Catpho Posted May 1, 2019 (edited) Tangled vines wind through crumbling limestone, serving as still markers under a misty sky. The stark tranquility belies something fell and horrible... for how long have you clutched the cold grip of your rifle? Lead forward by your own bloodlust and fervor; that lilywhite lilith. Lilywhite Lilith is a 10-map episode for limit-removing ports made by members of Doomer Boards. The set features 9 regular maps, and 1 monsterless progression-stopper. @Jaxxoon R is the overlord to bow to :) /idgames (final) Screenshots: MAPLIST MAP01 | "Awakening" by Scrangus McBrickdad/Jaxxoon R MAP02 | "Gilded Cage" by Scrangus McBrickdad/Jaxxoon R MAP03 | "Frasia Marine" by supercupcaketactics MAP04 | "Forest of Shattering Glass" by Scrangus McBrickdad/Jaxxoon R MAP05 | "Silent Sorrow in Empty Boats" by glenzinho MAP06 | "Five Minutes Afloat" by joe-ilya MAP07 | "Cascade" by Scrangus McBrickdad/Jaxxoon R MAP08 | "Cynthia & Henry" by Big Ol' Billy MAP09 | "Lilith's Last Supper" by Big Ol' Billy MAP010 | "After the Ordeal" by glenzinho Previous projects: Spoiler -Monuments of Mars -Circle of Caina SP -Forest Swords -Xenomorph Base -Coffin Curse -Vicarious Reality -The Merry Christmassy Doom Project -MINDBLOOD GENESIS -Legend of the Hidden Tech -Earth Ends Previous downloads: Spoiler -V1 Edited September 12, 2019 by Catpho 51 Quote Share this post Link to post
Roofi Posted May 1, 2019 Interesting theme . I really like the second screen. 2 Quote Share this post Link to post
SOSU Posted May 2, 2019 (edited) Geez DB makes these wads faster than i can play them :O Edited May 2, 2019 by SOSU 6 Quote Share this post Link to post
Tango Posted May 2, 2019 theme looks cool as hell. as SOSU said, these are seriously coming out faster than I can play them. such quality and variety and speed! seems a shame that these sets aren't getting more attention, as they seem consistently fantastic 5 Quote Share this post Link to post
Misty Posted May 2, 2019 Third shot contains misaligned rock, I hope this was fixed already. 3 Quote Share this post Link to post
franckFRAG Posted May 2, 2019 Refreshing theme, this atmosphere makes me want to visit these maps. 3 Quote Share this post Link to post
Big Ol Billy Posted May 2, 2019 Excited to have this out, I’m inordinately proud of my contributions this time around, although the whole team really came through. Most importantly, we’ve got a lot of subtle and not-so-subtle references to Peter Gabriel-era Genesis for all the 70s prog fans out there (I know y’all exist on DW). If you’re so inclined, get ready to spot the references, which go a whole lot deeper than the title alone! 7 Quote Share this post Link to post
grrfield Posted May 2, 2019 (edited) Hm, it is limit removing, but i cannot run it with Zandronum. Do I miss something? error goes like: Script error, "DBP11v1.wad:GLDEFS" line 9: Unknown tag: attenuate Ignorant about what it all means, and truly bad at playing doom itsel, but eager to try this one out :) Edited May 2, 2019 by grrfield 1 Quote Share this post Link to post
SuperCupcakeTactics Posted May 2, 2019 (edited) @grrfield It's limit removing but there are extra things in the WAD for ZDoom based ports. Edited May 2, 2019 by SuperCupcakeTactics 0 Quote Share this post Link to post
Big Ol Billy Posted May 2, 2019 @grrfield maybe try deleting the GLDEFS lumps. Even if you delete all the ZDoom-related stuff, you should still have a fully functional limit-removing wad. (At least it works for me in EE -vanilla. But maybe try just taking out the GLDEFS first.) 1 Quote Share this post Link to post
Bucket Posted May 3, 2019 Will there be a chamber of 32 doors? A tomb 3 miles underground? Apartments with 4-foot ceilings? A home by the sea? 3 Quote Share this post Link to post
grrfield Posted May 3, 2019 7 hours ago, Big Ol Billy said: @grrfield maybe try deleting the GLDEFS lumps. Even if you delete all the ZDoom-related stuff, you should still have a fully functional limit-removing wad. (At least it works for me in EE -vanilla. But maybe try just taking out the GLDEFS first.) Thank you, I will try it 1 Quote Share this post Link to post
Arbys550 Posted May 3, 2019 (edited) holy shit i HAVE to play this. I am the biggest Genesis fan on planet earth. I saw a topic that said lilywhite lillith, i thought "oh that's a genesis song, thats funny" and what do ya know, I'm greeted with an image of wind and wuthering! definitely will be playing this RIGHT NOW Edited May 3, 2019 by Archie550 4 Quote Share this post Link to post
Walter confetti Posted May 3, 2019 Played a little of this last night and it's a amazing little mapset, really enjoyed it! 3 Quote Share this post Link to post
