40oz
diRTbAg
Posts: 5,535
Member is Online
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Post by 40oz on Sept 1, 2022 16:14:26 GMT -5
Deadly Ritual is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. DownloadUpdated: 09/01/2022 05:14 AM ET (mediafire link)MAPLIST ■ MAP01: Coastal Conflict - 40oz■ MAP02: Deep Dorado - redeadita■ MAP03: Battle Rock - 40oz■ MAP04: Ash Wine - silverminer■ MAP05: The Cacotomb - 40oz■ MAP06: Kukulcan's Wrath - shibainumaster■ MAP07: The Terrifying Tale of Thela Hun Ginjeet - rancidsam■ MAP08: Okutaua's Rising - 40oz■ MAP09: Inhuman Sacrifice - noisomedead■ MAP10: Legacy of Violence - sonny666■ MAP11: The Offering - biz■ MAP12: Deadly Ritual - 40oz
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Post by MegaPancakeStrategist on Sept 1, 2022 17:42:13 GMT -5
Freakin' epic! you forgot to list noisomedead's map in the OP btw
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,078
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Post by matador on Sept 1, 2022 17:42:26 GMT -5
Nice work guys. I'll post it at the usual places later today, unless someone else does it first.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,078
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Post by matador on Sept 1, 2022 17:43:09 GMT -5
Freakin' epic! you forgot to list noisomedead's map in there I think it's listed properly in the txt file, just not the forum post.
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Post by rudi on Sept 1, 2022 19:25:43 GMT -5
I AM SO GLAD I FOUND THIS WEBSITE
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Post by AskYourDrAboutUVFast on Sept 1, 2022 21:10:16 GMT -5
congrats to all the mappers. This was a lot of fun.
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Post by rudi on Sept 1, 2022 23:24:50 GMT -5
WHAT THE HECK, this wad is great too! I love you guys
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Post by sonny666 on Sept 2, 2022 2:00:48 GMT -5
WHAT THE HECK, this wad is great too! I love you guysThat’s so sweet bro. It was such an honor to be a part of this. Thank you to everyone for the great ideas, encouragement, and play testing. It wouldn’t have been possible without you.
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Post by lunchlunch on Sept 2, 2022 4:47:37 GMT -5
Played through half of the maps tonight, gonna link some FDAs. I appreciate the heavy rocket launcher/plasma rifle gameplay in these maps. Really love the theme, palette, and textures. It might just be my shitty yak-and-Jack attitude tonight, but I really did not enjoy the level design on a couple of these... DBP51 FDAsMAP01 Good map. Enjoyed the lock-in trap with revs and nobles. RL secret feels pointless since the player picks one up anyways right after unlocking this. MAP02 Good secrets, good chaingun gameplay. The archvile/chaingunner fight kind of feels a little bit like it requires preknowledge, especially if someone didn't find the Plasma Rifle. The cyberdemon feels extraneous so I skipped him. MAP03 I like the layout, I had fun zipping around rocketing enemies. I did think the RL, SSG, and backpack were all kind of easy to miss though. MAP04 For better or worse, I always know when I'm playing one of your maps. I really enjoyed the heavy Plasma Rifle gameplay and the dense amount of low-tier enemies, those always go well together. Nitpick- that dirt/zimmer "tree" is hideous. MAP05 You built an arena that not only encourages circle-strafing, but actively demands it in order to beat it. I died to this arena multiple times because I was actually trying to play it. I saw this big, looping layout that I thought would force me to make use of all its space. It turns out, no, you just want the player to run around in circles around the outside perimeter which is a strategy that always feels, if not like cheese, extremely lazy on the part of the player or mapper. MAP06 Atrocious, DNF, I hated my time here. The layout of the big open arena is awkard as hell, and not awkard in a fun, claustrophobic, awkward combat kind of way, it just felt amateurish. There weren't stairs where there needed to be stairs, I had no idea how the hell to get from one plane to another out here. You're just supposed to U-bend around the bottom sandy area, plinking away at the enemies clustered in the center and the outside until you've killed enough to finally get somewhere? No, fuck that, I'm not playing. Even if I had heavier weapons, that's not fun gameplay, let alone with the single barreled shotgun. And when I finally did find the RL, I picked it up by accident, I didn't even see it. Next time you make an arena, before you place any enemies, make sure that it's actually fun and easy to zip and loop around your arena from A to B to C to B to D and back to A. You should be able to get to any of these points from any of these points (A to C, D to B, A to D, etc.) quickly and without getting snagged on things. Akwardly running from A to (only) B, zigzagging up a clunky staircase up to C, getting caught on a corner and getting stuck in a dead-end on your way to D, then ending up randomly in Z with no idea how to get back to anywhere... that's not fun and that's what I experienced in this map. I do appreciate that you used various verticalities out here, but you need to think a lot more about your pathing. Don't take it personally, I want for you to succeed. When I have time, I'll be back with more...
