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Post by jforce on Jul 7, 2024 12:30:32 GMT -5
DO NOT ENTER32 Action packed maps of Doom 2 insanity!
This wad is Boom compatible, For best gameplay (Extra features) GZDOOM is recommended! www.moddb.com/mods/dne-do-not-enter/downloads/dne-v14Doom Guy can't seem to catch a break. In fact he just started his work week
and Monday is bringing Insanity as usual.. What should be a normal work day
has become absolute carnage! Who left the portal open?? well... It doesn't
matter at this point because whoever it was became target practice for
a blood thirsty demon... Now these reprobates infest the earth and are out
for blood! It's once again up to you to put a stop to this! Maybe you'll
be done by Friday for an early start to the weekend!
Hope you enjoy "DO NOT ENTER"
Attachments:![](//storage.proboards.com/6313256/thumbnailer/fMtaSnowBpCrmWZawayL.png)
![](//storage.proboards.com/6313256/thumbnailer/LLDRraNOzwUpmwsVBIaH.png)
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StodgyAyatollah
Doomer
I'm not here. You're just imagining things.
Posts: 485
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Post by StodgyAyatollah on Jul 8, 2024 2:30:13 GMT -5
Just did a casual continuous run of the first 4 maps and enjoyed it. Good pacing and good fights. Can't even complain over the forced chainsaw. I like the unconventional texture use. I think you did good with that without going overboard. Felt like you also did a good job of guiding the player for the most part. Rarely had to stop and think about where I was going.
map02 there are some lost souls. You have rings of transparent midtextures around the ceiling lights next to them. Cool effect but they seem to block the lost souls like an item would. Didn't know that was a thing but it completely nerfs them. map04 There's a room with a bunch of pop up pinkies, they aren't low enough so you can see them all before triggering them in gl. Wrote this a while after playing so I'm not 100% on the map numbers there though.
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Post by jforce on Jul 8, 2024 9:44:23 GMT -5
Thank you for playing! No doubt this wad still has a few buggy things here and there. I have a tough time rooting them all out sometimes. I appreciate the feedback.
This thing took me a while to put together and I found myself constantly going back to fix errors.
Glad you liked it.
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joe-ilya
Don't quit now! We're still spending your money!
Resurrected
Posts: 2,889
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Post by joe-ilya on Jul 8, 2024 13:21:30 GMT -5
I've played the first 6 maps : dne01-02FDAjoe.lmp (67.35 KB) dne03-06FDAjoe.lmp (246.13 KB) These feel like official levels from No Rest For The Living, there's an elegant professionalism about how they look and play. Still without faults though; I got softlocked between two closing support bars, when trying to take cover from some hitscanners in MAP02. In the megawad in general so far, backtracking to key doors wasn't intuitive, making me open the automap and scan for the door I need. It is easy to forget where the key doors are when the key is found on other side of the map, you should point the player in the right direction without making them open the automap, by making a trail of monsters and/or items appear when getting a key, all the way from the key to the door as a guide. In MAP06, spoiler below : Do I have to kill the spiderdemon with just the super shotgun and a few rockets? An onslaught of arachnotrons may be more engaging in that situation. By the way, what extra features does the megawad provide when using GZDoom?
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Post by jforce on Jul 8, 2024 15:23:43 GMT -5
I've played the first 6 maps : View Attachment View AttachmentThese feel like official levels from No Rest For The Living, there's an elegant professionalism about how they look and play. Still without faults though; I got softlocked between two closing support bars, when trying to take cover from some hitscanners in MAP02. In the megawad in general so far, backtracking to key doors wasn't intuitive, making me open the automap and scan for the door I need. It is easy to forget where the key doors are when the key is found on other side of the map, you should point the player in the right direction without making them open the automap, by making a trail of monsters and/or items appear when getting a key, all the way from the key to the door as a guide. In MAP06, spoiler below : Do I have to kill the spiderdemon with just the super shotgun and a few rockets? An onslaught of arachnotrons may be more engaging in that situation. By the way, what extra features does the megawad provide when using GZDoom?
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Post by jforce on Jul 8, 2024 15:25:49 GMT -5
Hello, and thank you for playing! Glad you are enjoying the wad! Map06 should have a secret plasma gun for that “boss fight” but yes the SSG was to create a formidable challenge at the end of the map ![:)](//storage.proboards.com/forum/images/smiley/smiley.png) The extra feature included is an 8th secret weapon slot if maps 31 and 32 are accessed this feature is only available via Decorate and only works with GZDOOM..
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joe-ilya
Don't quit now! We're still spending your money!
Resurrected
Posts: 2,889
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Post by joe-ilya on Jul 17, 2024 12:16:08 GMT -5
FDA for MAP07-MAP11 : dne07-11FDAjoe.lmp (529.7 KB) These maps are starting to give me nostalgic Doom 2 feelings with the texture combinations of brick, metal, and earth, and the chunky architecture. The music further enhances the effect. In MAP09 it's possible to get to the blue key by strafe running to it from the tech pillar pedestal in the middle of the first room, skipping the entire map. The arch vile in the exit room of MAP10 was annoying as it forces the player to jump back down and retrace their steps, it would've been more interesting if some extra enemies would've shown up down below to make the trip back up more eventful. In MAP11 it would've been cool to have any one of two keys be optional (like The Citadel in Doom 2), something about optional areas beyond an available exit feels like it would've fit in this old-school feeling megawad.
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Post by jforce on Jul 17, 2024 18:19:56 GMT -5
FDA for MAP07-MAP11 : View AttachmentThese maps are starting to give me nostalgic Doom 2 feelings with the texture combinations of brick, metal, and earth, and the chunky architecture. The music further enhances the effect. In MAP09 it's possible to get to the blue key by strafe running to it from the tech pillar pedestal in the middle of the first room, skipping the entire map. The arch vile in the exit room of MAP10 was annoying as it forces the player to jump back down and retrace their steps, it would've been more interesting if some extra enemies would've shown up down below to make the trip back up more eventful. In MAP11 it would've been cool to have any one of two keys be optional (like The Citadel in Doom 2), something about optional areas beyond an available exit feels like it would've fit in this old-school feeling megawad.
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Post by jforce on Jul 17, 2024 18:22:41 GMT -5
Hey there, Thank you for playing! I'm glad you liked it. This is my first megawad ever. Making this drove me insane haha.
I'm surprised that key in Flood Zone was still accessible... dang. I fixed the file and updated it on modDB.
I feel like these maps got better as the wad went on. I think I improved towards the end.
Hope you play it to the end and enjoy it.
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