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Post by Deleted on Dec 8, 2017 17:28:22 GMT -5
Hello guys, FranckFRAG could, unfortunately, not be here tonight to release the wad so, he gave me permission to do it in his place. After some delays (this wad was originaly set for an october 31st release), a first release candidate is finally available for you guys to enjoy. We spent alot of time perfecting the wad and good lord, these last few days have been hell but, it was all worth it in the end. FranckFRAG has spent a huge amount of time making all the textures, flats and GFX and we apreciate all of his contributions. Without him, the wad would have NEVER been released. All I can say to him is BRAVO. The entire team have crafted, hopefully, really interesting maps for you to enjoy and, I hope you have a blast This, being an RC and not the final version (duh), some bugs may be present. Do not hesitate to point them out and of course, all other feedback will be much apreciated Anyhow, without further ado, here is the link: Link: www.doomworld.com/idgames/levels/doom2/Ports/s-u/tn > IDGames link htt ps://www.dropbox.com/s/csxjv6djl74qjzz/Tn.zip?dl=1 > Final version www.dropbox.com/s/t53ly85eweb4qc1/Tn_rc2.zip?dl=1 > RC2 www.dropbox.com/s/btgc4xtlr3hugy4/Tn_rc1.zip?dl=1 > RC1 This wad is for doom 2 of course. ENJOY. Happy halloween (oh wait, nvm haha) More info (+ screenshots): www.doomworld.com/forum/topic/97784-tangerine-nightmare/
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Post by Deleted on Dec 8, 2017 17:37:39 GMT -5
Great job, looking forward to playing!
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40oz
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Post by 40oz on Dec 9, 2017 13:13:51 GMT -5
yay!
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Post by Deleted on Dec 9, 2017 14:34:48 GMT -5
I found this very very good. The style is new but still totally Doomy (which I can't say about most mapsets that experiment with colors), and it is done in an impressively coherent way, with all levels feeling like a part of the same world and high quality design everywhere. I'm assuming these guys spent quite some time playing each others' levels and suggesting improvements, as you can sense a certain mapping philosophy throughout the whole wad. If this counts as a community project, it's an ideal one.
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Post by Deleted on Dec 9, 2017 14:39:10 GMT -5
I found this very very good. The style is new but still totally Doomy (which I can't say about most mapsets that experiment with colors), and it is done in an impressively coherent way, with all levels feeling like a part of the same world and high quality design everywhere. Exactly how I felt upon playing the first few maps for myself. I usually groan at color gimmicks and find them needlessly tacky but here it really did feel like a part of the world and it worked quite well.
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40oz
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Post by 40oz on Dec 9, 2017 16:10:55 GMT -5
MAP01 - No complaints. Very good. MAP02 - No complaints. Very good. MAP03 - I think there's a it too much monster HP in this map. Theres a few hard parts, but there's some not so hard parts that use too many monsters or heavy monsters in places that are not a very fun or convenient place to be killing monsters in. In general I think the traps in this map are very good, but all the monsters in rooms, corridors, and doorways would probably better with nothing at all. MAP04 - Monster block lines might be needed in some places. I lost a chain gunner by accident in the red skullkey area. Gameplay is a bit hectic in the beginning but it gets much better towards the end. MAP05 - I liked this one a lot. complaints here. MAP06 - I liked this one a lot. I'm a fan of the "stop and go" sunlust style. No complaints here. I just started MAP07 but I saw 505 monsters in the Automap and decided to take a break. I'm glad this is pretty tough but not so hard that its unfair. I know you guys like hard maps! I'm having a lot of fun with this, though. I'm posting from my phone because I'm having internet connectivity issues. When I get online I'll post my FDA demos. EDIT www.mediafire.com/file/ww1azw4oj37l6kj/40oz_tn_rc1_FDA01-06.zipOverall I had a lot of fun with this, you guys did an awesome job
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40oz
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Post by 40oz on Dec 10, 2017 14:53:17 GMT -5
I beat MAP07 but I got really lost after I found the green key so my demo is 53 minutes and probably boring to watch. I'll upload it if you care to see it. I couldn't solve MAP08. It's fun and very beautiful but like most IoS maps, it seems like there's a specific method you're supposed to figure out before the map gets too populated with monsters, and I couldn't figure it out. I tried to pacifist through the second half of it to keep the IoS's mouth shut but I still couldn't beat it. I'll give it another try later. Seriously though, I had a lot of fun with this whole project, you guys did a fantastic job
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Post by roofi on Dec 10, 2017 15:24:44 GMT -5
Hello , I'm very interested of your FDA on my map. (Map 07). It doesn't matter if the demo is very long , I will watch it entirelly. Thanks for playing Tangerine Nightmare by the way !.
