Deadwing Posted August 1, 2018 (edited) /idgames link: --- Download here: https://www.mediafire.com/file/q0daitj5bhi6sgz/exomoon-RC3.zip/file Mp3 pack*: https://www.mediafire.com/file/c874jm3xh9qik29/exomoon-mp3.zip/file *If you don't enjoy the original Windows soundfont for MIDI's or play with higher quality sound or you just want a higher quality music, I'd definetly recommend downloading this too. Remember to load it into your sourceport (which should support mp3) after loading "exomoon.wad" to listen to the mp3 in-game. I don't think the mp3 version is better than the MIDI, just different, since I've put a lot of effort in making both sound good. Older releases: ---- Director's Cut ---- https://www.mediafire.com/file/c58tzkxh73mrcew/exomoon-dc.zip/file ---- Id games release ---- https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/exomoon ---- Pré-idgames release ---- 1.9: http://www.mediafire.com/file/2mua9b2z88q53ko/exomoon-1.9.zip/file ---- Public Beta ---- 1.8 ZIP: http://www.mediafire.com/file/ckcro74rd5qj7gt/exomoon-1.8.zip/ 1.7 ZIP: http://www.mediafire.com/file/byuos697jfo48vm/exomoon-1.7.zip 1.6 ZIP: http://www.mediafire.com/file/8nrogtds27wcptc/exomoon-1.6.zip/file 1.5.1 RAR: http://www.mediafire.com/file/7yarmcn1sj4klf0/exomoon-1.5.1.rar/file Wad: http://www.mediafire.com/file/g71uxpc49652gz7/exomoon-1.5.1.wad/file 1.5 RAR: http://www.mediafire.com/file/f6uhpwtgb8bwata/exomoon-1.5.rar/file 1.5 Wad: http://www.mediafire.com/file/lktggybe008hef2/exomoon-1.5.wad ---- Private Beta ---- 1.4: http://www.mediafire.com/file/7j26a5ngw4d87nc/exomoon-1.4.rar/file 1.3: http://www.mediafire.com/file/wd31sd79nxy8hzh/exomoon-1.3.rar/file 1.2: http://www.mediafire.com/file/eboe15qc08li5xk/exomoon-1.2.rar/file 1.1: http://www.mediafire.com/file/h4b78hzdytyrddi/exomoon-1.1.wad/file 1.0: http://www.mediafire.com/file/1wncd9pr3rdpag9/exomoon-1.0.rar/file Exomoon (aka Moonblood X) is a megawad for Doom 2. The levels are a somewhat mix of the original Moonblood with some early BTSX levels twist on them, focusing in a mix of the ruins/temple theme with some exotic natural landscapes. Scythe and Mano Laikas also have a strong influence on this. It has been tested on zdoom 2.8 and prboom 2.5.1.3. The mapset is on Stable Release status, which means it's the final version ready to go for /idgames. A new version will now only be released if any serious bug gets found. Par times still remains to be implemented, though! The statusbar was created by galileo31dos01. The new skies are all from Mechadon's pack (which can be downloaded there): Special thanks to rehelekretep, FrancisT18, bioshockfan90, NuclearPotato for testing the early version of the wad and giving me feedback and tips! ----------------- The wad features: ----------------- -> 24 new levels (2 with no-gameplay + 2 bonus + 20 standard ones) -> Fairly large maps, each one might take 15~25 minutes to finish. For the whole wad, I think it should take 8 to 15 hours to finish. -> Custom soundtrack, made for this mapset, with the exception of map 32, which uses an unreal track, and some which are from Moonblood. -> Classic doom gameplay with MBF (-complevel 11) compatibility. -> Several monster attributes changes, where most of them are easy to identify by the sprite replacements. -> Because of that, mod support that changes monster behavior is probably very limited. I might release a version without the things replacements to fix that, though! -> No Jumping/Crouching. ---------------------- Its main design focus: ---------------------- -> Simple and clean visuals: The level of detailing is minimum, restricted to trees and wall panels. You might find it even more basic than IWADS. -> Low monster count: Each level has usually around 200 monsters. Some might classify the later fights as slaughter, especially the ones that complained about Moonblood going slaughter in the later levels, but, IMO, it's not even close lol -> Non-linearity: Not as much as Moonblood though, due to larger maps, and some levels are actually linear. -> In a difficult scale of 0 to 5, I would rate Exomoon as 2.7 (Plutonia would be 2.5 and Valiant 3). Relating to Moonblood, I'd say that the exomoon's map 1 is as hard as Moonblood's map 16. It definetly gets harder towards to end, though! -> There's