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Oops! All Techbase - Final Release! NOW ON IDGAMES!


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On 7/13/2020 at 8:56 PM, ZeMystic said:

Personally I thought about sequels, and I don't think an Oops! All Techbase 2 would work well.

 

HOWEVER

 

Doom has plenty of other themes to work with, and it would be lovely to have an Oops! all City, or an Oops! all Hell sort of thing going.

 

My suggestion: How about a Oops! All Deimos with all maps being Doom episode 2 theme?

Edited by Philnemba

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3 hours ago, Philnemba said:

 

My suggestion: How about a Oops! All Deimos with all maps being Doom episode 2 theme?

I like this suggestion

 

But oops all city is also far preferable to me than oops all hell, since hell has been done to death, and I feel like city maps aren't nearly as prevalent. Also it would make sense if this were to be a trilogy Techbase -> City -> Hell, covering every episode in Doom 2.

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  • 2 weeks later...
On 7/15/2020 at 4:18 AM, Egg Boy said:

I like this suggestion

 

But oops all city is also far preferable to me than oops all hell, since hell has been done to death, and I feel like city maps aren't nearly as prevalent. Also it would make sense if this were to be a trilogy Techbase -> City -> Hell, covering every episode in Doom 2.

Yeah I think that's what I want to go with aswell, then move on to the other themes. We can't do an oops all plutonia, because there are billions of those. Oops all TNT

I don't even know how it'd work, but making oops all thy flesh consumed style maps would be neat as hell, with the color scheme and such, and Oops! all city would open up more people to city maps, which I don't even fully know how to make.

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6 hours ago, ZeMystic said:

open up more people to city maps, which I don't even fully know how to make.

 

Well if you ever walked around a city, you will come to know that civil engineers also don't know how to make cities (unless you're in denmark or something). So the more chaotic and nonsensical, the more authentic!

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On 7/27/2020 at 10:13 AM, ZeMystic said:

Oops! all city would open up more people to city maps, which I don't even fully know how to make.

1. build highly abstract layout.

2. call it "city of the ancient"/"city of the aliens"/etc.

3. profit!

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  • 9 months later...

at first, thought that @Remilia Scarlet released a sequel to the wad [oops! all greyboxes]. still, really glad this thread was bumped. otherwise would not have stumbled upon this magnificient looking wad. thanks, @princetontiger, and many thanks @ZeMystic and the techbase team for such an awesome release. definitely in my playlist.

Edited by terminator

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map7 was insane!!! i loved the ending.

 

terminator: i go through 2-3 month doom benders every couple years... i'm playing several techbase wads this summer. yes, i do agree with you: this wad rocks!

 

even though the game stays largely the same, ZDoom/GZDoom gets better and my monitor and computer gets better. the experience feels brand new every time.

Edited by princetontiger

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On 5/6/2021 at 6:26 PM, princetontiger said:

map7 was insane!!! i loved the ending.

 

I'm happy you liked it. I had second thoughts about the ending, but I'm glad someone appreciated it.

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  • 8 months later...
On 7/13/2020 at 6:56 PM, ZeMystic said:

Personally I thought about sequels, and I don't think an Oops! All Techbase 2 would work well.

 

HOWEVER

 

Doom has plenty of other themes to work with, and it would be lovely to have an Oops! all City, or an Oops! all Hell sort of thing going. 

 

Has any work started on a sequel wad since this thread was last active?

 

If not, may I suggest... OOPS ALL INFERNO

 

In other words, not just any old Hell levels, but Hell levels like Inferno, where they are colorful and surreal and absurd, like a madhouse of horrors. There have been some amazing custom Hell maps for UDoom wads, but it's rare to find Doom II wads with the expanded bestiary that have the surreal craziness of the original Doom Hell episode. Usually they go for a darker or drearier depiction of Hell. Personally, I love the absurd colorfulness of Hell that Doom first presented to us, and I'd love to play more maps with that vibe that also have the expanded Doom II features.

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5 hours ago, Captain Keen said:

 

Has any work started on a sequel wad since this thread was last active?

 

Unfortunately not, the Oops team kinda disbanded about a year ago after work kinda died out on oops all city. 

 

Inferno would be neat, I think hell being the next theme was originally going to be the plan after oatb. I'm not much of a community project kinda guy anymore, and don't plan on hosting one anytime soon.

However if anyone else wants to, feel free to do so. :)

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9 hours ago, Captain Keen said:

If not, may I suggest... OOPS ALL INFERNO

There's already Infernew that is in development limbo for quite some time with the same premises you wrote above....

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10 hours ago, Walter confetti said:

There's already Infernew that is in development limbo for quite some time with the same premises you wrote above.... 

 

That looks really cool! Hopefully it gets finished. That's exactly what I want to play. Thanks for posting that link.

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  • 1 year later...

In the near future I will start posting a walkthrough. As usual, no mid-saves, no deaths, no crouching / jumping and no pistol starts. But with using mouselook.

