Doomkid Posted December 2, 2019 DOWNLOAD IT HERE: https://www.doomworld.com/idgames/levels/doom2/m-o/mohawks Mirror: https://doomshack.org/wads/mohawks.zip Feeling a little sick of the winter chill? Step out into the sunshine with Ray Mohawk on a quest to save his home in the tropics! Ray Mohawk is a 100% vanilla-compatible mini-episode for Doom 2. 6 maps of fun and sun to blaze through - engaging, but never unfair. Despite having a bit of a beachy theme, these maps are mostly Classic Doom, just like momma used to make, but with a dash of palm trees, bright blue skies and a cruisy, light-hearted soundtrack. This mini-episode should run in any port. No matter how you like to play, you should be able to load this up hassle free. Please give it a playthrough and leave your feedback or demo recordings. Quote The story so far... Since his childhood, Ray's beachside neighborhood was a very quiet and relaxed place, populated by no one but a handful of surfers, stoners and retirees. Over the last few years, Ray has noticed an uncomfortable uptick in both temperature and population. Pollution and toxicity elsewhere in the world are pushing the populous towards the remaining safe zones. This is no coincidence. Back in 2027, the UAC developed a groundbreaking fuel called Nukage™ - it was seen as the savior humanity was waiting for. The need for oil and petroleum virtually vanished overnight. It was as if all of the shareholders saw this coming, as they all had huge stocks in the UAC well before the downfall of crude oil. That was 10 years ago. All the attention in the advertising campaigns was placed on how long a small amount of Nukage™ can keep your car, home or spacecraft powered, while little mind was paid to it's destructive side-effects. The UAC denied that Nukage™ had anything to do with the rapidly deteriorating ecosystem, even going so far as to hire their own "scientists", who conducted "research" and found that it was much safer than any other fuel source known to man. Ray had been following the story closely as soon as Nukage™ started to pick up popularity. He was always skeptical about it's supposedly low eco footprint. After everyone switched to Nukage™, his neighborhood continually got hotter, the water kept getting more polluted, and nothing was being done about it. On one particularly hot day, when Ray was in a particularly shitty mood, he decided to head to one of the UAC offices and talk to someone about this potentially deadly problem looming over him and all the local residents. Unfortunately, Ray had been on a week-long bender just before his sudden urge to save his neighborhood struck. With his heavy boots strapped on and an even heavier head, Ray stepped outside to wait for a bus inland so he could give the UAC a stern talking to and finger-wagging. After his eyes adjusted to the bright sunlight, he realized he wasn't looking at normal people in the street - His old neighbors were outside on the corner, feasting upon each other's flesh. He glanced around and saw a troop of soldiers heading in, and for a brief moment he was relieved, until they began firing upon the zombified civilians, ripping their limbs off and gnawing at the raw meat. Ray knew immediately that it was the late-stage effects of the Nukage™. He was one of the few people who had always refused to drive a Nukage™ powered car, which was probably why he was - hopefully - not yet infected. Ray zipped back inside and locked the door behind him. Rubbing his forehead, he quickly decided that his only chance at survival was to fight. Ray had spent a few years in jail in his youth and during that time he became very talented with a knife, so his first instinct was to grab his sharpest blade and holster it. He then reached under his bed and pulled out a rifle, the only firearm he owned. "This will have to do", he muttered to himself, eyes still dry and tired from his dreadful hangover. Ray sits on the edge of his bed and takes one last extended shot from his flask. His gaze becomes locked on his knife for a moment and he realizes it is the only friend he can be sure is still around. Slowly and painfully, Ray stands up and prepares to dive into the fray and save what's left of humanity. His mission is to travel to and destroy the heart of UAC operations, and hopefully get back home in time for supper. Credits: All 6 maps created by me (Doomkid). Knife by aeea7835. Rifle from Alpha Doom 0.5. Mohawk Doomguy HUD sprite from Punkdoom by CiderMan, which was touched up by me, with the added shades from the brit11.wad HUD. All other menu and HUD elements by me. Some other random props and decor have been lovingly borrowed from fistful3.wad and vacav15.wad. Music Credits: Map01 - Down on the Corner by Creedence Clearwater Revival Map02 - Da Ya Think I'm Sexy? by Rod Stewart Map03 - Rockit by Herbie Hancock Map04 - Walk Like an Egyptian by The Bangles Map05 - China Grove by The Doobie Brothers Map06 - Addicted to Love ny Robert Palmer Title Music - The Angry Beavers Theme Text Music - Get Smart Theme DOWNLOAD: https://www.doomworld.com/idgames/levels/doom2/m-o/mohawks 64 Quote Share this post Link to post
Dubbag Posted December 2, 2019 Definitely gonna check this out! LOVE the music choices! 1 Quote Share this post Link to post
Gaia74 Posted December 2, 2019 Looks awesome!, Great job DoomKid! 1 Quote Share this post Link to post
Noiser Posted December 2, 2019 Groovy!! I love the sunny beach theme! 2 Quote Share this post Link to post
