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Ozonia Boom Megawad - on /idgames!


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3 minutes ago, princetontiger said:

I saw a new monster on map01... what's it called? Some flying thing.

 

Hierophant, the other one is called Hellion :D

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2 hours ago, Deadwing said:

If it's only a weapon mod it shouldn't bring any problems, if it changes monsters, however, you need to be aware of the two new folks in Ozonia that replaces commander keen and Icon of sin. Otherwhise, I think it should work well!

I have mixed feelings about custom monsters in general (e.g. I cannot stand STRAIN because of them), but the encounters with the Hierophants in MAP01 were fine. Hopefully, the Hellion turns out to be alright as well!

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Oh yeah, and nice to see the Mother Demon make an appearance at the very end of MAP01.

 

I hope not every map is going to end this way, though!

Edited by Rudolph

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15 hours ago, Deadwing said:

Mappers

@Deadwing

@Lorenz0 (map 09 - Subterrâneo II)

@riderr3 (map 17 - Citadela II)

@antares031 (map 32 - Penitência)

@A2Rob (map 28 - Solidão)

Interesting that the guest maps all have portuguese names, I assume you picked them yourself?

 

Anyway, looking forward to finally get my hands on this :)

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Just finished this not too long ago, excellent work all around!  The more modestly-sized maps were easy to digest but it did ramp up enough in some maps (32, 29) to offset it and the music by Deadwing was great as usual.  I'm definitely gonna be picking up that soundtrack now.  Thanks for making this, it was a real treat. :)

 

I did notice a few minor/strange issues that I'll share in the spoilers.

 

Spoiler

VODs of the playthrough are here:

 

https://www.twitch.tv/videos/1241451812 - maps 01-17 (and 31-32)

https://www.twitch.tv/videos/1241820287 - maps 18-30

 

This was played in DSDA-Doom ver. 0.21.3.  Issues I noticed:

 

map03 - somehow I managed to break the lift that raises up to the exit (happens at around 18:30 in the first vod)

map07 - I fell behind some of the rocks seen in the screenshot below and got stuck:

 

doom00.png.3a1b5a20e4fbede0b62d534c4e41c840.png

 

map07 - the spider trigger to get to the key has the usual bug where it's possible for it to go off more than once if more than one of them are the last ones to get killed and do so simultaneously, which can make the key inaccessible without cheating if it happens.

map19 - somehow I just died spontaneously and I have no idea what caused it, almost as if a voodoo doll was killed off screen somewhere (see around 12:10 in the second vod)

map30 - I managed to get telefragged by the barrels at the end somehow (around 1:58:10 in the second vod)

 

Edited by Vile

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That's what I call a xmas present, congrats on the release! I can't wait to try it out

Edited by Noiser

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The screenshots look really nice. Also "Eviternity level" difficulty is pretty much my sweet spot, so that is also a bonus :)

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Speaking of difficulty, I am not sure I understand: they are named after different megawads, but how do they alter the game's difficulty? Is "Doom" supposed to be the easiest, even though Thy Flesh Consumed is infamous for its difficulty spikes?

Edited by Rudolph

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1 hour ago, Rudolph said:

Speaking of difficulty, I am not sure I understand: they are named after different megawads, but how do they alter the game's difficulty?

 

Yes, they are named after megawads. The names are likely to be indication of how each difficulty level feels like (like 1st difficult would feel as hard as Doom 1 on UV, 2nd difficult would feel as hard as Doom 2 on UV, 3rd as Plutonia on UV and 4th as hard as Eviternity on UV.

 

1 hour ago, Rudolph said:

Is "Doom" supposed to be the easiest, even though Thy Flesh Consumed is infamous for its difficulty spikes?

 

Probably, it is meant to be compared to the first 3 episodes of Doom. The first difficulty is named "Doom" not "Ultimate Doom" :p

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I have just replayed MAP01 on "Doom" difficulty and it does not feel too different from "Eviternity", the biggest difference being the absence of the Cyberdemon guarding the Megasphere in one of the secret areas. Even then, the level feels closer to Plutonia in terms of difficulty because of the Arachnotron welcoming committee, the Chaingunner ambush in the Plasma Rifle secret room and the two Hierophants guarding the exit; it is very manageable, do not get me wrong, but I do not remember this level of challenge in pre-Ultimate Doom maps.

