The_SloVinator Posted May 10, 2020 (edited) FINAL UPDATE: 10/5/2020 Final version is here! Thank you for the feedback! I'm happy you guys enjoyed it! As for the episode 2, I cannot promise anything but I'll definitely get into it once I take a break from mapping for a bit. Have fun! Changelog: - Balanced ammunition for pistol starters. - Changed some teleport traps in E1M7. - Added an extra suit in E1M4. - Soulsphere secret in E1M4 is a bit easier to reach now. - Added a RL in E1M5. - Text file inside the zip file! // Idgames version is out! // https://www.doomworld.com/idgames/levels/doom/Ports/g-i/if Released on Doomshack! Ctrl + F & search for 'Infernovasion' (plus Oculus Malus, my previous release ;-) ). https://doomshack.org/wadlist.php Also, on Moddb! https://www.moddb.com/games/doom/addons/infernovasion1 Or you can click this link below for instant access. if.zip =================== I present you my E1 replacement of Ultimate DooM. Description I started this project back in April of 2018 & it went through quite a few changes. The first two maps are from the alpha stage with some redesigns while the rest of the WAD was remade/replaced much later in the development stage. That's why you might see a difference there. My aim was to make an atmospheric WAD with environmental story-telling, as well as implement plot & maps that connect each other via exits/starts. It has custom stuff from names of the maps to graphics, like intermission background, to custom ending text & of course music. I do recommend reading the story to know the concept but it's not necessary. ! I recommend playing continuous if you care about the story. Otherwise, pistol starts are implemented. ! **Screenies are at the bottom.** Story After the invasion of Earth has ceased, the UAC's further expansion on our Solar System was severely restricted & limited to only our natural satellite, Moon. The teleportation experiments & utilizations require heavy regulations & safety procedures. In Hell, after the destruction of Icon of Sin, a new leadership is claimed by an unknown entity who clearly has a vendetta against humanity. Doomguy was hired as a security guard at the entryway checkpoint of the UAC's Moon base. He is sitting in his office & writing an email to his loved ones. "Dear family & friends.. I miss you guys so much. Hope you all doing well during these tough times. We have to make the best of it somehow & stay strong. Anyways, my job here is quite bland & boring. The staff are nice, though they have shown some signs of anxiety, although I doubt the monsters will ever retu-" Doomguy gets interrupted by sudden power outage & subsequently hears screams from the other side. "What the hell was that?!" He grabs for his sidearm & heads out to check on the situation. He notices his colleague lying dead in front of him & a familiar face awaits him. Doomguy fires his gun at it till the creature falls on the ground. "Damn. It seems they haven't learned their lesson. Gotta head to the Communications Facility to warn Earth about this & after that I need to access the space station Lunar 27 as I worry things might get a lot worse . Let's not waste any time!" Info IWAD: Ultimate DooM Single Player: Yes Cooperative: No (unless requested) Deathmatch: No Source port: Crispy Doom 5.6.3 recommended. You can use Boom & GZDoom if you want to. New Maps: Yes, all 9. New Music: Yes New Graphics: Yes, some. New Sounds: No Dehacked file: Yes May not run with: Vanilla & Chocolate DooM !Visplane overflow.! Build time: About a year & a half. (Had some motivation lacking for months, that's why it isn't full 2 years.) Editor used: SLADE 3.1.1.5 , GZBuilder 2.3, Doom Writer, WhackEd4, Photoshop Credits -- Music Jimmy James Paddock - E1M1 PRIMEVAL - E1M2 Jared Boice - E1M3 Metroid Fusion - E1M4 Metroid Fusion - E1M9 Duke Nukem 3D - E1M5 Duke Nukem 3D AE - E1M6 Jazz JackRabbit 2 - E1M7 Icarus - Alien Vanguard (Map 17) - E1M8 Titlepic - Metroid Fusion Intermission Stats - System Shock 1 Intermission text - TNT Evilution Map 20 -- Graphics DragonFly - Spider Mastermind Marble Face Duke Nukem 3D Arvell - Diabolus textures ID Software - Some Doom 2 textures New sky, intermission graphics, titlepic by me. -- Sprites Realm667 - Dead Male & Female Scientist sprites -- Status Bar https://www.doomworld.com/files/file/14614-status-bar-replacements/?&tab=reviews#review-154971 Too many to name. ======= Screenshots Misc. info WAD itself can be tough but it's nothing too hard. There are strategies for pistol start enthusiasts. I really enjoyed making this if lack of motivation wasn't an issue. lol Edited May 30, 2020 by The_SloVinator 28 Quote Share this post Link to post
