Shawny Posted July 25, 2019 (edited) This thread was made for the original project in 2019. (That version have been developed in UDMF and had only 2 maps when I canned it later on.) Those 2 maps are keps as bonus content in slots 33 and 34. I repurposed this thread after Episode 1 of the wad was finalized in 2022. (Since the project is in the search queue anyway.) (Dev thread for this project) WAD info: No. of maps: 11 + 2 BONUS maps (33 and 34) Format: Boom (-cl9) (Bonus maps are in UDMF) Jumping/crouching disabled by default Mouse aim: Optional Pistol starts and continuous play supported Ports tested PRBoom+ v2.5.1.4 GZDoom 4.7.0 DSDA 0.24.3 (partially tested) ZDoom 2.8.1 (partially tested) Woof! Tested and working MODs. Dead marine (GZDoom 4.7.0) Supercharge (GZDoom 4.7.0) High noon drifter (GZDoom 4.7.1) Trailblazer (GZDoom 4.7.0) Naku Naru (GZDoom 4.7.0) - personal recommendation Vesper (DSDA doom 0.24.3) - personal recommendation Boiled Doom (DSDA doom 0.24.3) Mods that use satisfying "bullets" weapons work pretty well - like Vesper and Naku Naru Mods that change monster properties are most likely to break stuff. D4V comes to mind. Download Spoiler Shallow World E1 (MediaFire) (older version - v1.0) Shallow World E1 (MediaFire) (older version - v1.1) Shallow World E1 (IDGAMES) (v1.2) Shallow World E1 (v1.2) - Mediafire CREDITS Playtesting Beta/test build FrancisT218 feedback dei_eldren Vile Terminus kalensar Jimmy Music Special thanks Stewboy MarketAnarchy (editorial support) Paul Corfiatis HAK3180 Jimmy Martinoz AD_79 Napsalm Fuzzball Graphics Mechadon Tracklist Spoiler Title screen music - Lost in the bootshop - Fuzzball Text/stats screen music - Tendrils - AD_79 Intermission music - In a Blaze of Glory - Jimmy MAP01 - Spacepub by Stewboy MAP02 - 1499AD by Paul Corfiatis MAP03 - mist by Stewboy MAP04 - Undreground Lake by Stewboy MAP05 - Watching you by Jimmy MAP06 - Tech base by Stewboy MAP07 - typcorf1 by Paul Corfiatis MAP08 - Ice by Jimmy MAP09 - Ledge by Stewboy MAP10 - Hydrocarbon by AD_79 MAP11 - Risk by Stewboy Screenshots (taken in GZDoom) Spoiler Edited February 2, 2023 by Shawny "Ressurection" of the project - Edited 29.4.2022 31 Quote Share this post Link to post
Shawny Posted May 4, 2022 Bumping the thread, as I explaind above, E1 is finalized and has a IDGAMES link now. Dev thread was updated with new link but was not bumped. 3 Quote Share this post Link to post
Shepardus Posted May 6, 2022 I haven't finished playing through this WAD yet, but I've been enjoying what I've seen. It starts off slow, with the maps being nicely detailed but rather tame in terms of combat (which I suppose is appropriate if this is to be the first episode of a larger project), but around MAP05 it really picks up and becomes quite fun and interesting, and so far (I'm up to MAP08) it hasn't let up. I like how there are callouts to the original Doom II levels' themes and locales, but they're subtle enough that I didn't recognize them as such while playing and only realized while writing this post and flipping through the levels. 1 Quote Share this post Link to post
Shawny Posted May 6, 2022 (edited) @Shepardus I am happy you are enjoying the wad so far. The project shaped quite a lot during the development including the name change. The final product is a retelling/reimagination of Doom2, hence the names and similarities with the original wad, but in my mapping style. The pacing and monster introduction is also a reason why the first maps, arguably even the whole E1, is easier than most of the modern wads. Slower pacing, on the other hand, gives me more room to have different encounters and more varied combat scenerios in the future episodes. That though, remains to be seen. For now I very much appreciate you playing the wad and commenting. I hope you enjoy rest of the maps. Spoiler (Probably not MAP09, though. That one is kinda rough both design and gameplay vise.) Edited May 6, 2022 by Shawny 0 Quote Share this post Link to post
Pixel Fiend Posted May 6, 2022 Congrats on the release. I'm looking forward to playing some more of it. 1 Quote Share this post Link to post