Phobus Posted December 2, 2019 Just played it all in one sitting in GZDoom. Awesome episode! Really fun, with lots of armour to protect against the weak opposition you get to gleefully mow through on UV ("Something to Prove", IIRC). The fun music choices, bright and cheery atmosphere and fast-paced, fun game play make this a perfect example of how I like my Doom. The end of MAP05 got a bit rough, but I could handle it, and then MAP06 was genuinely challenging and proved an explosive finale with a fun final moment. Great work Doomkid! 1 Quote Share this post Link to post
Doomkid Posted December 2, 2019 Thanks a ton for the review and feedback, Phobus. Reviews like this are one of my favorite parts of mapping - reading each players experience with the wad after the mapping process itself is complete. Cheers man! 0 Quote Share this post Link to post
Linguica Posted December 2, 2019 11 hours ago, Doomkid said: Baking crossfades into an animated GIF hurts me deeply. 2 Quote Share this post Link to post
Dubbag Posted December 2, 2019 (edited) Just finished it! Dude I loved it! You had me immediately sold with the "Morbid Angel" poster! DEATHMETAL FORVER BRO!! So laid back and fun to play. I got to a point where I looked at my monster kills and didn't even realize how many I killed cause I was so relaxed while playing. I really like the "no recoil rifle" I'm glad that the knife isnt weak as well it actually very useful, I thought it might be when looking at the screen shots. Your level design is perfect. Things are very well balanced and I like the custom monsters you added as well, not to overpowered and not too weak. Music choice is great! Nothing better than mowing down the devil's army while "Down on the Corner" or "China Grove" is playing and putting in Rod Stewart was good laugh!All in all Doomkid, very very fulfilling and fun mod. Good job friend! SOLID! BTW you're a Zappa fan? Do you like Captain Beefheart? "Fast and Bulbous!" Edited December 2, 2019 by Dubbagdarrel 1 Quote Share this post Link to post
Doomkid Posted December 2, 2019 Thanks a ton for the feedback, I really do appreciate it. Big time Zappa fan and a fan of Beefheart too! I’m glad you liked the music selection. I was this close to putting a Zappa MIDI in there, but I didn’t want to ditch any of the existing songs. Thanks again for the comments! 8 hours ago, Linguica said: Baking crossfades into an animated GIF hurts me deeply. lol I can’t help but ask why, just the unnecessary file size bloat or is there something else? I’ve done it for a few of my releases now, just having the static images scroll through seemed a bit too boring visually. Maybe I’ll just do a classic spread of screenshots next time, they’re easier to take in that way after all. 2 Quote Share this post Link to post
Doomenator Posted December 3, 2019 On 12/2/2019 at 9:36 AM, Doomkid said: ... Spoiler Doors texture mismatch catches the eye. 1 Quote Share this post Link to post
Egg Boy Posted December 3, 2019 Does this take place in the same universe as "Rowdy Rudy?" 5 Quote Share this post Link to post
Doomkid Posted December 5, 2019 (edited) I swear I responded to this post. I might be losing my marbles.. Most of my SP stuff and even some of my deathmatch stuff features numerous references to one another :) The only wads I’ve made that are explicitly not part of the same world are The Devilz Work and Revenge of the 90’s. In all my other releases I made sure that the stories could feasibly stick together, even as basic and silly as they are! Edited December 5, 2019 by Doomkid 2 Quote Share this post Link to post
Big Ol Billy Posted December 6, 2019 In other words, “conceptual continuity”? Figures ;) 1 Quote Share this post Link to post
Arrowhead Posted December 6, 2019 I like how you seem to have maintained a very similar visual aesthetic between this and the Rowdy Rudy stuff! Will definitely be playing through this, not likely until the weekend though! 1 Quote Share this post Link to post
D1m3 Posted December 6, 2019 Found a few hud-face bugs(not critical,but still a little annoying) -STFEVIL0 is same as STFEVIL1(have bloody nose) -STFST12 have black pixel on eyebrow(just compare it to original face to notice that) 1 Quote Share this post Link to post
Veinen Posted December 6, 2019 Good stuff as usual Doomkid, definitely had fun blasting through these. I like how free-flowing the combat is and you can go pretty much all out in the earlier maps. Dangers mount up in the second half of the set but there is still a lot of room for aggression. Health and armor are in abundance but I did find pretty much all secrets. The Rev that is inside the secret in map04 does not wake up until you shoot him directly, even when the secret is open; perhaps not intended? A customary offering of FDAs in the attachment, recorded with glboom+. FDA_mohawk.zip 2 Quote Share this post Link to post
Doomkid Posted December 6, 2019 D1m3, thanks for pointing out those HUD issues, I’ll get them fixed up once I’m back at my computer. Veinen, thanks for recording demos for me! That rev is indeed meant to wake up once the secret is open. Glad you pointed it out, I somehow didn’t notice while testing. 0 Quote Share this post Link to post
Gez Posted December 6, 2019 The thing that would make this perfect would be some goofy tropical holiday theming for the monsters, like in Duke Caribbeans. Sunglasses, flower necklaces, swimming trunks, and other such silliness. 6 Quote Share this post Link to post