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Lobo
Doomer
Posts: 556
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Post by Lobo on Sept 2, 2022 5:20:22 GMT -5
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BIG DICK NIGGA
this post is a lie about my bodily proportions
Major Arlene obsessed, 100% verified freakazoid. AKA bzzrak
Posts: 2,295
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Post by BIG DICK NIGGA on Sept 2, 2022 8:54:39 GMT -5
FDAs for maps 1-6, hmp skill, recorded in crispy: www.doomshack.org/uploads/dbp51_xeepfda.zipI think over half of those are DNF lol. 06 is a chore to play. It very suddenly escalates into a gigantic mess. I'll pass. 02 doesn't seem very fun either, I barely started it. Map04 isn't bad but the movement is often awkward and it's a bit long. Map05 starts out really good, with fun RL-based gameplay, but it's deceiving, it soon turns into a boring slaughter map full of revenants and I was feeling a bit exhausted by then. Map 03 is difficult and a little chaotic but cool. I couldn't spot the blue key at all though, I spent several minutes looking for it. Map01 is also pretty cool. I noted the apparently mandatory super shotgun pickup. What if I don't like that weapon?? Maybe I don't want a super shotgun? One thing I noticed is that 40oz seems to be the only one that tries to keep his maps within the time guideline. Map04 took me ages (subjectively). Map06 and map02 probably take around half an hour to beat. I might record more later. Also man I should write my thoughts on maps right after I finish them. While writing this I could barely remember which map is which and how I felt about them.
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Post by lunchlunch on Sept 3, 2022 4:57:02 GMT -5
DBP51FDAsPt2.zipMAP07 Great fucking map, I died fifteen minutes into the FDA and played the rest with saves. Impressive nonlinear layout with lots of fun different kinds of fights and varied environments. Only part I didn't like was the peekaboo fight with the cyber near the soulsphere and invuln secrets. Good secret BFG fight too. Really amazing work, I could have sworn this was a matador map, I was surprised to see your name on it considering your experience level, but it turns out you're a pro. MAP08 Awesome gauntlet of a map. The descent into hell was kino. I loved all of the fights here. At first I thought the baron usage was a bit gratuitous but for some reason I didn't realize until late that I had the RL so it's all good. MAP09 Three good maps in a row, I enjoyed this one. I often felt like I didn't have enough ammo for the gratuitous amount of archviles you were throwing at me but I made it through somehow. Make sure to not have too many symmetrical arenas back-to-back, throw in one or two asymmetric arenas to break things up. MAP10 So glad to be back in the world of sonny666. This was even better than I could have hoped for, I loved this. Final fight was a little underwhelming but that's alright. MAP11 Another masterful level. Loved the visuals, the void, the platforming, all of it. Died right at the end. MAP12 Very tall
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shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Sept 3, 2022 7:25:34 GMT -5
MAP06 Atrocious, DNF, I hated my time here. The layout of the big open arena is awkard as hell, and not awkard in a fun, claustrophobic, awkward combat kind of way, it just felt amateurish. There weren't stairs where there needed to be stairs, I had no idea how the hell to get from one plane to another out here. You're just supposed to U-bend around the bottom sandy area, plinking away at the enemies clustered in the center and the outside until you've killed enough to finally get somewhere? No, fuck that, I'm not playing. Even if I had heavier weapons, that's not fun gameplay, let alone with the single barreled shotgun. And when I finally did find the RL, I picked it up by accident, I didn't even see it. Next time you make an arena, before you place any enemies, make sure that it's actually fun and easy to zip and loop around your arena from A to B to C to B