Crunchynut44 Posted July 15, 2019 (edited) Sick and tired of those custom wads full of boring old tech places, straightforward monster placement and non stop Romero'izms? Then you're in the wrong place because this wad is nothing but straight vintage Doom styled fun with everyone's favorite tropes such as pistol fights on beginning levels, misaligned textures, homages, a shit load of secrets and all round classic Doom gameplay! As is tradition each episode takes you to new locales and unleashes harder threats! SINERGY includes a few custom assets but they are far and few between, with a few new MIDIs sprinkled in where I saw fit as well as a few new title pics courtesy of some royalty free pictures I found. Special shout out to Doom name generator for all the map names. Tested with PrBoom+ comp level 3 (ultimate doom) though was played by me personally with Zandronum and smooth doom. Have fun! Includes: -All 36 UD maps replaced -Clean Automaps -Difficulties (all though relatively untested as of yet) -4 new midis written by me and 1 from the Plutonia Midi pack (Plurry - Bucket) Screenshots Spoiler SINERGY/Idgames Edited July 26, 2019 by Crunchynut44 125 Quote Share this post Link to post
ketmar Posted July 15, 2019 a full Ultimate Doom replacement? 'cmon, you must be kidding, it is too good to be true! 5 Quote Share this post Link to post
elend Posted July 15, 2019 I cannot keep up with the quality output of this community! 12 Quote Share this post Link to post
Catpho Posted July 15, 2019 (edited) Another megawad and NO CEREAL KILLER??? Pulling your leg of course. Congrats! 58 minutes ago, Crunchynut44 said: 1 from BTSX (Plurry - Bucket) This is from the Plutonia MIDI pack, not in any BTSX episode released so far? Edited July 15, 2019 by Catpho 4 Quote Share this post Link to post
Crunchynut44 Posted July 15, 2019 4 minutes ago, Catpho said: Another megawad and NO CEREAL KILLER??? I uh, get distracted easily :D 5 minutes ago, Catpho said: This is from the Plutonia MIDI pack, not in any BTSX episode released so far? Woops, fixed, cheers! 3 Quote Share this post Link to post
HAK3180 Posted July 15, 2019 They may not be present in Doom 1, but you get a megasphere. 2 Quote Share this post Link to post
Tangerine Posted July 15, 2019 This looks great. I'll probably make an edit to this post once I'm done playing. 1 Quote Share this post Link to post
Liberation Posted July 15, 2019 I have to say this looks excellent! 1 Quote Share this post Link to post
Arrowhead Posted July 15, 2019 Hell yeah, downloading now. Baculus was the shit, btw :) 1 Quote Share this post Link to post
ketmar Posted July 15, 2019 just finished episode 1, and liked it. good old Doom action, albeit slightly too much for me on UV. will prolly try it again on HMP later. 1 Quote Share this post Link to post
Arrowhead Posted July 15, 2019 2 hours ago, ketmar said: just finished episode 1, and liked it. I can echo that! Just flew through on UV now. Placing an arena-style map in slot E1M8 was a really cool choice! Difficulty felt just right to me, but I've only tried it out in UV thus far! On to E2! :) 1 Quote Share this post Link to post
galileo31dos01 Posted July 15, 2019 ASFSFADSFDSFSFSASDFDF EXCITEMENT INTENSIFIES 9 hours ago, Crunchynut44 said: Tested with PrBoom+ (v1.666) Which means, boom format (cl9), right? 1 Quote Share this post Link to post
bioshockfan90 Posted July 15, 2019 Logged back on out of my dormancy to say that this looks amazing and based on my experience playing the first few maps of E1 that it plays as good as it looks. I love UDOOM megawads like No End in Sight and I'm sure I'll end up loving this as well! 2 Quote Share this post Link to post
Margsabl Posted July 15, 2019 Currently in Episode 3. My only issue is oh my GOD there are so many freaking cacodemons and lost souls. Jebus m crumbs there are so many 1 Quote Share this post Link to post
Vorpal Posted July 15, 2019 was eyeing crunchy's screenshots for a while, then a huge period where he went Code: Black on the forums... glad to know it was because he was a tad busy ;-) 1 Quote Share this post Link to post
Crunchynut44 Posted July 15, 2019 1 hour ago, galileo31dos01 said: ASFSFADSFDSFSFSASDFDF EXCITEMENT INTENSIFIES Which means, boom format (cl9), right? Complevel 3 at the lowest, anything above should work just fine. Hopefully! 0 Quote Share this post Link to post
Redead-ITA Posted July 15, 2019 (edited) So far i am playing episode 1 with Final doomer, i am enjoy the hell out of it! but i have found some texture missalignments i thought i might share Spoiler this one and the secret level have it but i think it's more of a nitpick This one has it in both walls Edited July 15, 2019 by Redead-ITA No need to repeat themselfs 1 Quote Share this post Link to post
jdagenet Posted July 15, 2019 Screenshots are looking real nice. 1 Quote Share this post Link to post
ketmar Posted July 16, 2019 i tried to look for such errors too, but the action is so freakin' hot, that i completely forgot about everything else. OP should make boring levels if he wants us doing bug-hunting! 2 Quote Share this post Link to post
