VanaheimRanger Posted March 4, 2020 (edited) DOWNLOAD Hosted on Doomshack Two Doom 2 maps for MBF compatible source ports (-complevel 11). Tested in PRBoom+ and DSDA-Doom. Balanced for UV, but some difficulty adjustments have been made for lower skill levels. I have discovered a few HOMs and other graphical bugs in software mode, but I probably won't fix them, they aren't nearly as glaring in GL modes (I honestly didn't notice them at all until I played a demo back in software). This set uses the OTEX by @ukiro and the Minicharge gameplay mod by @Tango It also uses the palette from Eviternity. MAP01: Haunted Earth was originally a UDMF map made by @Bauul and myself for Mapwich 2, so you might have already played that version of it (It's called 'Savages' in that set.) This version has been reworked a bit to run in PRBoom+. It is a medium sized map with around 250ish enemies. It uses the music track 'That Dying Sensation' by @dial-up MAP02: Nuclear Remnant was designed by me and @loveless with me doing the majority of the map geometry and loveless designing some of the more complex combat encounters (big thanks for that). It is quite chonky with around 650 enemies or so to grind through. Come prepared. It uses the music track 'The End is Nigh' by Jamie Robertson This was originally meant to be a full episode of levels, but I got hung up on one map and it kept getting expanded more and more until it became a beast of it's own. That map is now MAP02 of this set. I started it on Christmas day of 2019, so it's been in the works a little over 10 months. Some jungle plant sprites in the set are taken from Knee Deep in the Jungle by @Sergeant_Mark_IV Menu font is Solid Snake by @Jimmy STBAR is the OTEX Status Bar by @Fuzzball , recolored by me. Mugshot graphics made by me. Testing done by @Bridgeburner56, PowerWolf, and @loveless Emotional support by insaneangel2 SCREENSHOTS Spoiler Edited August 23, 2021 by VanaheimRanger 62 Quote Share this post Link to post
TheNoob_Gamer Posted March 4, 2020 Holyshat, a 3rd party wad using Minicharge. 4 Quote Share this post Link to post
VanaheimRanger Posted March 4, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 3 Quote Share this post Link to post
VanaheimRanger Posted March 4, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 7 Quote Share this post Link to post
VanaheimRanger Posted March 4, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 6 Quote Share this post Link to post
VanaheimRanger Posted March 4, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 5 Quote Share this post Link to post
VanaheimRanger Posted March 4, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 4 Quote Share this post Link to post
Redneckerz Posted March 4, 2020 Fucking awesome. This gets a write up. 2 Quote Share this post Link to post
VanaheimRanger Posted March 4, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 2 Quote Share this post Link to post
Dimon12321 Posted March 4, 2020 So, Atomic Island uses the Mini-Charge MBF gameplay mod, which is a lite version of Supercharge, which is the continuation of the gameplay mod featured in Paradise. Wow =) The screenshots are impressive, dark and exciting. Wish I could try it on a 4K-monitor. 2 Quote Share this post Link to post
VanaheimRanger Posted April 7, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 3 Quote Share this post Link to post
VanaheimRanger Posted April 12, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 6 Quote Share this post Link to post
TontonMayonnaise Posted April 12, 2020 Wow ! Such texturing skills ... I'd like to be as talented while creating maps ... Which is not the case, alas. Great work mate ! 1 Quote Share this post Link to post
Roofi Posted April 12, 2020 Nice themes and cool texture usage. However , it looks very flat , maybe you can add some height differences? 4 Quote Share this post Link to post
VanaheimRanger Posted April 20, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 2 Quote Share this post Link to post
Doomkid Posted April 20, 2020 Somehow haven't seen this til now, it looks excellent so far. Keep up the fine work! 2 Quote Share this post Link to post
Dimon12321 Posted May 26, 2020 Minicharge mod has an update (1.2 -> 1.3). It will certainly be useful for this project. 3 Quote Share this post Link to post
VanaheimRanger Posted May 30, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 1 Quote Share this post Link to post
VanaheimRanger Posted June 21, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 4 Quote Share this post Link to post
