically in PrBoom+ v2.5.1.5 so port is not at fault. -complevel 9 was specified. Otherwise I killed everything and found every secret (last encounter was scary, though, as I didn't rush to meet the boss, but nonetheless no restarts were necessary)
Also, not a true FDA - I playtested this map before. Immediately recognised actually, although a level has changed a little it seems. Nice balanced map, and conveniently short to prepare for the final treat (final level in next slot). Too bad the exit setup failed.
EDIT: Apparently, I'm late as this got released already? I hope someone else discovered it and the released version has a more robust setup.
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Deleted
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Post by Deleted on May 16, 2022 1:04:05 GMT -5
map10, <button disabled="" class="c-attachment-insert--linked o-btn--sm">Attachment Deleted</button>
Urgent! The exit in this map did not work! Recorded in PrBoom+ v2.6.2 (irka-rc1.wad as well), but plays back identically in PrBoom+ v2.5.1.5 so port is not at fault. -complevel 9 was specified. Otherwise I killed everything and found every secret (last encounter was scary, though, as I didn't rush to meet the boss, but nonetheless no restarts were necessary)
Also, not a true FDA - I playtested this map before. Immediately recognised actually, although a level has changed a little it seems. Nice balanced map, and conveniently short to prepare for the final treat (final level in next slot). Too bad the exit setup failed.
EDIT: Apparently, I'm late as this got released already? I hope someone else discovered it and the released version has a more robust setup. Hmm, I'm not able to replicate your error, my friend. The exit works fine for me in PrBoom+, dsda-doom, and GZDoom.
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Deleted
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Post by Deleted on May 16, 2022 1:13:41 GMT -5
And what happens when playing back the demo? Is there a way to see somehow what happened in another sector, that prevented exit setup from working in particular instance? Some people, I recall, where capable of doing that, I don't know a way, though.
Keep in mind that I suicided by rocket launcher at the end of the demo, but you can see that I'm restarting the same map, and that I spend quite some time before I suicide. I.e. my death was not the result of setup. Fast-forwarding may seem like the expected death come, but it was my doing, not the setup's one.
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Deleted
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Post by Deleted on May 16, 2022 2:45:41 GMT -5
Last Irkalla videos for a while because I've got a long list of stuff to play, and these maps are getting long
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Deleted
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Post by Deleted on May 16, 2022 8:44:56 GMT -5
And what happens when playing back the demo? Is there a way to see somehow what happened in another sector, that prevented exit setup from working in particular instance? Some people, I recall, where capable of doing that, I don't know a way, though. Keep in mind that I suicided by rocket launcher at the end of the demo, but you can see that I'm restarting the same map, and that I spend quite some time before I suicide. I.e. my death was not the result of setup. Fast-forwarding may seem like the expected death come, but it was my doing, not the setup's one. Ok, I messed around with it some more and I think I have the answer. Apparently Doomguy's center mass needs to cross certain linedefs before they will trigger. So if he is going at a high rate of speed and crosses a second linedef before the first one, he won't trigger the first one in time, which is exactly what occurred in your demo. This issue should be somewhat rare, but still definitely needs to be fixed. I will fix it and then see how to update the wad in the /idgames archive. Thanks @vigilantdoomer ! Last Irkalla videos for a while because I've got a long list of stuff to play, and these maps are getting long (video) (video) Thanks so much for doing these videos, @pistoolkip !
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Post by Deleted on May 18, 2022 5:49:27 GMT -5
So, it looks like some feedback was not accounted for. Here is my post on the previous thread (I unfortunately didn't get around to beating map05, and kept getting other routes to kill me, so I couldn't check for whether it was fixed before) doomer.boards.net/post/41504/thread2. 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. Well, here we are, the bug is still there in release. It's map05, sector 2574 - it is possible to get there from sector 2537 -> 2575 -> 2574. Sector 2564 also seems like possible final destination (2537 -> 2575 -> 2565 -> 2564), the pit is 40 units deep (i.e. height difference between 2564 and 2565 is 40, so player can't get out). Remember the damn 2590 platform that allows you to step up to 2537 because the difference in height between 2590 and 2537 is only 24 units. Also, ain't 2540 stash supposed to be reached by hoping many of such sectors? Ah, wait, you thought the player will jump there from above, how "clever"! Except that it invites to try to hop other pits to find for goodies, but what one gets is the possibility of not getting out without cheating. This might not even be exhaustive number of pits that one might get to. 2534, also possible I think. etc.
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Deleted
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Post by Deleted on May 22, 2022 12:20:34 GMT -5
So, it looks like some feedback was not accounted for. Here is my post on the previous thread (I unfortunately didn't get around to beating map05, and kept getting other routes to kill me, so I couldn't check for whether it was fixed before) Well, here we are, the bug is still there in release. It's map05, sector 2574 - it is possible to get there from sector 2537 -> 2575 -> 2574. Sector 2564 also seems like possible final destination (2537 -> 2575 -> 2565 -> 2564), the pit is 40 units deep (i.e. height difference between 2564 and 2565 is 40, so player can't get out). Remember the damn 2590 platform that allows you to step up to 2537 because the difference in height between 2590 and 2537 is only 24 units. Also, ain't 2540 stash supposed to be reached by hoping many of such sectors? Ah, wait, you thought the player will jump there from above, how "clever"! Except that it invites to try to hop other pits to find for goodies, but what one gets is the possibility of not getting out without cheating. This might not even be exhaustive number of pits that one might get to. 2534, also possible I think. etc. I fixed this issue, and it will be reflected in the next update on /idgames. I raised one floor entirely and added a step on inside another of the pits. I'm not going to block off 2534 or lift the floor up due to the revenant being in there, but I will make the floor damaging so that if a player manages to get there for some reason, he will die to the damaging floor and won't be stuck forever.
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Post by Deleted on Jun 2, 2022 23:10:48 GMT -5
Just dropping a quick note to say that Irkalla has been updated on /idgames to reflect the extensive post-release playtesting that was done by Wilou, Vigilante, and others. The /idgames link to the latest version is linked below. DOWNLOADAlso, here are some more screenshots!!!
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