little difference between the skills levels (like 15 monsters for each difficult), so don't be afraid to select an easier difficult. I had a blast playtesting this on HNTR, since it felt more relaxing but still a challenging experience! Playing on a lower difficult won't give an inferior experience at all. -> Strict to safe ammo management. Hopefully you won't feel overstuffed if you play the whole thing continuous. -> Gameplay focused on chaingun (for the low tier folks), rocket launcher (a lot) and BFG (for the hardest setpieces). -> Not-so obvious progression with some light plataforming, although I worked hard to make keypoints easy to find, so you know always where you need to go. -> This plays very differently from Moonblood, but it's not necessarily better. Some people might find the former better, although I don't think that people who hated Moonblood will enjoy this at all lol ------ Music: ------ - All songs by myself, except map 32 (which is an unreal track). - Levels 31, 9, 12, 18, 21 are remasters from the original Moonblood wad. - You can download the sountrack here: https://www.doomworld.com/forum/topic/100917-exomoon-sountrack-midi-pack-listen-online/ --------- Prologue: --------- "Humanity has been finally able to reach a new planetary system through the tele- portation device! However, recent reports show that many Union Aerospace members have been missing in the successive missions to the foreign lands! Even now, it is still unknown what lies on the other side of the teleports... As an emergency measure, the authorities activated red alert for further investigations, sending the marines for the deadly expedition!" ----------- Level list: ----------- 1 - Exomoon 2 - Shrine of the fallen King 3 - Forgotten Town 4 - Flooded Castles 5 - Central Plaza 6 - Ancient Metropole 7 - Guardians of the Unification 8 - The River 9 - Buried Ruins 10 - The Network 11 - Oracle's Frontier City 12 - Oracle's lair 13 - Oracle's Appointment 14 - Exohell 15 - Enchantress Lab 16 - King's atrium 17 - Gardens of the Unknown 18 - King's sanctuary 19 - Void 20 - Final boss 21 - Epilogue (no actual gameplay) 22 - Thanks for playing! (no actual gameplay) 31 - Bonus Level 1 - Country town (originally from the Going Nowhere fast community project) 32 - Bonus Level 2 - Tech-hell in 64 Grid (originally from the Gridlock 64 community project) ----- Pics: ----- Edited January 8, 2023 by Deadwing 50 Quote Share this post Link to post
SiFi270 Posted August 1, 2018 Something very strange happened in map01, but I struggled to recreate it afterward. After taking the teleporter on the right near the start, I fired the super shotgun at an aracnorb while falling from the platform I got the SSG from, and I heard the Icon of Sin death sound, complete with the level ending. I was using the Eternity Engine and vsmooth, which should only affect the weapons. When trying to recreate this the aracnorbs died normally, and when I looked at the full map with sprites in GZDoom I couldn't see a Romero head anywhere, so I'm quite confused. 2 Quote Share this post Link to post
leodoom85 Posted August 1, 2018 @Deadwingyou madman did it :) I'll play this one for sure, just like with Moonblood 1 Quote Share this post Link to post
Deadwing Posted August 1, 2018 (edited) Thanks @leodoom85! :D 39 minutes ago, SiFi270 said: Something very strange happened in map01, but I struggled to recreate it afterward. After taking the teleporter on the right near the start, I fired the super shotgun at an aracnorb while falling from the platform I got the SSG from, and I heard the Icon of Sin death sound, complete with the level ending. I was using the Eternity Engine and vsmooth, which should only affect the weapons. When trying to recreate this the aracnorbs died normally, and when I looked at the full map with sprites in GZDoom I couldn't see a Romero head anywhere, so I'm quite confused. hmmm weird. It might be something related to dehacked. There's no romero's head in this wad, although one of the new enemies shares his scream >.< I also haven't tested in Eternity Engine, so it could've been something related to it (instead of the mod). Let me know if it happens again Edited August 1, 2018 by Deadwing 0 Quote Share this post Link to post
