antares031 Posted May 17, 2020 (edited) Antaresian Reliquary is a compilation of levels, designed for various community projects for the last 4 years. Seven levels with different themes and limitations were selected for this compilation, and the wad is designed as boom-compatible with some custom gameplay elements, such as new enemies and weapons. It is recommended to read the details about the gameplay changes, before you start playing this wad. Also, each level has a death exit, making every level starts with forced pistol start. So please keep in mind about this. * Important Note (2020.08.29) A small change has been made to the idgames version, which fixes the DECORATE code that caused significant frame rate drop, during the particular moment on MAP06 with any ZDoom-related source ports. This also fixes a couple of DECORATE issues, such as "Antaresia shows pain state sprite, during the firing state". If you're mainly using ZDoom-related source ports, please download the newer version on idgames, which is dated as August 24. 2020. Since this doesn't affect any other resources, other than DECORATE, there should be no issue with the demo recordings currently out there. Sorry about the inconvenience, and have fun. Final Changes (2020.06.15) - Fixed a glitched spot in MAP07, where the player can fall down to the soild floor RC3 Changes (2020.05.30) - Fixed an issue with small font, which occurs in ZDoom-related source ports * Now small font should be visible with correct color in ZDoom, instead of darker one - Updated MAPINFO into ZMAPINFO, to resolve the issue with MAP31's ending message with ZDoom-related source ports RC2 Changes (2020.05.23) - MAP02: Adjusted the revenent ambush, near the red keycard, courtesy of Redead-ITA - Added a weapon-swapping sound effect to the rest of weapons, except melee weapons - Added an obituary for Former Ranger - Now every weapon has greatly faster weapon-switching speed - Re-recorded demo files Gameplay Change - The player starts with 60 bullets, instead of 50 - Lost Soul's HP is decreased from 100 to 45 - Adjusted Cacodemon's corpse a little bit - Arachnotron's Plasma Projectile is replaced to Energy Bolt; higher velocity, lesser damage * Because of this, Arachnotron fires slightly faster than before - Former Human is replaced to Former Ranger * Former Ranger shoots one energy bolt, has 25% more HP, and faster movement speed - Baron of Hell is replaced to Antaresia from Struggle : Antaresian Legacy * Antaresia's pain chance is decreased from 50 to 30 * Changed Antaresia's color scheme - Added Chaingun Elite from Struggle : Antaresian Legacy * Chaingun Elite shoots one less energy bolt, and has lesser HP * Changed Chaingun Elite's color scheme Ammo Change - Bullet capacity is increased from 200/400 to 240/480 - Shell capacity is decreased from 50/100 to 40/80 - Rocket capacity is decreased from 50/100 to 40/80 - Cell capacity is decreased from 300/600 to 240/480 - Bullet item now gives 20% more bullets; 12/60 - Cell item now gives 20% less energies; 16/80 Weapon Change - Every weapon now has greatly faster weapon-switching speed - Fist : Faster reaction time - Fist : Doubled the damage - Chainsaw : Slightly faster firing rate - Pistol : Replaced to Machinegun, which has the following features: * Faster firing rate * Always accurate - Shotgun : Slightly faster firing rate - Super Shotgun : Increased firing rate by 18% - Chaingun : Greatly faster firing rate - Chaingun : Added post-fire delay sequence * Please use the machinegun for long-range burst fire - Rocket Launcher : Slightly faster projectile speed - Rocket Launcher : Slightly increased projectile damage - Plasma Rifle : Greatly decreased firing rate by 50% - Plasma Rifle : Slightly increased projectile speed - Plasma Rifle : Greatly increased projectile damage by 140% - Plasma Rifle : Removed post-fire delay sequence - BFG : Pre-fire delay is decreased (overall firing rate is still the same) - BFG : Projectile damage is decreased from 100 to 80 - BFG : Now requires 30 cells per shot, instead of 40 Maplist & Changes * Every par-time is measured on UV-Max. * Every level got minor changes in layout, item placement, and monster placement MAP01 : Moonstriker's Outpost 1000 Line Community Project - MAP27 Par - 4:30 - (Basic changes) MAP02 : A Forlorn Outpost DyingCamel's Demons #1 - MAP09 Par - 13:00 - Cleaned the automap - Added coop-mode monsters MAP03 : Harvester's Reminiscence Doomworld Mega Project 2016 - MAP25 Par - 27:30 - Cleaned the automap - Added coop-mode monsters - A couple of adjustments around the level, including secrets - Redesigned the final area, so you don't have to press buttons to proceed MAP04 : Purgatorial Technologies DyingCamel's Demons #3 - MAP09 Par - 16:30 - (Basic changes) MAP05 : Alpha Scorpii Supercluster Nova III - MAP25 Par - 28:00 - Restored the original textures, which were cut from the project - Replaced the skybox - Adjusted some secrets to make it much easier to reach - Fixed Tutti-frutti effect glitch - Minor changes in layout, especially around the blue keycard arena MAP06 : The Kerberos Complex Doomworld Mega Project 2017 - MAP24 Par - 32:00 - Cleaned the automap - Replaced the skybox - Fixed Tutti-frutti effect glitch MAP31 : The Eclipse of Betelgeuse SlaughterMAX - MAP28 Par - 42:30 * Using GLBoom+ is highly recommended, due to the framerate issue. - Added one more secret with a godsphere - Added more blue armors for the final phase - Replaced soulspheres to megaspheres for the final phase - Increased the amount of monsters on HNTR from 9308 to 9882 - Increased the amount of monsters on HMP from 9115 to 17246 - Increased the amount of monsters on UV from 32398 to 42690 - Removed Suitepee Exit Credits - Please open the spoiler below Spoiler Playtesters Xyzzy01, Remmirath, Foxtongue, Captain J, Redead-ITA, jacderida Credit - Sprite - Energy Bolt : Heretic by Raven Software - Former Ranger : Machinegun Zombieman by Skelegant, David G. - Antaresia : Heretic by Raven Software - Chaingun Elite : id Software - Machinegun : WolfenDoom series by Laz Rojas - Shotgun : Alpha Version of Doom by id Software - Super Shotgun : Quake Champions by Saber Interactive - Chaingun : Smooth Doom by Gifty - Rocket Launcher : Quake Champions by Saber Interactive - Plasma Rifle : Photograph of "The Machine" toy gun by Nootrac4571 - BFG9000 : (Same as Plasma Rifle) - Custom tree sprites : Textures.com - Daisy : Action Doom by Scuba Steve Credit - Texture - MAP01 : 1klinecp's resource wad, originated from cc4-tex - MAP02 : Skybox by Mechadon - MAP03 : Skybox from Hexen, slightly edited - MAP04 : Skybox by Mechadon, slightly edited - MAP05 : Base Textures from Textures.com, Skybox by Mechadon - MAP06 : Base Textures from Textures.com, Skybox by Mechadon, slightly edited - MAP31 : Skybox by Mechadon - Outro : Base Textures from Textures.com, Raven Software, Skyboxes by Mechadon, slightly edited - Outro : The Battle for Wesnoth water animation by zookeeper & Zabin - Warp Effect : Warp effect pack UE4 by Nadir Khabibullin Credit - Music - MAP01 : Jeremy Doyle - Ripsnort - MAP02 : Psychedelic Eyeball - Bloody Skies - MAP03 : Eris Falling - Skeleton's Waltz - MAP04 : Psychedelic Eyeball - Stones of Cartmania - MAP05 : Eris Falling - Stardust - MAP06 : Fortress 2 Blue - Stage00011.mid "Welcome To Skull's Hell" - MAP31 : Psychedelic Eyeball - The Day of Defeat - Title : Eris Falling - Thanatos - Inter : Psychedelic Eyeball - Lab Wreck - Story : Eris Falling - Cry of Desperation - Outro : Eris Falling - Tranquil Land Credit - Sound Effect - Energy Bolt : NavyFIELD by SD EnterNET - Antaresia : Cry of Fear by Team Psykskallar - Machinegun & Chaingun : Counter Strike: Global Offensive by Valve Corporation, Hidden Path Entertainment - Shotgun : Quake 3 Arena by id Software - Super Shotgun : Counter Strike: Global Offensive - Rocket Launcher : Rise of the Triad by Slipgate Ironworks - Plasma Rifle : Heretic by Raven Software, slightly edited - BFG9000 : Doom (2016) by id Software - Warp Effect : Doom Eternal by id Software, Heretic by Raven Software Credit - Miscellaneous - Console Font was from Duke Nukem Small Font, redesigned by Jimmy - Title Picture was taken from Quake Champions by Saber Interactive Download Click here to download the wad Thanks, and have fun. :) EDIT: If you liked the new gameplay changes, here's a separate wad that features new weapons and monsters from Antaresian Reliquary. Keep in mind that this mod uses dehacked to change gameplay systems, so it is not recommended to use this one with any wads with their own dehacked, including the original AR. Also, this mod greatly increases weapon-switching speed for every weapon, not just melee weapons and a machinegun. Click here to download the mod Edited August 29, 2020 by antares031 note update 78 Quote Share this post Link to post