Shawny Posted September 30, 2022 (edited) Post IDGAMES v1.1 update Since dei_eldren decided to play the wad once again on HMP continuous and I found quite few things I wanted to change, so I decided to update the wad (nothing major though). TLDR patch notes Fixed various visual issues - HOMS, some slimetrails, wrong textures/flats, bleeding midtextures, etc. Revamped/adjusted secrets - good chunk of secrets are now easier to find and activate Some visual updates and balance/gameplay changes to MAP02 and MAP09. Changed angles of decorations and items to make it less jank for voxel and model based pickups (mostly aimed for voxel doom compatibility once it´s out). More details: MAP02 hitscanner pocket room is now accessible once bars to the cistern are raised. MAP03 door in the slime pit now opens and closes a bit slower. MAP08 lowering platforms are now much more quiet, added MBL at the conveyour belt. MAP09 balance changes includes less monsters on HMP (only by a single digit), replaced revs in the top of the cavern by more imps (all difficulty settings), first green armor replaced by blue one, added small amout of HP pickups swapped medikit (next to group of hell knight) and berserk (in the green room with imps and revs) GENERAL - secret changes - MAP03 shootable switch is now more prominent with added light - MAP04 shootable switch is now more visible and has better angle to be shot from the central crates - RL secret now has bigger switch - Soulsphere secret now has different type of button that is more wide - MAP05 RL secret in the "library" now has wider switch - BFG secret was untagged since it is too complex and has little payout for pistol starts - new berserk secret was added in the nukage room - MAP06 plasma gun secret switch is now a bit wider (still bit awkward to press though) - MAP08 opening RL secret near the mancubus is much easier now that the whole texture is a trigger instead of just the tiny symbol in the middle - MAP09 candle that indicates the soulsphere secret is now moved onto the console for better signposting - MAP10 blue armor secret door now has more obvious (and wider) trigger - soulsphere secret has wider trigger and is now shootable from the floor rather than stairs (this means that can be activated by accident, but at the same time is now more useful since player doesn´t need to raise the bars first to even have the chance to get to it.) - MAP11 BFG secret now has wider button Updated link in the first post, also leaving (only mediafire has the updated version for now, IDGAMES pending) download link here:Shallow World E1 (v1.1) - Mediafire Edited September 30, 2022 by Shawny 2 Quote Share this post Link to post
Firedust Posted September 30, 2022 Whoa, this project flew right under my radar. Are you planning on making a full megawad? The screenshots look very good! 2 Quote Share this post Link to post
Shawny Posted September 30, 2022 17 minutes ago, Firedust said: Whoa, this project flew right under my radar. Are you planning on making a full megawad? The screenshots look very good! Thank you, I am happy that first impressions are good. And yes, the megawad was planned from the start, slower pacing of E1 is testament to that. Sadly both my will and dedication to mapping are quite low since IRL stuff is a bit rough and was for few months now. I also want to contribute to community projects in the meantime. That being said, normal pace was map a month, so when I get back to full speed, it should take like 2 years to fully complete the wad. My personal estimation is 2025, though. My priority is map variety mixed with some gimmickry (E1 has some of that already). 2 Quote Share this post Link to post
Firedust Posted September 30, 2022 Good luck on the project! A map a month is actually a solid pace, especially with a lot IRL stuff taking up your time. 1 Quote Share this post Link to post
Breezeep Posted December 16, 2022 Had some time to do a playthrough of this, and I'm in awe of the creative encounter and layout designs you came up with. Solid stuff all around! 1 Quote Share this post Link to post
Lobo Posted December 21, 2022 Finished yesterday on EDGE-Classic. Good job chief! 1 Quote Share this post Link to post
Gregor Posted December 29, 2022 (edited) Finished the set over the holidays and had a really good time with it. Originally just tested it so i could write the Doomwiki article as i'm working myself through this year's list of recipients, but this was a very pleasant surprise all round. Really cool mapset! Love the themes in each map and how they riff off the Doom 2 originals. Some really creative ideas like the one with the two elevators at the beginning of map03 where you have to choose the rocket launcher or SSG as your main weapon for the level. Looking forward to a potential episode 2 & 3. Cheers! Edited December 29, 2022 by Gregor 1 Quote Share this post Link to post
