Catpho Posted November 1, 2019 (edited) Alone is a 9 map limit removing episode for Doom 2 by various members of Doomer Boards. Shout out to @xvertigox for his first DBP as project lead, and @gaspe and @Jaws In Space for their DBP debuts! /idgames Screenshots: MAPLIST 01 "Derelict" (xvertigox) 02 "They Mostly Come At Night" (Phobus) 03 "Come Get Your Asses Kicked" (jawsinspace) 04 "A_TT__P26" (gaspe) 05 "The Goddamned Walls" (Dmdr) 06 "Anywhere But Here Again" (Joe-Ilya) 07 "Alone In The Shadows" (Hardcore_gamer) 08 "Game Over Man" (xvertigox) 09 "Alien Resurrection" (Big Ol' Billy & Glenzinho) Previous projects: Spoiler 2018 See Vicarious Reality for DBP 01-06 2019 -The Merry Christmassy Doom Project -MINDBLOOD GENESIS -Legend of The Hidden Tech -Earth Ends -Lilywhite Lilith -Into The Storm -Alien Bastards! -After the Fall -Fuck Global Warming... This is Hell -Cyb's Freaky Colonoscopy For every DBP ever, please check the Doom Wiki article! Sidequests -Fall of Society Previous Downloads Spoiler RC1 RC2 Edited May 1, 2020 by Catpho 28 Quote Share this post Link to post
Phobus Posted November 1, 2019 (edited) "Not just another bug hunt!" -reviewer "The badass state of the badass art!" -another reviewer "Not bad... For a bunch of humans." -Bishop "Hey, I can reference Aliens too!" -Phobus Edited November 1, 2019 by Phobus I'm referencing, not quoting... "Mother Fucker!" 8 Quote Share this post Link to post
grrfield Posted November 1, 2019 (edited) not working with zandronum, pity. on DBP forums it is described as "limit-removing", but i get the following error: Execution could not continue. Script error, "DBP17_alone_rc1.wad:GLDEFS" line 11: Unknown tag: attenuate However, i can start the wad on my server (where it does not render graphics). Edited November 1, 2019 by grrfield 2 Quote Share this post Link to post
Phobus Posted November 1, 2019 That's a shame. I built the GLDEFS based on the GZDoom lights.pk3 - zandronum must be using a code base old enough to cause issue with that. I don't think the maps were built with multiplayer in mind, to be honest, but we can look into a fix for wider playability 2 Quote Share this post Link to post
Noiser Posted November 1, 2019 (edited) 4 hours ago, Phobus said: That's a shame. I built the GLDEFS based on the GZDoom lights.pk3 - zandronum must be using a code base old enough to cause issue with that. I don't think the maps were built with multiplayer in mind, to be honest, but we can look into a fix for wider playability You just have to remove the "attenuate" definition. You can barely see any difference without it. Edited November 1, 2019 by Noiser 3 Quote Share this post Link to post
Phobus Posted November 1, 2019 True enough - I've already done it for the next RC, although it's up to vertigo when that is released! 2 Quote Share this post Link to post
P41R47 Posted November 1, 2019 Holy Sh*t, guys! You are mapping machines! This a wonderful throwback to 199X total conversions, but also is perfectly in line with modern mapsets. I'm playing it in Doom Retro, and i found a few graphical bugs, check it out: There more, probably, i just found this. 6 Quote Share this post Link to post
xvertigox Posted November 2, 2019 Blimmin mid textures.. Thanks for the report @P41R47 6 Quote Share this post Link to post
xvertigox Posted November 6, 2019 RC2 is up now with a plethora of fixes - new music in map04, midtexture bugs fixed, facehuggers tweaked, credit map added, rocket launcher sprites edited and a bunch more. 7 Quote Share this post Link to post
Aurelius Posted November 6, 2019 Really enjoyed the old school feel to this, and I also love the Alien franchise. Saw some midtexture issues in RC1, but they're prolly fixed by now. Overall it was really fun, though the facehuggers were a bit frustrating. I didn't mind the fast aliens, but the huggers were really deadly at meleeing (which was maybe a bit too much beside their original function) and sometimes really hard to spot (and they were everywhere). The first map was my favourite, I kinda was hoping for an alien jump scare there! 3 Quote Share this post Link to post
xvertigox Posted November 6, 2019 Yeah, the facehuggers were way too ruthless. I've added a bit of delay between attacks and they're much more reasonable. Glad you liked the wad :) 3 Quote Share this post Link to post
Aurelius Posted November 6, 2019 To add to my previous post, I think the horror elements of the first level could've been expanded upon a bit more. Maybe it would not have been very Doom-y if done so, but the feeling of dread was so well executed in that map that I was left craving for more! 3 Quote Share this post Link to post
Ribbiks Posted November 6, 2019 m01 and m07 really capitalized on the assets most effectively imo. I'd play an entire megawad of dreary/ominous stuff like that ;D 8 Quote Share this post Link to post
Salt-Man Z Posted November 7, 2019 Yeah, MAP01 really gave me that awesome ALIENS TC vibe. The other levels (so far) are still really good, though, lotsa jumpscares with aliens and facehuggers comin' outta the fuckin' walls, man. 5 Quote Share this post Link to post
xvertigox Posted December 1, 2019 Glad y'all liked the vibe/atmosphere in the wad, we really leaned into that aspect. OP has been updated with idgames link :) 7 Quote Share this post Link to post
Silhouette 03 Posted April 6, 2022 6 minutes ago, DinoDoom said: the link is down Try the IDGames link. It works on my end 1 Quote Share this post Link to post
Kontra Kommando Posted June 11, 2022 Love those aliens sprites, what a great idea to put them in a DBP! 1 Quote Share this post Link to post
Rex705 Posted June 20, 2022 This was a fun map pack here is my playlist. 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.