to D and back to A. You should be able to get to any of these points from any of these points (A to C, D to B, A to D, etc.) quickly and without getting snagged on things. Akwardly running from A to (only) B, zigzagging up a clunky staircase up to C, getting caught on a corner and getting stuck in a dead-end on your way to D, then ending up randomly in Z with no idea how to get back to anywhere... that's not fun and that's what I experienced in this map. I do appreciate that you used various verticalities out here, but you need to think a lot more about your pathing. Don't take it personally, I want for you to succeed. Thanks, my hopes were that the players would be in a hurry to go find something better to defend tehmselves with, that's why the odd's are kind of stacked against you in the beggining. The claustrophobia isn't that intentional, but i guess i noticed the crampage while mapping, just didn't pay too much attention. The areas of the map we're designed with them being awfullyclose to each-other in mind. Tanks for the critique again.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,078
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Post by matador on Sept 3, 2022 15:29:15 GMT -5
From the bugfix thread: v1.1Changelog: - Added MAPINFOs / DeHacked map names.
- MAP03: Replaced the fading MIDI with the looping version
- MAP05: Fixed the softlock behind the chaingunner pillars (used a blocking line immediately behind the pillars)
- MAP10: MIDI is now listed as "51" by Sonny666 in the txt file
- MAP11: Included the latest version (v5)
Tagging optimus in case he hasn't played this yet and would like a more recent version with some bugfixes / mapinfos.
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Post by optimus on Sept 8, 2022 7:33:06 GMT -5
I did play it but not sure which version, possibly not latest
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roebloz
Doomer
HAUSE_ROEBLOZ
Posts: 111
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Post by roebloz on Sept 8, 2022 15:17:01 GMT -5
I know what I'm making the next RPD on.
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Post by dr_st on Sept 9, 2022 15:51:41 GMT -5
I've beaten the first 6 maps on UV from pistol start. Most of them are quite within my skill level, some need a few attempts to learn the tricks and traps. Secrets are not hard to find (obvious if you allow the automap to mark them, but fair otherwise). I like that. Some maps have HOM linedefs here and there, and occasionally monsters can get stuck in corners, unable to move. Maybe it's a bug or a compatibility issue with PrBoom+. Nothing major. Overall I completely love the design, theme, and most combat arenas so far. Maps have memorable rooms and layouts, this is great. MAP05 is super fun where you just run around, blasting everything with the Rocket Launcher, taking care not to get hit. Great job, 40oz. MAP06 is not fun. It looks like a good idea - big open arena, where you have to constantly keep moving, and no spot is safe, but failed to deliver. lunchlunch comments are spot-on. It is not clear where to go, you get stuck a lot on things, and during the initial phase, with everything shooting at you from all directions, it can easily get fatal. Not easy to get any meaningful infighting to happen, too. So it becomes a really tedious game of running around trying to survive, picking at enemies. Unless you just know where the weapons are and run there first. I think it could have been much better, if you just got the powerful weapons close to the start. This would be consistent with the maps before it, too. Maybe continuous play is the expectation here (I mean, there are a lot of cells, and no plasma/BFG on the map!), but it is bad design. I also spotted what seems like bugs. The two northeast monster teleport closets (walls drop by Tag 5) don't work, because the floor of the sectors souths of the walls are too high. The closet with the Arch-Vile and 4 Revenants (sector 601) never opened for me (it looks like sector 602 might have a tag missing?), so I couldn't get 100% kills. shibainumaster, please look into it.