Shawny Posted December 29, 2022 (edited) 5 hours ago, Gregor said: Finished the set over the holidays and had a really good time with it. Originally just tested it so i could write the Doomwiki article as i'm working myself through this year's list of recipients, but this was a very pleasant surprise all round. Thank you so much, I am very happy to hear that. Quote Love the themes in each map and how they riff off the Doom 2 originals. The project was originally called Re-Doom2 but I decided to change that after a while, since people were expecting something more true to original Doom2. I had felt that the title is a bit misleading, but the core idea to reimagine the original wad the way I map have stayed unchanged, hence the nods, riffs etc. Quote Really cool mapset!Some really creative ideas like the one with the two elevators at the beginning of map03 where you have to choose the rocket launcher or SSG as your main weapon for the level. As I mention in the cacoward thread, the maps are mostly tech base/base-ish themed similar to the original so I wanted to vary them by doing stuff like this. Quote Looking forward to a potential episode 2 & 3. Cheers! I am planning on doing more next year, but I need to complete some already started community project maps and put together ideas, some custom textures and generaly do some pre-production before that. My personal deadline is year and a half for an episode so next one is planned somewhen in 2024 and full megawad hopefully 2025. Who knows though. Edited December 29, 2022 by Shawny 1 Quote Share this post Link to post
Gregor Posted December 29, 2022 Btw, is the title of the midi for MAP04 actually called "Undreground Lake" as listed in the tracklist above and the text file, or is that a typo? 0 Quote Share this post Link to post
Shawny Posted December 29, 2022 (edited) 1 hour ago, Gregor said: Btw, is the title of the midi for MAP04 actually called "Undreground Lake" as listed in the tracklist above and the text file, or is that a typo? Oooops, yup, that is a typo. It should be Underground Lake. Also, I took a quick look at the doomwiki entries, thanks for that to all people involved, and there are few additional details about the secrets that can be added, like untagged BFG in MAP05 (relevant only on continuous play) and a way to actually get BFG in MAP08. Do with this information as you will. Spoiler Edited December 29, 2022 by Shawny 3 Quote Share this post Link to post
Cacodemon Posted January 13, 2023 (edited) Well, that is one really good mapset. I played the 11 maps (UV + brutal doom mod, Gzdoom on Linux) and it was a smooth experience. No issues and it's a beautiful architecture and gameplay, crunchy difficulty sometimes, lots of fire from multiple positions. I found most secrets, but not all, some are fairly well hidden, but not unfair. Nw music was a nice addition. Very high quality mapset, highly recommended. My only complaint would be that it is "just" 11 maps. ;) (edit: I didn't find the secret maps... well, maybe I'll changemap into them to see them) Edited January 13, 2023 by Cacodemon 1 Quote Share this post Link to post
Shawny Posted January 13, 2023 1 hour ago, Cacodemon said: Well, that is one really good mapset. I played the 11 maps (UV + brutal doom mod, Gzdoom on Linux) and it was a smooth experience. No issues and it's a beautiful architecture and gameplay, crunchy difficulty sometimes, lots of fire from multiple positions. I found most secrets, but not all, some are fairly well hidden, but not unfair. Nw music was a nice addition. Very high quality mapset, highly recommended. My only complaint would be that it is "just" 11 maps. ;) (edit: I didn't find the secret maps... well, maybe I'll changemap into them to see them) Thank you, I am very happy that people enjoy the mapset since it got the to the runners-up with... 0 mentions in the cacoward thread. Good to hear that even modded the mapset is fun to play, I did try and compiled a list of tested mods prior to release. Quite a lot of secrets were reveamped to be a bit less obsure and easier to activate, none all of them and there are some "non-secret" secrets as well in v1.1. My intent is to make a full megawad as I mentioned before, but that is gonna take A LOT of time for multiple reasons. The bonus maps are not accessable by normal means, you have to warp to them and work only on GZDoom. The first bonus map is an "early version" of MAP05 that has been reworked and ported to work on Boom and the second bonus map is also planned to be reused at some point the same way. Again, thank you for playing and enjoying the mapset. 0 Quote Share this post Link to post