 

I guess what I am trying to say here is that the difficulty setting names might mislead some people into assuming "Doom" to only feature Doom 1 monsters and "Doom II" to take its sweet time to introduce higher-tier monsters.

Edited by Rudolph

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Thanks a lot, @Noiser and @koren! :D

 

17 hours ago, Firedust said:

I'm on to the second episode, and it looks stunning! So many memorable locales!

 

 

 

Awesome, I'm glad you're enjoying it :D (and that the wad is varied enough! haha)

 

2 hours ago, Rudolph said:

Speaking of difficulty, I am not sure I understand: they are named after different megawads, but how do they alter the game's difficulty? Is "Doom" supposed to be the easiest, even though Thy Flesh Consumed is infamous for its difficulty spikes?

 

Kinda... Like @ReaperAA said, it's more kinda a referencial thing instead of literally. Even on Doom difficulty some later level will not be as easy as expected, IMO, so the 4th episode is not going to be that out of place :D But since this is a Doom 2 wad and it features new enemies, you're expected to face some opposition.

 

14 hours ago, Vile said:

Just finished this not too long ago, excellent work all around!  The more modestly-sized maps were easy to digest but it did ramp up enough in some maps (32, 29) to offset it and the music by Deadwing was great as usual.  I'm definitely gonna be picking up that soundtrack now.  Thanks for making this, it was a real treat. :)

 

I did notice a few minor/strange issues that I'll share in the spoilers.

 

  Reveal hidden contents

VODs of the playthrough are here:

 

https://www.twitch.tv/videos/1241451812 - maps 01-17 (and 31-32)

https://www.twitch.tv/videos/1241820287 - maps 18-30

 

This was played in DSDA-Doom ver. 0.21.3.  Issues I noticed:

 

map03 - somehow I managed to break the lift that raises up to the exit (happens at around 18:30 in the first vod)

map07 - I fell behind some of the rocks seen in the screenshot below and got stuck:

 

doom00.png.3a1b5a20e4fbede0b62d534c4e41c840.png

 

map07 - the spider trigger to get to the key has the usual bug where it's possible for it to go off more than once if more than one of them are the last ones to get killed and do so simultaneously, which can make the key inaccessible without cheating if it happens.

map19 - somehow I just died spontaneously and I have no idea what caused it, almost as if a voodoo doll was killed off screen somewhere (see around 12:10 in the second vod)

map30 - I managed to get telefragged by the barrels at the end somehow (around 1:58:10 in the second vod)

 

 

Awesome, Vile!

I just finished watching map 31 and you're mowing these levels like nothing! haha

Fantastic performance! About the bugs, I wasn't expecting the map 7 one >.< I think I'll turn that platform as a lift so players won't get stuck lmao

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20 hours ago, Andromeda said:

Interesting that the guest maps all have portuguese names, I assume you picked them yourself?

 

Anyway, looking forward to finally get my hands on this :)

Interesting!

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20 hours ago, Andromeda said:

Interesting that the guest maps all have portuguese names, I assume you picked them yourself?

 

Anyway, looking forward to finally get my hands on this :)

 

Aah, Citadela and Subterrâneo was picked by myself, but Solidão and Penitência were A2Rob's and antares choice!

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29 minutes ago, Firedust said:

What is the correct story timeline for your works? Moonblood => Exomoon => Ozonia?

 

Exomoon => Moonblood => Ozonia was my original plan, so far :D

 

3 minutes ago, princetontiger said:

I can't figure any of the secrets on MAP02 for E1... any help?

 

Both are a bit cryptic ones >.<

Some hints:

 



- 1: you need to access the underground area with a trapped imp and one of these big  computer message. The glowing lift in that area will give a hint of where to access that area.