Catpho Posted August 1, 2018 (edited) so many wads to play Congrats and stuff! Edited August 1, 2018 by Catpho 2 Quote Share this post Link to post
SGS Man Posted August 1, 2018 Looks pretty great! Congratulations on the release! Moonblood was a dang good map-set and I can't wait to try this one out... 1 Quote Share this post Link to post
riderr3 Posted August 1, 2018 Nice as always! Now IF I have time to play this later. Added to play-list. 1 Quote Share this post Link to post
Swalzi Posted August 1, 2018 There's seems to be a problem with the wad archives, both current and older releases. I can't open them in either WinRAR or 7-Zip. The warning in WinRAR reads that the archives are either damaged or an unknown format. This problem might be specific to me, but I'll come back to it later. Congrats on the release! I liked Moonblood and I'm looking to forward to playing this. 1 Quote Share this post Link to post
Deadwing Posted August 1, 2018 3 minutes ago, Swalzi said: There's seems to be a problem with the wad archives, both current and older releases. I can't open them in either WinRAR or 7-Zip. The warning in WinRAR reads that the archives are either damaged or an unknown format. This problem might be specific to me, but I'll come back to it later. Congrats on the release! I liked Moonblood and I'm looking to forward to playing this. Ugh, that's weird >.< I added an unziped versions of both files: Wad: http://www.mediafire.com/file/lktggybe008hef2/exomoon-1.5.wad Mp3 Pack: http://www.mediafire.com/file/vd99dxe7sjdnyzs/exomoon-mp3.wad Both have larger sizes but hopefully it will work fine 1 Quote Share this post Link to post
Misty Posted August 1, 2018 6 hours ago, Deadwing said: - You can download the sountrack here: You can download the sountrack here: This line should be fixed in description, unless it was intentional ;) 1 Quote Share this post Link to post
Deadwing Posted August 1, 2018 (edited) 17 minutes ago, Myst.Haruko said: This line should be fixed in description, unless it was intentional ;) lol thanks, It's fixed :P Edited August 1, 2018 by Deadwing 1 Quote Share this post Link to post
GarrettChan Posted August 1, 2018 Congrats on the release. I haven't read the whole info before playing the first map. I feel the difficulty exactly between Plutonia and Valiant. Then I found out you said it ;P I'm not a big fan of custom monsters, but I really like the atmosphere, so I'll definitely continue playing the whole set. Thanks for the effort. I'll put more stuff here as I'm playing through the set. 2 Quote Share this post Link to post
Deadwing Posted August 1, 2018 30 minutes ago, GarrettChan said: Congrats on the release. I haven't read the whole info before playing the first map. I feel the difficulty exactly between Plutonia and Valiant. Then I found out you said it ;P I'm not a big fan of custom monsters, but I really like the atmosphere, so I'll definitely continue playing the whole set. Thanks for the effort. I'll put more stuff here as I'm playing through the set. Thanks a lot! Most of monsters replacements are just slighty status changes (usually less hp) from the original besteriary, with the exception of bosses and one replacement which appears later on. Hopefully they won't distract from being a Doom experience, though! 1 Quote Share this post Link to post
rehelekretep Posted August 1, 2018 this is an awesome wad and everyone should download it :3 1 Quote Share this post Link to post
Jayman Posted August 1, 2018 (edited) Looks awesome! Before I started playing, I noticed some flaws with the included text file (they're all nit picks). Quote Advanced engine needed : PrBoom -cl 11 I know what you mean by "-cl 11", but someone new to the Doom modding scene wouldn't. I would recommend changing it to "-complevel 11", or just "CL11" to make it clear that "-cl" is not a valid command line parameter. Quote Title : Exommon Should be "Exomoon". Quote It has been tested on zdoom 2.8 and prboom 2.5.1.3. For consistency, you should change "zdoom" to "ZDoom", and "prboom" to "PrBoom". It should also be noted that the final version of PrBoom was 2.5.0. I believe that you were referring to PrBoom+ (which does have a version 2.5.1.3). Quote As an emergencial measure, the "emergencial" should just be "emergency". Quote Tested With : ZDoom 2.80, PrBoom-2.5.1.3 Two issues here. The first one I mentioned before, PrBoom should be PrBoom+. The second is a formatting inconsistency. You use a space to separate ZDoom from its version number, but then use a hyphen to separate PrBoom from its version number. I recommend replacing the hyphen with a space, but, no matter how you do it, the most important part is that you stay consistent. Quote Authors (MAY/may NOT) use the contents of this file as a base for Pick one. Edited August 1, 2018 by Jayman 2 Quote Share this post Link to post