CyanBrain Posted January 16, 2023 (edited) I've just finished playing through this mapset, and it's fantastic. You've done an excellent job Shawny. I really love the attention to detail on the textures. It's inspired me to put more effort into my own map designs. I'm looking forward to seeing what comes next. Edited January 16, 2023 by CyanBrain typo 1 Quote Share this post Link to post
Napsalm Posted January 19, 2023 (edited) Just finished playing through this wad. Really solid classic style gameplay. Really really enjoyed it. Thanks! Vod link: Spoiler https://www.twitch.tv/napsalm Edited January 19, 2023 by Napsalm 1 Quote Share this post Link to post
Shawny Posted January 19, 2023 (edited) 9 hours ago, Napsalm said: Just finished playing through this wad. Really solid classic style gameplay. Really really enjoyed it. Thanks! Vod link: Hide contents https://www.twitch.tv/napsalm And I missed it... then again... probably for the best, considering I can´t shut up once I start spamming chat. Anyway, thank you so much for playing, I will check the vod ASAP. I am always happy to see new playthroughs of my stuff NGL. So I watched the VOD and here are few notes: Wad was made in contplay in mind with death exits after map11 map15 and map20 (hopefully one day with the final product), which is how I usually play megawads. Pistol starts are perfectly doable, in fact Vile pistol started each map, and even though that was "pre-release" build not a huge amount, balance vise, has been changed. Map03 have slightly different progression depending on chosen weapon. Rocket launcher is the faster route going through the middle, SSG route takes the player around. Map04´s hole in the wall is now hole in my soul. Map05 has a non tagged secret BFG that is quite obsure and uselful only in contplay. (It was a normal secret in v1.0, but in v1.1 I added that one berserk as official secret.) Map06 has those spider closets in case player kills the SMM before starting the crusher so that you have to deal with the spiders instead, ammunition in those closets are for balance purposes. Map08 is a bit of a mess under the hood, I should start using joint sectors to distribue sound as a sane person. So... the bfg you have figured out during the stream. Basically the hint is in the "normal" version of the map (the skull with the glowing eyes) where you get the soulshepere. The "alternate" version´s version of that wall is also interactable, but instead it opens 4 monster closets with imps, one of them has the switch to move the BFG out of kill range into the secret tag sector. Player can tag the secret any time, but actually getting the BFG is a one time secret. That brings me to the sound tunnels and walls openings that occures after the player leaves the area. Since the "alternate" version of the map is accessable only once, I tried to make it that unkilled monsters follow player to the main map. This worked pretty well during testing, but I wouldn´t say with confidence that it works 100%. Icon of sin pain sound when opening the door was actually Vile´s idea. I liked the idea and was quite easy to implement so I did. Map09 soulsphere secret is marked by the candles (only 2 candles in the map) and that out of place blue trin on both the switch and door that opens. Map10 has a monster only teleporter in one of the rooms. I tried to make it that if player gets too far from the initial area, cybie will follow and teleport to the final section of the map. Works suprisingly well considering Doom AI is tied to planet constalations and current weather. I think that is all the major things to point out from the vod that I remember. Edited January 19, 2023 by Shawny Added "commentary" after watching the vod. 1 Quote Share this post Link to post