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Post by hakros on Sept 16, 2022 15:43:04 GMT -5
Awesome as always, you guys have very nice projects here.
Well done
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roebloz
Doomer
HAUSE_ROEBLOZ
Posts: 111
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Post by roebloz on Sept 19, 2022 19:08:18 GMT -5
Alright, here is my short review of it sandwiched with a release announcement for Cybie's Basics.
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Post by dr_st on Sept 20, 2022 14:54:16 GMT -5
Played MAP07 and after a long break MAP08. Both maps are fun and challenging. MAP07 is very long, and forces planning, because you don't get tons of ammo at the start, and it's kinda cramped at places, where a single mistake can cause your death. I didn't figure out how to get to the optional slaughter arena towards the end, until I opened the map in the editor.
MAP08 is much more fast-paced, and not so hard with planning. The secret that gets you behind the Pain Elemental makes the battle towards the blue key easier. The Arch-Viles towards the red key are a piece of cake if you don't waste rockets. The lava-filled arena is frustrating. I felt there was too much randomness in how many Revenants survive the initial infighting and how their rockets find you, but in the end became better at it. The last battle with the Cyberdemon is easier to manage, since you have plenty of room to run around and induce infighting, or you can opt to hide in the side passages you visited earlier, and lure the smaller enemies one by one or in small groups. Health and ammo are plenty sufficient if you are not wasteful.
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Post by dr_st on Sept 24, 2022 14:49:43 GMT -5
Finished the WAD finally. From design and technical POV the last levels are excellent.
In MAP09 I didn't really like the combat. Frustrating. Almost impossible blind, without expecting the archies. Even when you do expect them, there is a lot of luck involved in trying to target them, avoid their attacks while not being clobbered to death by the other monsters in the cramped arena. While most of the arenas are doable with some practice, the red key arena is sh!t. Evens starting at 200/200 + Plasma (from the secret areas), I can't reliably beat it. Too much randomness involved in when the arch-viles teleport in, whether I get a clear line of fire for a long enough period, and before being destroyed by revenant rockets chasing me around the pillars or the various melee attacks. Maybe I'm just bad at it, or maybe this is how slaughter arenas supposed to be like? Try and try until the random number generator rolls in your favor. Right now I can probably beat it 1/3 or 1/4 of the time. I feel it could be much more balanced even with 1 less arch-vile or just 1 more soulsphere. With the exception of this arena, the level is almost perfect from pistol start if you utilize the secrets.
The MAP10 combat arena for the red key is also cramped and overwhelming, but it is closer to the beginning, and has more health scattered around, so not as terrible, IMO. After that part, the level is pretty manageable even without knowing it upfront. I don't think I died even once after getting the red key.
MAP11 is epic, just for the size and the views. Maybe too much platforming for some, but I generally don't mind. I like the open vista arenas where the mancubi on the pillars keep you always on the move. The teleporting cyber arena is quite tricky. I have no idea how I could possibly survive in the optional 'hard mode' arena.
MAP12 feels like it would crash vanilla with visplane overflow if you look down while ascending the mountain (if it didn't crash vanilla with 10 other errors before that). Loving it.
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Post by thundercunt on Oct 9, 2022 17:26:22 GMT -5
Nice
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,078
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Post by matador on Oct 16, 2022 10:00:07 GMT -5
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nnnvork
Doomer
Nom-nom Chomsky
Posts: 542
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Post by nnnvork on Oct 19, 2022 16:42:49 GMT -5
Finished this today. I played a couple maps here-and-there each day throughout this week. I think I liked Sonny666's map the best, maybe, but solid set overall.
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Post by olderthanthehills on Oct 20, 2022 13:22:47 GMT -5
C'est une œuvre d'art fantastique. Far too many days have passed since I successfully completed one of these chapters. Merci pour ça.
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