Deadwing Posted August 1, 2018 Thanks a lot, @Jayman! I'll fix that! I hope you enjoy the wad! 0 Quote Share this post Link to post
GarrettChan Posted August 1, 2018 @DeadwingAs far as I'm not speedrunning maps, custom monsters should not be that bad. Finished the first 2 maps. This WAD triggers my "ruins fetish", so I must play this! Overall, the difficulty is very enjoyable to me with some spicy situations. For example, the starting area and the Red Skull trap of Map02. I really enjoy the scenes and like to wander around in the ruins while I'm playing. General: - The Arachnorbs has like 300 HP? It's pretty dangerous overall since you can't kill it with one full SSG blast or one rocket and they have different HP from Valiant, I think. - I feel the Lost Soul got swag and the sprite moves left and right frequently. I don't feel they do this in the original sprite, or I'm just imagining things? Map01: - It seems one of the secret can't be accessed if you take the "wrong" teleporter at the beginning? Map02: - Intermission title capitalization (Oh god... seeing the post above, I feel bad to point out this.) - I think the exit can be more obvious. I'm imaging maybe someone didn't go into where the Imp stands and wasted like 30 minutes ;P 1 Quote Share this post Link to post
Deadwing Posted August 1, 2018 (edited) 30 minutes ago, GarrettChan said: @DeadwingAs far as I'm not speedrunning maps, custom monsters should not be that bad. Finished the first 2 maps. This WAD triggers my "ruins fetish", so I must play this! Overall, the difficulty is very enjoyable to me with some spicy situations. For example, the starting area and the Red Skull trap of Map02. I really enjoy the scenes and like to wander around in the ruins while I'm playing. General: - The Arachnorbs has like 300 HP? It's pretty dangerous overall since you can't kill it with one full SSG blast or one rocket and they have different HP from Valiant, I think. - I feel the Lost Soul got swag and the sprite moves left and right frequently. I don't feel they do this in the original sprite, or I'm just imagining things? Map01: - It seems one of the secret can't be accessed if you take the "wrong" teleporter at the beginning? Map02: - Intermission title capitalization (Oh god... seeing the post above, I feel bad to point out this.) - I think the exit can be more obvious. I'm imaging maybe someone didn't go into where the Imp stands and wasted like 30 minutes ;P Glad to know you've enjoyed so far! :D The arachnorbs have 250 HP. They actually are just a replacement for the Cacodemon, with less HP and faster firing projectile. As for the Lost Soul, I do know what you're saying, although I've thought the original was like this too. I'll take a look and see what's happening haha. In Map01, you can access both secrets from any moment in the level. You can access the initial area by accessing one of the closets in the fight where you get the key (I guess it's blue key). About map 02, you say being more obvious the entrance to the exit? Edited August 1, 2018 by Deadwing 1 Quote Share this post Link to post
galileo31dos01 Posted August 2, 2018 1 hour ago, Deadwing said: They actually are just a replacement for the Cacodemon 1 hour ago, Deadwing said: ...replacement for the Cacodemon 1 hour ago, Deadwing said: = No cacodemons *cries in spanish* Anyways, congrats on the release! Will give it a quick try and play seriously anytime soon, where "soon" means "whenever I get over the absence of cacos". (: 2 Quote Share this post Link to post