Shawny Posted January 24, 2023 (edited) Hey again, everyone. After Napsalm made some pacifist speedrun of the wad I decided to update the episode one more (hopefully the last) time. This update is aimed mostly at pacifist and NoMo parameter speedrunning, though there are some tiny changes and fixes for casual play. This is, hopefully, the last patch for E1 so I can focus on other episodes/projects. Patch notes: General - *Fixed incorrect TP angles that matters *Changed various texture mistakes Map03 - Map is now beatable with NoMo parameter. Some small improvements to boom "scripting". Map04 - Moved trigger line (and added pass action just in case) before the door in the starting room. - Moved hitscanner at the end of the map further from the switch that open bars to exit room. - Changed geometry where the world hole was located . (I could not replicate the glitch for some reason so I have no idea if that fixed anything.) Map06 - Changed doors/door switches around mid section to be more consistant. - "SMM cover" and corresponding triggers are now branded for better clarity. Map07 - Most of the monsters behind the bars will teleport outside their cages if not killed to a certain point. - Added monster portal with 4 additional monsters that will spawn after a certain point. (4 imps on Skill 1/2 ... 2 imps and 2 knights on skill 3 ... 4 knights on skill 4/5.) - Swapped imp for a hell knight in the left bottom corner of the map on skill 4/5. - Added NoMo route since the door doesn´t automatically open. (To open the door player need to press 1-st (normal progression) button in each corner.) Map08 - Using a tiny switch in the first secret that sets a pattern for the 4 switch blood room in bottom right now also swap mancubus for a hell knight in the next room. (The other is crushed near the end of the map. Other patterns still have the mancubus in the way.) - Moved dummy sectors for the 3-key room so that raising the room back up is not too loud anymore. Map10 - Fixed wrong difficulty tag that prevented 100% on skill 1/2/3 Map11 - Sped up the opening process of the courtyard door not to slow player too much. - Added death exit and secret continuous play exit for future proofing of the map. (That includes any speedruns that would otherwise in incompatible with planned full megawad.) (Normal exit is accesable by hugging the exit sign for 9 seconds and then quickly pressing revealed exit sign on the west/left wall.) * I probably still missed some. Notes I Forgot to mention in the .txt file. - This version of the wad was tested in GZDoom 4.10.0 and DSDA 0.25.6 (Had some weird interaction in map06 in GZDoom where red key ignored SMM hitbox and teleported before she died. Not really an issue, but it is weird nonetheless, I may have just missed something in the options.) Edited January 24, 2023 by Shawny 1 Quote Share this post Link to post
Shawny Posted January 24, 2023 4 minutes ago, GarrettChan said: RIP Napsalm's demos Definitely few of them... yeah. I am not too happy about it either. I haven´t test how many are gone since not all maps have been edited. I also notified Napsalm in advance and basically asked if I should do this, so I don´t feel that bad. 2 Quote Share this post Link to post
GarrettChan Posted January 24, 2023 24 minutes ago, Shawny said: Definitely few of them... yeah. I am not too happy about it either. I haven´t test how many are gone since not all maps have been edited. I also notified Napsalm in advance and basically asked if I should do this, so I don´t feel that bad. Well I think even texture changes will result in desync... I'm semi-joking, so don't feel bad about that. But good thing is that I don't know what to play recently so I can play this :) 1 Quote Share this post Link to post
Napsalm Posted January 24, 2023 Looking forward to running these again tbh! 4 Quote Share this post Link to post
GarrettChan Posted January 28, 2023 Is the BFG on Map08 a joke due to the map name? If so, You can rocket boost yourself out of the room, but it's a voodoo doll death that you can't avoid, lol... 1 Quote Share this post Link to post
Shawny Posted January 28, 2023 24 minutes ago, GarrettChan said: Is the BFG on Map08 a joke due to the map name? If so, You can rocket boost yourself out of the room, but it's a voodoo doll death that you can't avoid, lol... As I mentioned in the previous post, you can get that. Actually getting the BFG is technically a one time secret, even though you can tag the secret sector without dying anytime. Spoiler 2 Quote Share this post Link to post
Shawny Posted February 3, 2023 Hey, everyone. Last update to this thread/project (E1). Final version 1.2 is on IDGames, even though initial .txt file is from previous version. Downloaded files (.wad .txt) are up to date, I have tested Napsalm demos for v1.2 with it and everything works. For the final time I want to thank all of you, from people involved in making and archiving the wad to all the players, both casual and speedrunners. 2 Quote Share this post Link to post
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