Dimon12321 Posted June 21, 2020 (edited) This wad is unique for sure! Played it using GZDoom 4.3.3 because I didn't know how difficult it's supposed to be. Well, "resurrect" command was used about 10 times. Mostly on map 3. Map 1 is some kind of introductory map. The only thing that bugs me are 3 cyberdemons on hills. What's the point of them? They'll never hit you if you don't stand still and there's not enough ammo to kill at least one of them. Map 2 - The section with cyberdemons should be remade. The hallways are too narrow for you to bypass anyone and, if you hide in a dark hallway, demons nearby just make laps around it and eventually blast you. So it's a matter of time where they'll get you stuck. - The teleport (sector 593) in the room with a Rocket Launcher and rockets doesn't look obvious. I thought something will happen after I grab the Rocket Launcher, so I picked the first half of the rockets, accidentally crossed the teleport, and moved into the room full of Hell Knights with weak weapons to fight back. There are textures that describe a teleport better, like OLGHTN06 on Map 3, while this one is OLLLLA07. - The room with the yellow keycard features some exclamation marks of types 27705 and 29107. Like some monsters/decorations haven't been implemented yet. Map 3 - More rockets! The map has a lot of crowds you're supposed to fight with SSG which is a little tedious. - Maze-like map. - Something is wrong with monsters teleporting. When I got into the room with linedefs 14682 and 14677, just a pair of barons teleported to me. Later in the game, I used the lift (sector 633) and faced a lot of knights in the room and I didn't have much room to dodge their projectiles. Besides, this lift goes lower than excepted. - While going down by the exit lift, some textures are missing. Spoiler - Sector 2508 (and probably 2509) still looks like an empty path with no wall raised up after crossing linedefs 16984 and 17010, but something prevents you from going through it. Spoiler Edited December 4, 2022 by Dimon12321 Switch image host to free DW attachment space 3 Quote Share this post Link to post
VanaheimRanger Posted June 21, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 3 Quote Share this post Link to post
VanaheimRanger Posted June 21, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 1 Quote Share this post Link to post
Bauul Posted June 22, 2020 12 hours ago, Dimon12321 said: - The section with cyberdemons should be remade. The hallways are too narrow for you to bypass anyone and, if you hide in a dark hallway, demons nearby just make laps around it and eventually blast you. So it's a matter of time where they'll get you stuck. Unless Guitardz changed anything, that Cybbie encounter is more than doable. Just hide in the small corridors, wait for an opening, and run to the next one. The faster you can do it, the easier a time you'll have. 2 Quote Share this post Link to post
VanaheimRanger Posted June 22, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 0 Quote Share this post Link to post
TheNoob_Gamer Posted June 22, 2020 So I tried the demo - my comments so far. (This set is played in UV) MAP01: This map has good detailing overall, but I felt it was too oversized. I think ammunition should be cut down for a bit (especially shells), because AFAIK, you can no longer get back to the starting area after dropping down the well (or the secret base, whatever) Other than that, it's a fine introductory map. Some trivial stuff: I notice some STF lumps are missing, particularly the looking and grinning lumps when the player is under 50% health. You might have interfered with the pallette - I see that the sky and some enemies (when I get near them) are producing weird dots. What is the protagonist supposed to be - a male or female? 1 Quote Share this post Link to post
VanaheimRanger Posted June 22, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 1 Quote Share this post Link to post
Dimon12321 Posted June 22, 2020 1 minute ago, guitardz said: I'll take a look at the mugshot graphics again, thank you. She is supposed to be female but we haven't implemented new voice sound effects for her yet. Being able to get back to the starting area later is a good idea, I will think of how to add a teleporter for this later. Her mouth is weird too. It's all black like she is sub-robot with led lights dead or she has used the whole lipstick to smear the lips. I don't see much point in it. There are not so many supplies outside the well. Maybe someone would be curious if anything has happened to the gates of the helicopter landing place or so. Whatever. 1 Quote Share this post Link to post
VanaheimRanger Posted June 22, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 2 Quote Share this post Link to post
VanaheimRanger Posted July 24, 2020 (edited) [DELETED] Edited October 23, 2020 by guitardz 5 Quote Share this post Link to post
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