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40oz
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Post by 40oz on Dec 10, 2017 17:24:55 GMT -5
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40oz
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Post by 40oz on Dec 11, 2017 8:43:28 GMT -5
Uh oh, if these demos are not playing back, try playing them in -complevel 9, I may have recorded in the wrong settings.
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Post by Deleted on Dec 20, 2017 9:36:43 GMT -5
This project won me over with it's art direction, altered assets and first two maps. I like the purely aesthetic alterations to the enemies (even though I know most of the sprites are by Eriance for his long-dead Demon Eclipse project) and things like the gate at the start saying "Welcome to Tangerine Nightmare". JC's map was very good as an adventure map, whilst the other maps I've played (like 40oz, I've taken a break at MAP07) seem to follow the current mantra of being more interested in killing the player than anything else. Cramped spaces with high-HP or fast-moving enemies and traps where you really need to know what's coming to fight it just strike me as bullshit deaths. I'm enjoying this project enough that I'll play through to the end, but it's crystalising my thoughts on why I'm not overly interested in the general community output for Doom II any more. Still, some weak playing moments aren't enough to detract from the overall quality. Good job so far!
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40oz
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Post by 40oz on Dec 20, 2017 10:57:41 GMT -5
I got lucky and got through a lot of this without dying much. But I understand your disinterest in the general climate of Doom wads these days. I know that I put up with a lot of bullshit gameplay in other wads that shaped my playing style. Being a good doomer is like being a good athlete. You have to keep training often to keep up with the trends, so Doom stays awesome if you play doom regularly and often, but unfortunately it's at the cost of making wads more accessible to a wider audience.
To be fair, I found this wad to be very enjoyable to someone like myself who only manages to get in a feW hours of Doom a week (over the course of many years,) but I also felt on edge pretty much the entire way through, so I had a pretty awesome experience that was perfectly tailored to my skillset. There was a topic on doomworld recently that referenced a documentary about a gamer who was born with permanent blindness, and the discussion was about enabling more accessibility options for handicapped gamers so that more people could play. Isn't a more common handicap just simply not having an above average playing ability?
I don't know if most Doomer's understand that the majority of the maps they're making seem to assume that most people playing have just beat Speed of Doom without saving, or have played Alien vendetta hundreds of times or can get through skepland without dying. This isn't always true. We're not all recluses who defeat the forces of hell 6 or more hours a day. If you are, there's no shame in doing that! I would if I could, but I chose a path in life where I thought I'd be able to do both, and it just didn't work out.
Final Doom Plutonia Experiment isn't a particularly easy set of levels. Yet with every WAD I've downloaded this year there's like a 1 in 20 chance that the wad will be of comparable difficulty. It's usually much less charitable towards the player in terms of health, ammo, and monster distribution.
I found Tangerine Nightmare to be much closer to the principle of fairness in gameplay than most stuff I played, but I do worry sometimes that my reflexes won't stay this sharp forever and I just won't be able to play Doom anymore without cheating or replaying stuff I've already conquered, and that will be a very very sad day.