galileo31dos01 Posted August 2, 2018 Double post yay! Loved it, well the first map, on SP aka UV after a couple deaths, glorious shotgunners are back! Seems like difficulty is going to be relatively high, considering the monster placement is up to optimal conditions (what I mean is they all hurt as hell). Second map wrecked me, after running away from everything without control, still caught all the hitscan and manc's fireballs, that's where I stopped because this was just testing. I noticed the hud looks a bit different from what I sent you, did you make any changes to the playpal? Also, lost souls do act very weird like Garrett said above. 1 Quote Share this post Link to post
Memfis Posted August 2, 2018 (edited) Seems awesome so far even though no cacos is very sad. The flow is phenomenal: I can just run around without thinking much and keep finding new monsters and ammo, never getting too confused and always eventually returning to the old locations in natural ways. It just feels very good to progress through these maps because everything is so organic and it simply works. I think Map03 had some inconsistent nukage (only sometimes damaging), didn't notice any problems otherwise. Also the music is fantastic, very funky and motivating. Here is a few demos, I'll probably record more later: exomoon-15_01-03_mem_FDA.zip Edited August 2, 2018 by Memfis 1 Quote Share this post Link to post
Deadwing Posted August 2, 2018 (edited) 1 hour ago, galileo31dos01 said: *cries in spanish* Anyways, congrats on the release! Will give it a quick try and play seriously anytime soon, where "soon" means "whenever I get over the absence of cacos". (: Initially I just wanted to select some different Cacodemon skin, but then I've found that the arachnob would do the same and not just be some cacodemon with different color D: Sorry for their absence! haha 52 minutes ago, galileo31dos01 said: Double post yay! Loved it, well the first map, on SP aka UV after a couple deaths, glorious shotgunners are back! Seems like difficulty is going to be relatively high, considering the monster placement is up to optimal conditions (what I mean is they all hurt as hell). Second map wrecked me, after running away from everything without control, still caught all the hitscan and manc's fireballs, that's where I stopped because this was just testing. I noticed the hud looks a bit different from what I sent you, did you make any changes to the playpal? Also, lost souls do act very weird like Garrett said above. Nice! The statusbar is the same as the original, I haven't changed it :D (I've imported it from XWE, so this might explain a bit? I'll investigate a bit) I'll also look into the lost soul behavior! 18 minutes ago, Memfis said: Seems awesome so far even though no cacos is very sad. The flow is phenomenal: I can just run around without thinking much and keep finding new monsters and ammo, never getting too confused and always eventually returning to the old locations in natural ways. It just feels very good to progress through these maps because everything is so organic and it simply works. I think Map03 had some inconsistent nukage (only sometimes damaging), didn't notice any problems otherwise. Also the music is fantastic, very funky and motivating. Here is a few demos, I'll probably record more later: exomoon-15_01-03_mem_FDA.zip Awesome! Glad to know things are working well! There is indeed a pool of nukage that isn't dealing damage in map 3 >.< I'll fix it! Thanks a lot for the demos, Memfis! Edited August 2, 2018 by Deadwing 1 Quote Share this post Link to post
Salt-Man Z Posted August 2, 2018 Holy crap, it's like The Summer Of The Frickin' Megawad or something. Congrats on the release, my dude! Lemme add it to the list... 2 Quote Share this post Link to post
Swalzi Posted August 4, 2018 On 8/1/2018 at 9:18 AM, Deadwing said: unzipped versions Thanks for providing this! I still couldn't get the v1.5 RAR archive to open but I think I'm the only one in the thread affected by this. Maybe I need to find another archive opening program. I've been having a blast with this megawad on UV Difficulty! I just finished map10 and it's probably my favorite map so far along with the soundtrack. It blends so well with the pacing of the map. Fast paced mapset with a plentiful amount of ammunition. I highly recommend this megawad for anyone who likes run and gun combat. Great OST too! 1 Quote Share this post Link to post