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I'll try recording some videos (no audio commentary). I'll comment if I find any glaring issues in any of the maps, at least until I get sick of the theme :P. I'm playing in HMP difficulty, using GZdoom

 

First one had sound issues so there are no game sounds, sorry about that

 

 

Map 2 "Sludge Refinery" by JBerg - Noticed some bad texture alignment at 12:40. And a dirt wall at 14:30 that is brown on one side and grey on the other

 

 

Map 6 "Sulfiric Domains" by nicolas monti - Not my cup of tea. The map was confusing, annoying to navigate, and the texturing is a mess. There could be more health packs in HMP difficulty

 

Map 7 "Hazardous" by Mike_C - At 39:25 there are damaging sectors where there shouldn't be. At 39:41 I enter this room a second time and got softlocked. I only found 2 out of 7 secrets, of which one was 19 health vials... that's a pretty lame secret

Edited by rouge_means_red

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I allowed myself small changes in the megawad but they are all related only the music on the maps and do not affect the gameplay at all. Four music tracks out of 28 are repeated in OATB twice and I decided to replace one of them with (as it seemed to me personally) a more suitable one.

 

 

"I Sawed the Demons" - Map05, Map21

"Message for the Archvile" - Map08, Map26

"The Dave D. Taylor Blues" - Map10, Map25

"In the Dark" - Map13, Map24

 

The map on which I left the track with the above name unchanged is highlighted in bold. On the unhighlighted maps I changed the music to this:

 

Map05: "Adrian's Asleep" by Robert Prince (from Doom II: Hell on Earth)
Map13: "Riot Squadron" by @Jimmy (from SIGIL)

Map25: "The Mucus Flow" by B.P.R.D. (from Community Chest 2)

Map26: "Lost in Our Dreams" by @PRIMEVAL (from Reverie)

Edited by RaRu Des2122

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Let's get started! Today will presented: 

 

Map01: Toxic Asteroid by @JustCallMeKaito

Map02: Sludge Refinery by @JBerg

Map03: Despondent Nukage Base by @Magicana, @Philnemba and @mistersector

 

***

 

 

Despite the fact that we are given shotgun, chainsaw, chaingun and rocket launcher at the first level (the method of taking it refers us to Entryway), we will have to kill most of the enemies with a pistol.  And I rather liked it than not - this weapon should be used at least someday!

 

In general, the map is quite dark, but a large variety of bright green inclusions does not let the eyes get bored completely))

 

 

***

 

 

Here we are no longer up to the pistol. There are more enemies, they add a lot in quality but there may not always be enough space for maneuvers. The places where revenants can pinch a player from two sides or in a room with a super shotgun as well as archvile at the end of the map, who can run out of the elevator and start reviving reinforcements, have strained me the most. Hiding from him in this room is also difficult...

 

 

***

 

 

An unexpectedly large map to begin with! And not only large but also very densely populated - so much so that I experienced problems with health and ammunition throughout its entire length.

Edited by RaRu Des2122

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Today are presented:

 

Map04: Devils in the Details by @Walter confetti

Map05: Z-Sector by @ZeMystic

Map06: Sulfuric Domain by @nicolas monti

 

***

 

 

A small uncomplicated map but on which there is still a place that stands out from the general fast and easy pace. If the rest of the map is easy to pass blindly from the first time, then in an open area where we are simultaneously attacked by imps, pinkies, chaingunners and a couple of pain elementals, I had to sweat a lot! Fortunately, before this arena you can find new radiation shielding suit and painlessly step back in case of something - otherwise we would have had an unpleasant choice between a simultaneous attack from all sides or walking on acid harmful to health.

 

 

***

 

 

On this short fork-type map I didn't have any problems at all. Well, except that it was important not to let archvile revive too many of the previously killed imps...

 

 

***

 

 

A long, confusing and difficult to navigate map. Even though I practically memorized it in advance and tried to build the most optimal route along it, the length of the passage still exceeded 10 minutes. The situation was complicated by forced backtracking and the repeated appearance of archviles in places that I had already cleaned up once.

 

In general, this map requires planning and it will be hard to overcome it with a rush (unlike, for example, the two previous maps) - these are my personal impressions.

Edited by RaRu Des2122

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On 3/22/2020 at 1:08 PM, Philnemba said:

Replayed first 1/3 of the megawad and found a couple of minor things:

Map06: @nicolas monti Found a small flat texture error near the start

 

Screenshot_461.png.ec57ab15db6975a21bdaea450101cdfc.png

 

I'll let ya'll know if there are any more texture errors or bugs.

 

Thanks man, in fact that flat makes sense since that portion of the ledge lowers and a new corridor opens up in that wall after some progression.

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Today are presented:

Map10: Chemical Weapons Research by @xdarkmasterx

Map11: Familiar Fiends by @ZeMystic and @mistersector

Map12: Industrial Haymaker by @Egg Boy

 

***

 

 

This map has the toughest start in the whole megawad! During the first blind passes and when playing on the record, I was killed more than once right at the start when trying to fend off the arriving and arriving monsters! Until I gave up this fruitless occupation and went straight to the red key, deciding to kill all this crowd later and from a more convenient position. However, for each of the three keys you will have to fight properly (and in yellow key area you will also inevitably get burned with acid).