 

- 2: There's a hidden switch in the acid pool that will lead you to the secret area

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Are the Hierophants supposed to use A_Punch? I haven't checked in GZDoom but in Eternity and dsda-doom this results in nothing happening.

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Enjoyed this a good bit. Good themes and ideas. Soundtrack was fantastic.

 

One major problem is the Flying Mancubi's melee attack is completely broken and doesn't work because it's calling the player's melee function.

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There appears to be some kind of (nodebuilding?) error in map 21. In the area with the key, where a chaingunner and two revs rise from the ground, if either revenant walks towards the left of the square, it'll fall down through the floor. Playing in ZDoom on UV.

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16 minutes ago, Firedust said:

There appears to be some kind of (nodebuilding?) error in map 21. In the area with the key, where a chaingunner and two revs rise from the ground, if either revenant walks towards the left of the square, it'll fall down through the floor. Playing in ZDoom on UV.

 

There's probably something related to nodebuilder indeed >.< I'll try to reproduce it (these kind of bugs are tricky, afaik) and hopefully get it fixed.

 

Thanks a lot for reporting!

 

4 hours ago, Tarnsman said:

Enjoyed this a good bit. Good themes and ideas. Soundtrack was fantastic.

 

One major problem is the Flying Mancubi's melee attack is completely broken and doesn't work because it's calling the player's melee function.

 

I'm glad you've enjoyed it!

I'll fix the Hierophant melee's attack >.<

 

4 hours ago, Altazimuth said:

Are the Hierophants supposed to use A_Punch? I haven't checked in GZDoom but in Eternity and dsda-doom this results in nothing happening.

 

If I'm not mistaken, the punch somehow worked in gzdoom, or (probably) I messed up with his attack in dehacked >.<

I'll fix it and replace for a scratch haha

 

11 hours ago, Firedust said:

Why is there a map called Mecanismo II when there's no Mecanismo I? ;)

 

Ohh, it shouldn't have a "mecanismo II" map name anymore lol but there was indeed a Mecanismo 1 map, a short one, before it got replaced by A2Rob's map. I might use that map in a future project along with another scrapped one too!

 

Edited by Deadwing

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I'm having a lot of fun, I'm on map 25 for now. Great design, music and atmosphere. I also love the challenging but not frustrating gameplay with a low number of enemies. 10/10 Thanks Deadwing!

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I had a great time with this set of levels! They looked really good and played even better. In particular I really liked the way map16 worked with the different floors and the floating islands of map29. The two new enemies are appropriately unpredictable and dangerous both individually or as part of a bigger mob. The Hellions in particular can be lethal if they get too close and start warping around after a missed SSG shot. I don't think I ever felt comfortable with any of the fights where a swarm was released or when a couple were still right in the middle of a larger blob of revenants or other mid tiers because of their really excellent ability to ruin crowdshaping/space management in an instant.

 

It's interesting that the Hierophants were supposed to have a melee attack, I wonder if that makes the big hordes of them in map29 easier or tricker to deal with. Will definitely have to give this another go when the final version has come out.

 

Here's a set of demos I recorded over the last couple of days. The levels were the perfect length to dip in and out of around all the chaos of christmas, as time permitted:

https://cyberdemon.co.uk/stuff/ozonia2.29rc1-fdas-koren.zip

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Just finished whole wad.

I like wads with low enemy count, 50-100 is the best for me. :)  Nice work, enjoyed most of the maps (not the biggeest fan of few last maps in episode 3 ;) ~200 and more enemies. But it was end of story so it should be bigger and harder. 

Nice soundtrack, i also liked new monsters.

No to long ago i finished Moonblood, now this. Its time for me to finish Exomoon.

Thanks for your work.

 

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Great work, I've been loving the maps I've played so far. Here's a small issue I noticed, a slime trail in MAP06 in the room behind the blue door (using dsda-doom v0.22.4 software renderer, in case it matters):

Spoiler

doom00.png.567ebf3d25dcbb9b8ab4022d98db1ce0.png

 

Edited by Shepardus

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