leodoom85 Posted May 11, 2020 Played the whole set and, I must say that's a good wad episode but lacked the necessity of a boss in the last map. Aside of that, I recommend to the people to play it. The best map imo is the secret map. 4 Quote Share this post Link to post
Rednov Posted May 12, 2020 This is great. A perfect example of how an UDoom wad must be, with combats in narrow rooms. There is a lot of darkness but the lights are optimized very well. It has reminded me of Sigil but in tech-base theme. I'm waiting for the E2 (and E3). However, I think E1M7 and E1M8 need more difficulty, especially the M8 exit room, which has no enemies: I was waiting a very hard combat and suddenly I saw the endscreen :(. Maybe 4-6 barons or a cyberdemon would have been good stuff there. Great work!! 1 Quote Share this post Link to post
Suitepee Posted May 13, 2020 https://www.twitch.tv/videos/620122963 Here's my playthrough on UV. 2 Quote Share this post Link to post
Firedust Posted May 16, 2020 Diving straight in. First level is cool - I appreciated the chained secrets very much. The fights were harder there too - but well worth it. Let's see where this episode takes me next :D 0 Quote Share this post Link to post
Firedust Posted May 16, 2020 Ait, E1M3: there is a secret crate whose walls you lower by pressing a panel switch. But there is nothing inside the crate. Is that intentional? I am playing on UV. 0 Quote Share this post Link to post
The_SloVinator Posted May 20, 2020 On 5/17/2020 at 12:19 AM, Firedust said: Ait, E1M3: there is a secret crate whose walls you lower by pressing a panel switch. But there is nothing inside the crate. Is that intentional? I am playing on UV. I checked & there should be a green armor inside on all difficulties. That's strange. What source port do you use? 0 Quote Share this post Link to post
Firedust Posted May 20, 2020 Zdoom 2.8.1. Could I have wall-grabbed it by accident? 0 Quote Share this post Link to post
The_SloVinator Posted May 20, 2020 4 hours ago, Firedust said: Zdoom 2.8.1. Could I have wall-grabbed it by accident? Definitely because I don't see it disappearing in any way. In that case, just activate a secret & touch the inner part of the crate if you care about 100 % secrets. I'll keep this in mind for my future projects. Thanks! 1 Quote Share this post Link to post
Firedust Posted May 20, 2020 Beat the episode! Cool stuff, thank you for making this! My only gripe is the apparent lack of verticality in the majority of encounters. If you ever decide to make e2, keep that in mind - if you agree, of course :) 0 Quote Share this post Link to post
The_SloVinator Posted May 21, 2020 10 hours ago, Firedust said: Beat the episode! Cool stuff, thank you for making this! My only gripe is the apparent lack of verticality in the majority of encounters. If you ever decide to make e2, keep that in mind - if you agree, of course :) Not sure what you mean by verticality. I can't promise for episode 2 but I'll see. Thanks for playing! 0 Quote Share this post Link to post
ironicmoustache Posted May 25, 2020 (edited) Just finished a run-through on UV. I've grown to prefer pistol starts recently but decided to play continuous based on your recommendation. You definitely nailed the "atmospheric" bit: the levels are all suitably atmospheric with all the clever design/architectural details, great use of light/darkness, and perfectly-chosen music. Mostly enjoyed the combat too, the tight corridors and rooms certainly make for something of an exciting playthrough. Combat mostly manages to avoid feeling like the slog that Ultimate Doom can occasionally feel like for me, too. That said, there may be a bit too much teleporting in of monsters for my tastes. Not an objectively negative thing, just more personal preference really. Like previous posters, I also feel that the final exit room of M8 could've maybe offered a final sting in the tail after the blue key room—which I quite liked, by the way—drains your resources. Good fun overall though. Good job! Wouldn't mind a couple more episodes, really. Edited May 25, 2020 by ironicmoustache 1 Quote Share this post Link to post
Arl Posted April 16, 2021 Just finished, I had a blast! Great work! (and loving light/shadow details). 0 Quote Share this post Link to post
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