SuperCupcakeTactics Posted February 1, 2019 (edited) Are you ready? Are you enough of a BADASS to blast through the relentless slaughter of pure CARNAGE and come back just in time for dinner?! On this quest, more than just your mind will be blown away when you enter the realm of MINDBLOOD GENESIS. MINDBLOOD GENESIS is for play with Doom 2 using limit-removing source ports made by various REALLY COOL members of Doomer Boards. Do you have what it takes to become the MBG (Most Badass Guy) of all time? Download this rite of passage and enter... MINDBLOOD GENESIS!! DOWNLOAD IT SUCKERS! MINDBLOOD GENESIS Safari Adventure IDDQD and IDKFA Photo Album: MAPLIST: MAP01: THE MORNING IT STARTED by Big Ol' Billy MAP02: THE DAY THEY CAME by Big Ol' Billy MAP03: THE BLOOD ZONE by SuperCupcakeTactics MAP04: MAGIC CIRCLE by Big Ol' Billy MAP05: METEOR STORM by Xyzzy01 MAP06: SPIRAL INSANA by Big Ol' Billy MAP07: TETHERED HOMUNCULUS by SuperCupcakeTactics MAP08: MINERVA by SuperCupcakeTactics MAP09: -=MBG=- HQ by SuperCupcakeTactics Download link updated with the true final edition. Edited April 4, 2019 by SuperCupcakeTactics Crispy Doom is indeed Crispy 31 Quote Share this post Link to post
Tango Posted February 2, 2019 hell yes, looks stellar. love seeing you guys pump out these mapsets, can't wait for more (after I play this one)! 2 Quote Share this post Link to post
SiFi270 Posted February 2, 2019 (edited) If you're more specific about what issues this has with Crispy Doom, then @fabian may be able to fix it. Is it something like this? Spoiler If you can't see it (which is probably my fault for using pal_plus) it's the armor bonus floating next to a ledge, below the s in "pause". I've seen this issue before in limit removing wads such as Rylayeh and Blood TC. It can be easy to miss because pretty much anything Boom compatible corrects it, so you'd have to be testing on complevel 2 or something similarly faithful to vanilla behavior. Something similar can happen near the start of map02 if you activate one of the three switches before collecting the health bonuses near it, but it's not as much of an issue there because they're still within reach. Also, and I'm not sure if this is due to vanilla behavior or not, but there are some monsters northeast of map03 that have trouble spawning, at least one of which is an arachnotron I can hear whenever I'm in that area. The same is true for some monsters southwest of map05. Edited February 2, 2019 by SiFi270 1 Quote Share this post Link to post
fabian Posted February 2, 2019 (edited) On 2/1/2019 at 7:35 AM, SuperCupcakeTactics said: (except crispy because it's not crispy enough) Thank you for this constructive criticism. Edited February 2, 2019 by fabian typo 2 Quote Share this post Link to post
SuperCupcakeTactics Posted February 2, 2019 (edited) @SiFi270 Thank you for pointing out those errors. They have been fixed now! @fabian Sorry, Crispy Doom is indeed Crispy enough because I have updated my Crispy Doom port! Edited February 2, 2019 by SuperCupcakeTactics 2 Quote Share this post Link to post
fabian Posted February 2, 2019 @SuperCupcakeTactics Never mind, though I still don't know which problems you had with the port and how the update fixed them. :-/ 1 Quote Share this post Link to post
fabian Posted February 2, 2019 3 hours ago, SiFi270 said: If you can't see it (which is probably my fault for using pal_plus) it's the armor bonus floating next to a ledge, below the s in "pause". How is this supposed to be fixed in Boom-compatible ports? Do they move the thing's position on the map away from the ledge or what? 1 Quote Share this post Link to post
SuperCupcakeTactics Posted February 2, 2019 (edited) @fabian It was an issue with the new additional zombieman/shotgunner sprites and it complained about there being duplicates (there are no duplicates in the WAD file) so the game would not start earlier. I added the new rotational sprites from the Doom Alphas/Betas. @Tango Feel free to join in for the mapping sometime :) I trust that all of y'all are enjoying your MINDBLOOD GENESIS Doom adventure! Have fun and stay groovy! Edited February 2, 2019 by SuperCupcakeTactics 3 Quote Share this post Link to post
SiFi270 Posted February 2, 2019 (edited) 1 hour ago, fabian said: How is this supposed to be fixed in Boom-compatible ports? Do they move the thing's position on the map away from the ledge or what? All I really know is that if I came across the issue in Odamex, I could fix it without having to restart anything by going to the compatibility menu and enabling "use Boom actor in sector check" or something along those lines, which appears to have been rephrased as "Boom actor/sector/line checks" in the most recent version. edit: I double checked and it seems I was wrong about it not requiring a restart. Edited February 2, 2019 by SiFi270 1 Quote Share this post Link to post
