Plusw Posted November 13, 2018 (edited) I'VE HAD THESE EYES AS LONG AS I CAN REMEMBER IT HURTS IT HURTS TO OPEN THEM EVERY NIGHT UPDATE: RC2 Spoiler -Fixed health balancing in map07 -Fixed key issue in map03 -Added icon of sin fight to the end of map08 -Fixed issue making some maps unbeatable occasionally UPDATE: 1.0 Spoiler -Minor balance fixes -Minor texture fixes UNWELCOME: Episode 1 Maps: 8 Format: Complevel-11 Tested in: PRBoom+, Zandronum Features: -Fully original soundtrack -Custom Pallete -Unique Progression gimmicks -Custom textures, some original -DEHACKED patch for custom intermission text Creidts: -Skys: http://www.custommapmakers.org/skyboxes.php -Falls textures: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4 -Foliage: https://www.doomworld.com/idgames/levels/doom2/s-u/skyewood DOWNLOAD Edited November 25, 2018 by Plusw 28 Quote Share this post Link to post
Ribbiks Posted November 13, 2018 Yeah this is fantastic. Refreshingly distanced from modern fast-food doom, while keeping a foot in the water wrt intuitive spidery layouts and marquee encounter setups. I like the midi, an interesting mix of ambient/idm-ish and cheesy pop/rock, rather unique. Some fly-by comments: m01: no comment, as I played this one previously m02: a classic gimmick, if it worked in zelda it can work in doom ;D. I wish there were more puzzles centered around it actually m03: I swear I've played this before but I can't recall where. the lift puzzle is another classic. possible bugs: your TLITE texture is a bit off grid, and you can grab the keys without raising its opposite. m04: rather brutal. I like unapologetic chaingunner turrets. the last area here was the first time I kinda didn't like how washed-out and dark the palette is. I guess the point here was that it's super dark and you can't see certain enemies, but I didn't find that particularly fun and kinda threw my run away at that point. m05: I like the amount of environmental detail that exists just because "why would it not?", nooks and crannies that don't serve progression purposes but bolster the feeling that you're moving around an established world of some sort. The repeatable bar lowering section can be cheesed if you activate fights sequentially (see demo) m06: hey it's a sandbox! a rather nice scatter-gather progression. I like how once you find most of the #s you can deduce the last couple without having to exhaustively explore everything. great map. m07: hurray symmetrical slaughter arenas. resource allocation seemed weird on this one. you get hella plasma before picking up any weapons for it, and all the health is front-loaded? Towards the last couple of sections I had a glut of ammo but damn near no health ;D m08: weird map. kinda spammy, really easy, tons of surplus resources (though I left the map with just over half the enemies killed so it's possible I missed lots of stuff). The main building looks pretty cool though. I find it funny how you give the player the option to immediately waste 18 shells by picking up the opening ammo all at once. here are some demos (fdas + fdas w/ saves in the latter maps): unwelcome_fda_rbk.zip 5 Quote Share this post Link to post
Plusw Posted November 14, 2018 Thank you for the demos and feedback! I'm glad you enjoyed it. Health and ammo balancing is likely to change in the final release. (Also, I posted map03 as a speedmap independently from UNWELCOME but later decided to use it. So you quite possibly did play it before.) 0 Quote Share this post Link to post
Not Jabba Posted November 15, 2018 (edited) Hey, this is really cool so far. The one issue I ran into is a fairly big one: the lines that trigger the exit in map 01 (the ones around the outside of the eyeball icon on the ground) are marked as Walk Over Once instead of Walk Over Repeatable, so I had already triggered all of them and wasn't able to exit. Edit: Looks like map 07 has the same issue, though luckily I found a line I hadn't walked over yet. You may want to check them in all maps. Edited November 15, 2018 by Not Jabba 5 Quote Share this post Link to post
Plusw Posted November 15, 2018 Damn. I was aware of this issue and thought I fixed all instances of it. Definitely getting fixed for the final release. thank you! 1 Quote Share this post Link to post
Plusw Posted November 18, 2018 Updated to RC2. Fixed a few issues mentioned in the thread. Hopefully this will be the final release version. 2 Quote Share this post Link to post
Deadwing Posted November 18, 2018 This is awesome! I've played four maps so far, and loved the atmosphere! Hopefully I'll have everything recorded later today or tomorrow! 0 Quote Share this post Link to post
Plusw Posted November 19, 2018 Thank you! Fixed for final release. 0 Quote Share this post Link to post
Plusw Posted November 25, 2018 Was busy around thanksgiving but finally got a chance to make the final adjustments and put out a 1.0 release! Thank you for all of your feedback, it was a fun journey creating this and I hope to do an episode 2 someday soon. 3 Quote Share this post Link to post
Sokoro Posted January 23, 2019 It is good mapset with original puzzles and feel. Thanks for making it, the difficulty was just my cup of tea. It was cool to see some mapset which explores lore behind fireblu texture :-) 1 Quote Share this post Link to post
Terminus Posted January 28, 2019 A fantastic mapset with the kind of gameplay you don't see every day. The color theme is A+ and I loved the gimmicks. Don't think there was a single map that stuck out as annoying. Great job! Gave it a signal boost on my Twitter page :) 2 Quote Share this post Link to post
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