 

Thank you, @xdarkmasterx, for a good challenge! The previous maps were cramped (Map08), confusing (Map06, Map09) and even sometimes annoying (a teleporting cyberdemon at the end of Map07) but none of them has ever given me such a heat in terms of battles!

 

***

 

 

 

The techbase-style variation of the unforgettable Hunted. Fortunately, it is less maze-like and more diverse in terms of environment and bestiary, so it also caused less trouble than the original.

 

***

 

 

 

Despite the fact that all the action on the map takes place on a base, there is no doubt that it is surrounded by lava and a red and white hellish stone. So this is the first map for megawad that has gone beyond the purely technical design.

Edited by RaRu Des2122

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On 7/25/2023 at 2:47 AM, RaRu Des2122 said:

Let's get started! Today will presented: 

 

Map01: Toxic Asteroid by @JustCallMeKaito

Map02: Sludge Refinery by @JBerg

Map03: Despondent Nukage Base by @Magicana, @Philnemba and @mistersector

 

***

 

 

Despite the fact that we are given shotgun, chainsaw, chaingun and rocket launcher at the first level (the method of taking it refers us to Entryway), we will have to kill most of the enemies with a pistol.  And I rather liked it than not - this weapon should be used at least someday!

 

In general, the map is quite dark, but a large variety of bright green inclusions does not let the eyes get bored completely))

 

 

***

 

 

Here we are no longer up to the pistol. There are more enemies, they add a lot in quality but there may not always be enough space for maneuvers. The places where revenants can pinch a player from two sides or in a room with a super shotgun as well as archvile at the end of the map, who can run out of the elevator and start reviving reinforcements, have strained me the most. Hiding from him in this room is also difficult...

 

 

***

 

 

An unexpectedly large map to begin with! And not only large but also very densely populated - so much so that I experienced problems with health and ammunition throughout its entire length.

 

Glad I happened to login and see the notification! A wonderful playthrough of map03 - Philnembra started the map off but then had to leave the project (I can't remember why at this point...) and I snapped up the opportunity to be involved with the project.

 

I took off from where he started, he had created the initial entry area, down into the pentagram centre with a few branches looping off. I turned it into a more full map, the MisterSector got involved and turned my cramped map into the larger version we see here! He did an amazing job, enlarging it, keeping my initial vision but making it better. The lighting also is amazing from his work. Mistersector, if you're still reading things here (It doesn't seem like it), I can't express how much I appreciate the work you put in!

 

The map name itself was just ripping a bit on the overly wordy trend of map names!

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1 hour ago, Magicana said:

A wonderful playthrough of map03

 

I'm glad you liked it, thanks for your feedback!

 

1 hour ago, Magicana said:

The map name itself was just ripping a bit on the overly wordy trend of map names!

 

Not only the name of the map but it also came out quite large - although if it was made by three people one after another, then this is not surprising :)) I liked it too, despite the fact that it caused me some trouble both in terms of health and ammo... By the way the "Suspense" track is always a good choice!

 

The second map, in the development of which you took part, is already on the way! It will be interesting to hear something about its development too.

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Today are presented:

Map13: Spiral of Decay by @mistersector

Map14: Inhuman Resources by @dybbuk81 & @mistersector

Map15: Sinthetic Icon by @Mk7_Centipede and @mistersector

 

 

***

 

 

A small but rather hard map, on which you need to run several times from the bottom to the top along a spiral staircase. And thanks to archviles, many of the monsters we killed earlier will meet us every time...

 

It's funny that megaarmor must be taken away in the start room because of the door that closes forever but it's not necessary to take the soul sphere - it will partially stick out of this door and still be available at any other time. I doubt it was intended that way.

 

 

***

 

 

I have never seen such a number of spiderdemons in the same room! However, there are a lot of other monsters at the level - by the end of the map I had bad health and armor as well as ammunition. And I thanked the authors once again for the megasphere which can be taken at any time!

 

 

***

 

 

This deceptively sparsely populated, but large and very confusing map has become one of my favorites in megawad! 

 

By the way, at first I didn't realize at all that the map contains an exit to the Map16. As for me, it's better hidden than a secret exit.

Edited by RaRu Des2122

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Today are presented:

Map31: Choose Your Own Misadventure by @obake and @mistersector

Map32: Ten Speed by @ZeMystic

 

To be honest, I didn't notice anything in the secret maps that would distinguish them from the rest. The most ordinary map as for me.

 

 

***

 

 

For sure I would have been able to appreciate the idea with a fork, each path of which leads to a well-guarded weapon, if I had started the level with a pistol start.

 

 

***

 

 

And according to the results of this map, on the contrary, I don't regret that I don't play with pistol start! Because it was a shame for me to lose full health, armor and ammunition on the next map, which we inevitably gain at the end of this one.

Edited by RaRu Des2122

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