Mk7_Centipede Posted February 2, 2019 Whoa. I like the tight gameplay in this. Tight on ammo. Interconnected map. fun engagements. Archviles really are from hell. Do we call the look Tech Hell? 3 Quote Share this post Link to post
fabian Posted February 3, 2019 On 2/2/2019 at 4:20 PM, SuperCupcakeTactics said: @fabian It was an issue with the new additional zombieman/shotgunner sprites and it complained about there being duplicates (there are no duplicates in the WAD file) Well, there are the sprites from the IWAD (e.g. sposa4a6, sposa3a7, sposa2a8) and the ones that you added in the PWAD (e.g. sposa6, sposa7, sposa8), so technically speaking there were two sprites assigned to the same frame and the same rotation. However, the engine should handle that more gracefully and already does for some time. 1 Quote Share this post Link to post
SuperCupcakeTactics Posted February 3, 2019 (edited) I've finished tweaking and fixing minor things so now MINDBLOOD GENESIS is polished to an (almost) impeccable sheen! The download has been (secretly) updated for the last time and should now be idgames compatible so let us hope that archaic archival system can handle the unbridled festival of brutality that is MINDBLOOD GENESIS. @Mk7_Centipede Glad you like it! Yes we can call the look Tech Hell... if you don't want to call it Psychedelic Tech Shredder Hell X1.79 that is! There was a good leaning towards making the resource pack more on the gory and twisted side. Although that might be because my first idea for this was originally going to be more horror themed. Ultimately we captured the quintessence of Doom's very essence! @fabian Thank you for explaining the issue; playing with Crispy Doom has been a blast! Edited February 4, 2019 by SuperCupcakeTactics It's possible to get stuck in MAP08 if you're playing with a port that doesn't let you open doors past another activation line. It is still beatable given you don't warp yourself in the box without opening it first. Oh well! 2 Quote Share this post Link to post
Mk7_Centipede Posted February 4, 2019 I like Tech Hell. It sounds like your computer is out of date, so you map for Doom. And its just Tech Hell. 1 Quote Share this post Link to post
Count651 Posted February 6, 2019 (edited) Just binged through all 9 maps in one sitting. Excellent stuff, plenty of challenging but fair combat to be enjoyed in this wad. The maps were very well designed and provided plenty of nonlinear gameplay but were never confusing at any time ( except maybe the red key ordeal on map05 ). The gameplay was definitely the bestpart of the wad for me, the combat was just a non stop frenzy of relentlessly mowing down low/mid tier enemies. I was actually pretty bummed once I reached map09 and realized I had just slaughtered my way through all 9 maps in one go. Really looking forward to more from you guys. I'll probably give this wad a replay sometime soonish and upload a video here. -Also on an added note I really liked the usage of Doom alpha textures! Edited February 6, 2019 by Count651 2 Quote Share this post Link to post
SiFi270 Posted February 6, 2019 For some reason switches that have to be shot in map02 and map05 just don't work sometimes. Whether I shoot them just once or multiple times, it plays the sound and animation to indicate it's been "pressed", but the sector that's supposed to move isn't affected, making the invulnerability or red key unavailable and forcing me to restart the level and just hope it decides to work this time. 1 Quote Share this post Link to post
Bryan T Posted February 7, 2019 I couldn't figure out the red key on map05 so I skipped it. The maps are highly detailed but very odd looking. Overall, it's pretty damn good. 1 Quote Share this post Link to post
SuperCupcakeTactics Posted February 7, 2019 (edited) At long last, the archival of MINDBLOOD GENESIS is here! Groovy! I've fixed the issues with MAP08 but I'm holding off on another update until I am sure everything is perfect. @Count651 Thank you so much for the praise and review! It's very much appreciated and I'd love to see a video! :D @SiFi270 That's a very odd issue you're experiencing. I'm curious what about what port you're using since it could just be that. Everything is working as intended on those maps with the latest version of Crispy Doom of which I trust is a good standard for compatibility. @Bryan T Thank you :) Spoiler It's possible to break the sequence for the red skull key puzzle in MAP05 (fidgeting with linedefs out of order) and I am totally fine with that. Spoiler Upon entering the red scepter's temple, the answer reveals itself from the outside. MINDBLOOD GENESIS is finally finalized for really reals. Edited April 4, 2019 by SuperCupcakeTactics 2 Quote Share this post Link to post
SiFi270 Posted February 7, 2019 It was happening both when I played the first version you uploaded with PrBoom+ at complevel 2, and when I played the next version in Crispy Doom. I have yet to try the idgames version, though. 0 Quote Share this post Link to post
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