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Post by Deleted on Dec 20, 2017 14:01:17 GMT -5
See, you say that and I suspect you're right. I don't play Doom much any more. However, I do play a lot of other games, some of which are shooters. So things like reactions or whatever shouldn't be too dull. I think it's more that the insular nature of the community (which contains a lot of people who don't seem to play much outside of Doom and a few other games) means that there's a lot of focusing on a particular thing. That thing seems to be a combination of high visual fidelity and lethal traps and hordes. For how much doomworld apparantly hates scripting and the like, game play in most maps is incredibly rote and forced, with each item pickup accompanied by some sort of ambush involving either quick reactions or highly lethal enemies. Even non-linear layouts don't get round this problem, as everything is a trap and most things aren't optional. It's just what you take on first. MAP07 was a great looking map with a lot of area to explore, well-hidden secrets and something of a difficulty curve, but it just became thicker and thicker hordes, with arch-viles and Revenants getting more and more prevalent from an already high start. MAP08 lost me the second I heard the Icon of Sins fire up in a big arena.
Maybe I should just start lowering the difficulty, as I clearly get nothing out of the typical modern UV experience any more. I guess I want more of the experience I had early on in this map set, where dying would've been down to me not performing and I was otherwise exploring against incidental opposition quite freely, rather than me not knowing I was about to get a wall full of Pain Elementals with a couple of backup Arch-Viles for getting near to a blue armour.
Either that or, if I want to enjoy Doom, I need to get on with it and make what I like... Although we all know that's not coming any time soon.
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Post by Deleted on Jan 11, 2018 17:30:01 GMT -5
Hello, After about a month of hard work, here is the RC2 Release for Tangerine Nightmare. I'm not gonna detail all the changes considering the fact that there are quite a lot. However, here are the notable fixes/updates: -Modified palete /colormap -Various fixes to maps (mostly coop and gameplay tweaks) -tninfo.txt added -Last lumps added (GFX, Enddoom, etc...) Link: www.dropbox.com/s/t53ly85eweb4qc1/Tn_rc2.zip?dl=1This version is pretty much the final release, do not hesitate to point out the last few bugs you may find so that we can be ready for the idgames release. Enjoy ! PS: Franck gave me permission to post this of course
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40oz
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Post by 40oz on Jan 11, 2018 19:23:43 GMT -5
Cool! I played through RC1 again with a friend and he mentioned the floors moving up and down in MAP01 near the exit. I haven't checked in this new version, but have you considered using control sectors so that they dont move all the way down to the orange water? It looks like a 256 unit drop and the floors move very slowly. So youre kinda obligated to wait for the whole thing to get past that obstacle.
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Post by Deleted on Jan 12, 2018 4:19:35 GMT -5
Oh yeah, that part will ruin so many speedruns unless there is some trick to skip it (moving floors behave "randomly", so sometimes they are simply in the wrong position when you arrive and there is nothing you can do about it other than restart the demo or wait and lose time).
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franckFRAG
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Post by franckFRAG on Jan 12, 2018 11:54:36 GMT -5
These moving plateform allow to "broken" the rhythm of the game, and slowed a little bit the speed to be finished the map. It's maybe likely to do a trick between some rocks to arrive at the underground corridor
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franckFRAG
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French doomer and mapper. Author of Swift Death; Muskadet; Plutocracy...
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Post by franckFRAG on Jan 26, 2018 14:27:23 GMT -5
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Post by Deleted on Jan 28, 2018 4:08:17 GMT -5
First post edited per franck's request Man, it's so cool to finally be close to the idgames release haha.
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40oz
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Post by 40oz on Jan 28, 2018 10:27:28 GMT -5
Thank you guys for making this! I had a lot of fun playing this, and this is going to remain one of my top wad recommendations to people for a long time.
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Post by Deleted on Feb 2, 2018 9:57:40 GMT -5
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franckFRAG
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Post by franckFRAG on Feb 17, 2018 6:37:51 GMT -5
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Post by Deleted on Feb 18, 2018 12:34:18 GMT -5
The screens are gorgeous! Wow!
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