Arbys550 Posted May 3, 2019 (edited) Has whoever thought of the Genesis theme ever considered doing a doom interpretation of "The Lamb Lies Down On Broadway?" I've thought about that for a long time now and I think it could turn out really good if it was made properly. Edited May 3, 2019 by Archie550 4 Quote Share this post Link to post
Big Ol Billy Posted May 3, 2019 (edited) That’s an interesting one, there’s a lot of hellish surreal imagery in the Lamb that could work as a Doomy setting. This set is more of a hodgepodge of references, but hopefully you’ll enjoy it. Warning for Gabriel-era purists, though, one map does have a Phil Collins solo career MIDI (“Easy Lover,” which is pretty hellish even for Doom ;) ). Edited May 3, 2019 by Big Ol Billy 3 Quote Share this post Link to post
Arbys550 Posted May 3, 2019 Just finished it and I thought it was fantastic! The croquet references in Cynthia and Henry were fantastic and I loved the soundtrack. Where did you get the MIDI for Battle of Epping Forest? I've used it in my own wad but the MIDI didn't have the lead vocals. All in all I had a blast playing this and the many references scattered throughout has restored my faith in humanity. Well done! 4 Quote Share this post Link to post
Rex705 Posted May 6, 2019 This looks like fun. I like the level design and theme. I made a video of first level. 4 Quote Share this post Link to post
Enenowitz Posted May 6, 2019 pretty nice wad. really liked overall theme and used textures. the only thing I didn't like was map on the boat (too much restrictions to movement) 1 Quote Share this post Link to post
baja blast rd. Posted May 9, 2019 (edited) Cool theme and aesthetic. I felt the maps were hit-or-miss. Thoughts: 01, 02, 04, and 07: These were underachievers imo. Some serviceable stuff, but not a lot stands out in the concepts, or visuals, or combat, or progression -- either when whole maps are considered or if you take a microscope to individual areas. A lot of the makeup is spacious boxy rooms with things and monsters scattered around loosely. Granted, the design is okay; the asset scheme is strong in general and a suitable fit for the mapper's macrotecture-oriented design style. 07's big starting hall is undeniably striking in its scale, arguably the highlight vista of the set. But taking on four maps in the project's time frame might have been overambitious. 03: Cool map, standout of the opening stretch. Gimmicks abound, neat visuals. I remarked that the layout is mostly a set of areas linked linearly end-over-end, yet it still plays well by virtue of having its finger on the pulse of the experience -- showing that don't really need a traditional 'interconnected layout with height variation and other common talking points' for maps to play well, if you know what you are doing. The crusher trap with the rising column of water is pretty cheeky; nothing indicates the approach of your demise. Short map though, so hard to be upset. 05: Decent visuals and layout, but two recurring attributes soured me on this one. The deployment of cacos and PEs in the central space at a couple points never adds anything, you just wait for them to drift over; they are timesinks. Ledge stuff. Much of the map's playtime is spent clearing out static ledge stuff. The archvile duo early is particularly egregious; if you don't rush past them upon their arrival to the SSG or RL, they are huge drains on time and not particularly dangerous. And then beyond the blue key door, there is an indefinitely campable array of snipers backed up by three archviles that rez stuff. Mostly an ammo sink. 06: Interesting concept. The revenants throughout are irritating because it can be tough to dislodge their homing rockets -- this is true even though one can easily afford to tank a couple. The early waves are prone to stragglers showing up in another wave, perhaps due to wonky teleport setups. 08 and 09: These round out the set's top three. 08 shows how JaxoonR's maps can improve. Like that quartet, it is driven by exploration and its layout and really lets you take in the assets, but it also has fleshed-out ideas and memorable elements. 09 is a cute little boss arena map. Clever closing area. Also: the plasma zombies are too tanky for their own good, imo. Edited May 9, 2019 by rdwpa 5 Quote Share this post Link to post
Spectre01 Posted May 10, 2019 Somebody align those rocks on the left! Spoiler 2 Quote Share this post Link to post
Tango Posted May 11, 2019 played the first 3 maps so far, and about to play more. this is pretty incredible imo. I would really like a lot more monster opposition, as I think even UV is really light and generally unchallenging. but I'm loving everything else about it. the theme is no doubt one of the coolest themes I've ever seen in doom, and the visuals + the music make for a really fantastic atmosphere. can't wait to play more :D 5 Quote Share this post Link to post