Veinen Posted July 17, 2019 This is really good, great work! Already played through all of it and this is exactly as advertised: very traditional and very fun. I like the difficulty too, a little bit tougher than the original but still you don't have to think too much on casual UV. A few things I noticed in E4 (played with glboom+ 2.5.1.3 and complevel 3: E4M3: I hear a Cyber roar at the beginning of the level but he never shows up. Bug or a case of me breaking the level? E4M9: This one broke on me, I think. I killed the SM and all three Cybers and the platforms lowered a bit but then nothing happens. Lots of monsters still left but I can't proceed (?). I hope you like FDAs because I recorded one for every map (in the attachment). Died a couple of times, got lost a couple of times but mostly they are pretty short. Sinergy_FDA_Veinen.zip 2 Quote Share this post Link to post
Crunchynut44 Posted July 18, 2019 22 hours ago, Veinen said: This is really good, great work! Already played through all of it and this is exactly as advertised: very traditional and very fun. I like the difficulty too, a little bit tougher than the original but still you don't have to think too much on casual UV. A few things I noticed in E4 (played with glboom+ 2.5.1.3 and complevel 3: E4M3: I hear a Cyber roar at the beginning of the level but he never shows up. Bug or a case of me breaking the level? E4M9: This one broke on me, I think. I killed the SM and all three Cybers and the platforms lowered a bit but then nothing happens. Lots of monsters still left but I can't proceed (?). I hope you like FDAs because I recorded one for every map (in the attachment). Died a couple of times, got lost a couple of times but mostly they are pretty short. Sinergy_FDA_Veinen.zip Hey dude thanks for playing! Those demos are invaluable to me, I managed to fill out an entire sheet of notes where I can improve on some levels, not necessarily enemy placement wise but rather where the levels should flow better. I tried to play each level with a different approach, but you can't predict how others will play them. So watching them played from a different perspective was perfect. Apologies the last level broke, ill be fixing that asap. Cheers, glad you liked it! 1 Quote Share this post Link to post
Maes Posted July 18, 2019 Does it also have obligatory Pinky/Spectre chainsaw massacres upon picking up the chainsaw? If so, I'm game. 2 Quote Share this post Link to post
Veinen Posted July 18, 2019 1 hour ago, Crunchynut44 said: Hey dude thanks for playing! Those demos are invaluable to me, I managed to fill out an entire sheet of notes where I can improve on some levels, not necessarily enemy placement wise but rather where the levels should flow better. I tried to play each level with a different approach, but you can't predict how others will play them. So watching them played from a different perspective was perfect. Apologies the last level broke, ill be fixing that asap. Cheers, glad you liked it! Happy to help! I'm glad to hear that just by playing I can give something back, even when the wad already feels so tested and "final" like here. Obviously it was E4M8 which broke not E4M9, apologies for the mix up. 1 Quote Share this post Link to post
Crunchynut44 Posted July 18, 2019 RC2 is ready, link is in the OP. If you have already played then there is no need for a replay, mainly just quality of life improvements especially on E4M8. Also added in MP starts on every level. Unless anything else comes up this will be the final version before I upload it to the archive. 4 hours ago, Maes said: Does it also have obligatory Pinky/Spectre chainsaw massacres upon picking up the chainsaw? If so, I'm game. Naturally ;) 4 Quote Share this post Link to post
pulkmees Posted July 18, 2019 Playing on UV pistol start. Ran out of ammo in E1M8 when dealing with the last wave of enemies. I know I could have run to the exit, but I was going for 100%. Even used infighting in the previous wave. Adding a backpack would help or just more rockets. The whole map is also a major step up from the previous maps. Although I can forgive that since it's the last map of the episode. Being stuck under cacos is not fun though. 2 Quote Share this post Link to post
Mk7_Centipede Posted July 18, 2019 (edited) welp. many thanks. Onto Episode 3! e2m7 was absolutely awesome btw. Edited July 20, 2019 by Mk7_Centipede 1 Quote Share this post Link to post
Super Mighty G Posted July 19, 2019 Started playing it today. It started low key but the monster count increased exponentially as the levels went on. Good stuff. Something of note: These yellow bars are wide enough on the left side for the player to walk through which lets you sequence break a big chunk of the map. 3 Quote Share this post Link to post
EffinghamHuffnagel Posted July 20, 2019 Just started playing this. Using GZDoom. I like this. Nice to see a good use of standard textures. Fun, but some fights were "Holy crap, lots of monsters!" and at least one big fight I backed out the door and waited for them to exit so I could pick them off, but they didn't. The doorway was monster-blocked. Not sure that was intentional. Damn, I forgot to mark where that was. Currently on E1M4. Linedef tag 2 has SW1COMP for upper and lower textures; the lower one is visible. GZDoom animates upper switch textures before lower, so the switch doesn't animate. Onwards. 2 Quote Share this post Link to post
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