Deadwing Posted August 4, 2018 5 hours ago, Swalzi said: Thanks for providing this! I still couldn't get the v1.5 RAR archive to open but I think I'm the only one in the thread affected by this. Maybe I need to find another archive opening program. I've been having a blast with this megawad on UV Difficulty! I just finished map10 and it's probably my favorite map so far along with the soundtrack. It blends so well with the pacing of the map. Fast paced mapset with a plentiful amount of ammunition. I highly recommend this megawad for anyone who likes run and gun combat. Great OST too! Awesome! I'm glad you're enjoying the levels (also the songs too) so far! I hope you also enjoy the second half of this! On 8/2/2018 at 2:34 AM, Salt-Man Z said: Holy crap, it's like The Summer Of The Frickin' Megawad or something. Congrats on the release, my dude! Lemme add it to the list... Yeah, maybe I should have waited more before releasing this =x Some people probably won't play this or other material due to so many good stuff released lately... 0 Quote Share this post Link to post
Deadwing Posted August 4, 2018 Here's a hotfix for the stuff you guys have pointed out: - Fixed Statusbar colors (thanks @galileo31dos01 for pointing that, it looks a lot better now!) - Fixed Lost Soul weird behavior - Several text file fixes pointed out by Jayman and myst.haruko - Map 1: Trap will always be triggered when getting the key. - Map 3: Added sounblock in the lift to the blue key area. - Map 3: Added cheese-proof line in the arachnotron setpiece in the north area. - Map 3: Fixed non-damaging nukage. - Map 4: Fixed doortrack texture in the doors of the first building (also door-ceiling textures) RAR: http://www.mediafire.com/file/7yarmcn1sj4klf0/exomoon-1.5.1.rar/file Wad (in case the rar doesn't works): http://www.mediafire.com/file/g71uxpc49652gz7/exomoon-1.5.1.wad/file 2 Quote Share this post Link to post
gaspe Posted August 4, 2018 Fdas for the first 13 maps, recorded with the first version : exomoon_gaspe_fdas_1.zip For MAP11 isn't a real fda until the YK ambush, I quitted rather early the first time but I wanted to give another try. Glad to see someone else giving some love to Mano Laikas, some stuff look really inspired by it. I like the setting of the maps and good job for the custom music. I have some mixed feelings on the maps, I took me a while to get accustomed to the chaotic parts but in the end they are enjoyable. I don't like that often there are sniping monsters very far, especially hitscanner that can hit you; and I loathed the parts with the cyberdemons (MAP07, MAP10 BK area, MAP11 finale). The custom monsters were nice, the arachnorb is more sneaky than the cacodemon. The wobbling lost souls are very funny I would keep them in that way, I noticed that they have also less hp since you can kill them with 1 SG shot but it isn't very reliable, maybe you can lower the health a bit more. A few times I saw FLAT20 used on some closet door, it can be replaced with something more fitting and on MAP06 the MIDSPACE texture is used one time but again it doesn't fit with the rest of the scenery. Personally I'm not fan of the arrows on the maps. 1 Quote Share this post Link to post
Deadwing Posted August 4, 2018 Thanks a lot for the feedback and the fdas, @gaspe! I will take a look at them and see what happened regarding snipers or the cyberdemons >.< Thanks for pointing out the misplaced textures! 0 Quote Share this post Link to post
elend Posted August 4, 2018 So, unfortunately I haven't played this yet, but I saw a short video on YouTube. There I noticed the soundtrack and wanted to download that MP3 pack. Yet, I can't open it in winRAR. Did it work for anybody else? I downloaded twice, just to make sure, but to no avail. 0 Quote Share this post Link to post
Deadwing Posted August 4, 2018 32 minutes ago, elend said: So, unfortunately I haven't played this yet, but I saw a short video on YouTube. There I noticed the soundtrack and wanted to download that MP3 pack. Yet, I can't open it in winRAR. Did it work for anybody else? I downloaded twice, just to make sure, but to no avail. Try downloading the unziped version here: http://www.mediafire.com/file/vd99dxe7sjdnyzs/exomoon-mp3.wad 0 Quote Share this post Link to post
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