Doomkid Posted December 6, 2019 That is a fantastic idea, I’ll be incorporating it for at least a few enemies! 1 Quote Share this post Link to post
Phobus Posted December 6, 2019 Check out the ZDoom recreation of Duke Caribbean for some sprites to get you started! 1 Quote Share this post Link to post
Doomkid Posted December 6, 2019 Thanks Phobus, this will be a huge help for me. 0 Quote Share this post Link to post
Gez Posted December 7, 2019 Finished, that was fun. I liked how one-time monster teleports were used to make door-camping more entertaining, it's a cool trick. Also liked how noping out of the boss fight room gives you an invuln. 1 Quote Share this post Link to post
DynamiteKaitorn Posted December 7, 2019 A solid set of levels with some rocking awesome music, especially the intermission music XD. Some of the posters here I don't get the reference to (than again I mostly lived through the 2000's so :l). Also that opening map. If it was released back in the 90's I'd swear it was realistic. The detail there is OUTSTANDING for vanilla engine! If I had to make a complaint I'd say it's the lack of cover and the gunner/hitscan spam. A LOT of enemies in the first few maps are gunners and dodging them withotu cover is really not possible. I'd suggest either more health to tank or maybe add a few more places to hide? I HIGHLY recommend this wad! 10/10 1 Quote Share this post Link to post
RonnieJamesDiner Posted December 7, 2019 Just finished the set as well. I think the best way I can describe how I feel about this is: Super relaxing, and super entertaining. That choice of music went a long way to making this feel so lighthearted and fun. Things started to get a little spicy around map 5, and overall the difficulty curve felt really smooth. Probably one of my favorite aspects of the whole set was coming up to each exit door wondering, "Hmm, I wonder what's gonna be in this one!" And there was just something about the look of this that killed me, everytime. Most memorable moment: Spoiler Inadvertently went flying through this vent on map04, thinking it was impassable. Landed in the watery trench below on the other side; instantly swarmed to death. Basically ambushed myself. Not sure if this was your plan... but if it was... well played, sir, well played. 2 Quote Share this post Link to post
Doomkid Posted December 7, 2019 7 hours ago, DynamiteKaitorn said: Also that opening map. If it was released back in the 90's I'd swear it was realistic. The detail there is OUTSTANDING for vanilla engine! If I had to make a complaint I'd say it's the lack of cover and the gunner/hitscan spam. A LOT of enemies in the first few maps are gunners and dodging them withotu cover is really not possible. I'd suggest either more health to tank or maybe add a few more places to hide? Thanks for the feedback! Before the final release, I will add a few more cover spots to help with this hitscanner issue, very good point. 8 hours ago, Gez said: Finished, that was fun. I liked how one-time monster teleports were used to make door-camping more entertaining, it's a cool trick. Also liked how noping out of the boss fight room gives you an invuln. Thank you Gez, I’m glad to hear you enjoyed it. I thought it would be kind of funny to reward players for running away from the final fight. 7 hours ago, RonnieJamesDiner said: And there was just something about the look of this that killed me, everytime. Most memorable moment: Hide contents Inadvertently went flying through this vent on map04, thinking it was impassable. Landed in the watery trench below on the other side; instantly swarmed to death. Basically ambushed myself. Not sure if this was your plan... but if it was... well played, sir, well played. Lmao that face does look so hopeless and fed up. I was so close to making that fan impassable, but I actually did the same exact thing you did during testing and found it hilarious so I decided to leave it! Thank you all for the feedback and comments. 2 Quote Share this post Link to post
Dentonman Posted December 7, 2019 This was rally fun. Loved how small yet intricate the maps were. I also liked how often i could just go ham with the chaingun. I wish you would have stuck with the beach setting a bit longer tho, the later maps while still good, were aesthetically kinda clashing with the fun sunny mood you were going for. Also the last fight was a bit of a chore, having to press the switch constantly kinda killed the flow, and the cyberdemon fight was kinda boring. With that said, i overall enjoyed it a lot, i wish more maps went for this smaller scale tightly designed feel. 1 Quote Share this post Link to post
Doomkid Posted December 7, 2019 (edited) I was very disappointed with the final boss area too, I have to admit. I'm thinking about completely overhauling it as several other players agree. I also forgot to add several visual details to add to the beachy vibe in the later levels which I plan to implement. The idea of making the mod sort of summer themed only came to me halfway through designing it, I should have incorporated it more before the release so I'll have that aspect fixed up before the final version goes up as well. Thanks for the feedback, it helps a lot! Edited December 7, 2019 by Doomkid 1 Quote Share this post Link to post
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