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DOOM 404 - complevel 2 megawad - now on idgames!


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Played up to part-way through Map16.  Lots of deaths in this episode 2 stretch so far.

noisy_doom404_10to16.zip

 

These are getting tough.  The challenge is welcome, but I might wanna lower my difficulty settings soon.

Edited by NoisyVelvet
weird grammar

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5 hours ago, Capellan said:

What version of the wad did you use for these 10-16 runs?  I'd like to check them out but I fear the desync :)

Not sure. this one: doom404_noisyOc21st.zip (reupload; I downloaded it on the 21st) (edit: i think it's datemarked Oct 16th)

wrt my fdas, view at your own discretion of course.  I often upload for the sake of it.  Some people say they appreciate them, others maybe not so much.  Enjoy!

Edited by NoisyVelvet

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On 10/28/2018 at 9:31 AM, Caleb13 said:

I played the latest version in Gzdoom 3.5.1 and I think the boss fight in MAP29 is broken. I'm supposed to shoot the red pentagrams and then flip switches in the small BFG corridor, which should raise the lifts (sectors 46 and 83) higher, right? Well, it doesn't work, the lifts always stay at the original level. Moreover, if I shoot the highest pentagrams (linedefs 95 or 127) with mouse aiming, Romero's head stays immune to rocket and hitscan fire. He is only vulnerable to BFG fire from one certain angle. Enabling strict Doom compatibility in Gzdoom doesn't help.

 

 

I'm a bit confused by some of the discussion relating to MAP29. The post quoted above, and also one in the Megawad Club thread, appear to suggest that the player can destroy the spawner with the BFG. I've tried attacking the central spawning structure with a BFG, but without success, and I've also idclipped inside it and found no sign of a Romero head. The only way I've succeeded in ending the level is by shooting one of the pentagrams from the platform at its maximum height, then going down the exit tunnel and pressing the switch at the end, which presumably detonates some kind of bomb to kill the spawner.

 

By the way, I used a fairly early version of the wad (downloaded on 27 September), and encountered none of the issues which have been mentioned in relation to this map.

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@Summer Deep I changed maps 29 and 30 a little while back.  The video rdwpa posted in the Megawad Club uses the new version.  Or you can re-download it from the OP in this thread to see the new version..

 

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Amazing stuff! It's the wad I wanted to play and I didn't know haha
I've played only the first 15 maps since the later ones still don't have new music. But overall it has been a really good experience so far, some really nice setups and solid concepts in the maps, with a strong Iwadish feeling. My favorite maps so far are map 11, 14 and 3. 10 was a nice gimmick one haha

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The link in the OP has been updated to what I am officially calling "Release Candidate 2".  There's no new music yet, but hopefully soon.  It's much the same as the version from the start of the week, but with further tweaks to map29.  Mostly this is to move the ending of the map to where you've been looking all along, rather than somewhere new.

 

Please let me know if you run into any issues with any map, but especially map29 :)

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Maps 18 and 27 now have music.  Link in the OP is updated.  Also there's new info that may be of interest if you are a musician - go check it out :)

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I’m almost halfway through this and really enjoying it, although the pistol starts are starting to get pretty tough! Love the low-detail, weird angle, small-but-tough style, and the computer/techie themes are a fun way to tie it all together (feels like a natural continuation of Doom’s historic popularity with hackers and computer geeks).

 

I’m just about to make it to the music-less maps so I’ll keep an ear out. I actually have some unused midis kicking around at the moment...

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Just played the first version on the megawad club, with the mod lithium (a cyberpunk doom, goes good with the theme)

Loved the limit of 33% 66% and 100%(99%?) on the secrets, and nice use of trick and tramps with the spawners.
Also the final map is a blast!

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Both the link here and in the DWWC thread automatically update when I change the wad, so depending on when you actually downloaded it, you may have got a version other than the first one :)  

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  • 2 weeks later...

Every map in the WAD now has at least placeholder music.  Might not be the final tracks for everything, but you won't have to sully your ears with IWAD tunes :)

 

Link in the OP.

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Also, keen to get feedback on the musical selections.  I play with music off, so I'm pretty much guessing what makes a good track for a map :)

 

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  • 2 weeks later...

I plan to upload to idgames this weekend, so you have about 72 hours left to find bugs and tell me what a numpty I've been :)

 

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Doom 404 is now on /newstuff.  I'll update the OP with the 'forever' idgames link once it reaches its final filing place :)

 

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I have created a playlist for UV Max runs of this wad.

 

 

 

I don't know why, but it is very annoying that armor is placed near the end of a map and there is not enough health in most maps. Thus you have to do many things without armor and even no health to replenish.

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  • 2 weeks later...
  • 2 weeks later...

Just gave the wad a partial playthrough before I gave up on it. I really appreciate the minimal level design and the first episode was great. But half way in the gameplay really starts to suffer and just becomes frustrating. Maps generally become a monster spammy slog of door-camping uncreative gameplay in which the only way to survive is to save scum or ignore the majority of monsters and bum rush for the exit. Also it really grinds my gears how nearly every switch you flip or every key you grab summons a truck load of monsters all over the map. Sadly after map 20 I had to stop for my own sake.

Edited by Count651

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Did you try dropping the difficulty?  There's generally roughly a 20% drop in the monster count from UV->HMP and HMP->HNTR (plus sometimes better goodies on lower settings).

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Seconding Cap's suggestion to give it one more try on a lower difficulty setting--there's some fun stuff in the last episode, and I love how the starts/exits become linked across maps to really build up to a big finale. IMHO Doom404 has a well-thought-out, though tough, logic to its gameplay that's worth experiencing all the way through.

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On 12/18/2018 at 1:41 AM, lirui1001 said:

Finished map23 after 300+ tries. Never gonna play this map for a 2nd time.

 

You do know you don't actually need an AV jump for that last secret, right?  That was just showing off or something?

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11 minutes ago, Capellan said:

 

You do know you don't actually need an AV jump for that last secret, right?  That was just showing off or something?

 

Well actually I really didn't know AV jump is not necessary.

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9 minutes ago, lirui1001 said:

 

Well actually I really didn't know AV jump is not necessary.

 

Well for the record, it's not needed.  There's a secret switch that activates the computer panel in that room as an elevator; when it rises again you can jump to the SSG platform.

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