_Mud Posted May 17, 2019 (edited) Very cool atmosphere and music. P. S. Just finished the last level. Definitely one of my all-time favorite wads now. Edited May 29, 2019 by _Mud 3 Quote Share this post Link to post
Terminus Posted May 24, 2019 This is my favorite installment of yours by far. The atmosphere got me hooked on the spot, gameplay was balanced and fun and the soundtrack has to be one of the most atmospheric one I've heard in a while. Please keep delivering these projects, I honestly can't get enough of them. :P Gave ya'll a signal boost on my Twitter. 6 Quote Share this post Link to post
Master O Posted May 24, 2019 On 5/2/2019 at 1:17 AM, Tango said: theme looks cool as hell. as SOSU said, these are seriously coming out faster than I can play them. such quality and variety and speed! seems a shame that these sets aren't getting more attention, as they seem consistently fantastic Doom 2 has one of the greatest modding communities in FPSes, if not the greatest, so the quantity of quality mods and megawads isn't surprising. 2 Quote Share this post Link to post
Unmutual Posted May 25, 2019 Never thought I would see a Genesis themed Doom wad, especially one THIS well done. Made an account just to thank you for it. This is cool as absolute hell and your execution is incredible. I'll be telling Hackett the next time I see him! 5 Quote Share this post Link to post
Shadow Hog Posted May 25, 2019 Bug report for MAP02: there's a Cacodemon in a monster closet separated from the rest of the map that will never wake up because they can't ever hear or see you. The Hell Knight in the monster closet next to it spawns just fine since that sector is connected to a major room, but going over the map in Sound Propogation Mode in GZDoomBuilder-bugfix, I cannot see any connected sectors for the Caco. Also the music doesn't seem to have all the instruments come back after the loop on a Roland synth, though that seems to be inconsistent. Other than adding some events to make doubly sure the volumes are correct once the MIDI loops (since I doubt there's a GM/GS Reset event there), no idea. 2 Quote Share this post Link to post
ValeriyPipick Posted March 13, 2020 Very nice little WAD. Can i, please, have the soundtrack list? 2 Quote Share this post Link to post
Diabolución Posted March 26, 2020 (edited) On 3/13/2020 at 3:18 PM, ValeriyPipick said: [...] Most of the song titles can be deduced taking into account the v3 resource pack of this project and the (full) list of songs as included in said resource pack, both posted in this archived thread of Doomer Boards. Also, Slade3 may be useful to check out if the included MIDIs contain useful metadata. https://drive.google.com/open?id=1xxQIoQ-x9jdhRVgCVe7zPBdz14xmf6X0 Quote MIDI list: Title: Harlequin | Genesis | VJ Miele Intermission: Story | Arc The Lad II | Matze Text: Safe Room | Resident Evil | James Flynn Cast Call: Never Forget | Halo | Jason S. MAP01: Amusement Park | Nier Automata | SusiKette MAP02: Into Sandy's City | Doom II | Robert Prince MAP03: The Musical Box | Genesis | Simon Goodwin MAP04: Los Endos | Genesis | Andy Hyam & S. Goodwin MAP05: Forest of Cutting Shadows | Chrono Cross | Dermot Mac Flannchaidh MAP06: Theme of Solid Snake | Metal Gear 2 | Jay Reichard MAP07: Time's Scar | Chrono Cross | Jaroban MAP08: Seven Stones | Genesis | author unknown MAP09: Malek's Bastion | Blood Omen: Legacy of Kain | Tim Wilson MAP10: Dragon God | Chrono Cross | ENTERVIRUs01101 MAP11: Golden Hymm | Touhou Shinjutuou - Hollow Song of Birds | ShinkoNet MAP12: Safe Room | Resident Evil | James Flynn MAP13: Stairway to Heaven | Led Zeppelin | author unknown MAP14: The Knife | Genesis | Simon Goodwin MAP15: Mr. X 2 | Resident Evil 2 | Phillip Haynes MAP16: Moonlight Nocturne | Castlevania: Symphony of the Night | Igor S. Utochkin MAP17: Picture of a Ghost Ship | Castlevania: Dracula X | author unknown MAP18: Another World | Chrono Cross | Akira Minaduki MAP19: Missing Perspective | Black Stealth MAP20: Never Forget | Halo | Jason S. MAP21: Out of Phase | Parasite Eve | Little Chiba MAP22: The Second Malformation of G | Resident Evil 2 | Phillip Haynes MAP23: The Battle of Epping Forest | Genesis | Giorgio Gabriel & Jim Kleban MAP24: Return of the Giant Hogweed | Genesis | Simon Goodwin MAP25: Rusty Ruin Act 1 | Sonic 3D Blast (Saturn) | King Meteor MAP26: Plastic Mind | Touhou 5: Mystic Square | Gyana Ren MAP27: Doll of Misery | Touhou 5: Mystic Square | Gyana Ren MAP28: Battle 2 | Arc the Lad 3 | Steven C King Edited March 26, 2020 by Diabolución 3 Quote Share this post Link to post
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