Redead-ITA Posted May 17, 2020 Ohh boy, so far am at the second map and i am having a blast! Spoiler However it it has is issues I definitely dig it, after your work on Struggle and eviternity this has got to be one of your second best so far (first being struggle) 3 Quote Share this post Link to post
Suitepee Posted May 17, 2020 1 hour ago, antares031 said: MAP31 : The Eclipse of Betelgeuse - Removed Suitepee Exit Say what? 6 Quote Share this post Link to post
antares031 Posted May 17, 2020 4 minutes ago, Suitepee said: Say what? You heard me right, haha :D There was a super-secret Suitepee Exit, designed for SlaughterMAX, but not anymore for this wad. 0 Quote Share this post Link to post
Yugiboy85 Posted May 17, 2020 "Lost Soul's HP is decreased from 100 to 45" Enough to earn a download :D no need to read the rest 4 Quote Share this post Link to post
Tango Posted May 17, 2020 (edited) this is really neat! I am really enjoying all the gameplay changes. I do think it's a shame that the fast weapon switching only applies to a limited weapon selection though - the vanilla weapon switch speed takes ages edit: the endmap is so beautiful, holy moly Edited May 17, 2020 by Tango 2 Quote Share this post Link to post
Terminus Posted May 17, 2020 Hell yeah. I've played all of these maps in their respective projects, but I wouldn't mind replaying them all. Always been a huge fan of your stuff :) 2 Quote Share this post Link to post
666shooter Posted May 17, 2020 Struggle was my first and remains one of my favorite Megawads, so I'm definitely downloading this and giving it a go! 2 Quote Share this post Link to post
Dimon12321 Posted May 17, 2020 Damn, I haven't finished the Struggle yet. Agreed with Tango, vanilla weapon switching speed is really slow. 2 Quote Share this post Link to post
Firedust Posted May 17, 2020 Awesome, was secretly hoping you'd release something like this! Would be cool if you eventually compiled it into a bigger wad :D 2 Quote Share this post Link to post
antares031 Posted May 18, 2020 3 hours ago, Firedust said: Would be cool if you eventually compiled it into a bigger wad :D I actually thought about including more levels for this compilation project, during the development. But after some arrangements on the maplist, I concluded that these 6+1 should be enough for this wad. 3 Quote Share this post Link to post
FrancisT218 Posted May 18, 2020 @antares031Yeah I was wondering about rbd2015, Eviternity, Akeldama, and JOM5. Would make ten levels + a secret. But still, this is very cool. :D Those DMP levels are some awesome stuff and now they won't be easily overlooked because of the WAY uneven quality of those wads. 1 Quote Share this post Link to post
TheWolfman00001 Posted May 18, 2020 I have risen from the dead to tell you that the weapons and enemies in this wad are absolutely stellar, and that you should create a separate dehacked patch containing the enemies and weapons for use in other wads :D 3 Quote Share this post Link to post
TheOldKing1998 Posted May 18, 2020 4 hours ago, TheWolfman00001 said: I have risen from the dead to tell you that the weapons and enemies in this wad are absolutely stellar, and that you should create a separate dehacked patch containing the enemies and weapons for use in other wads :D Please do this 2 Quote Share this post Link to post
galileo31dos01 Posted May 19, 2020 I can attest that the first two maps in their original CP slots are very good, surely the rest is good as well. On 5/17/2020 at 12:15 PM, antares031 said: Lost Soul's HP is decreased from 100 to 45 This is triple the good. 4 Quote Share this post Link to post
antares031 Posted May 19, 2020 8 hours ago, TheWolfman00001 said: you should create a separate dehacked patch containing the enemies and weapons This might cause compatibility issues with any other wads with their own dehacked patch, such as Eviternity and Valiant. But since it'll work pretty good with non-dehacked wads, I'll consider making a separate, boom-compatible weapon mod for later. 1 Quote Share this post Link to post
Alexagon Posted May 19, 2020 Would it be a bad idea to play this without having played the maps in their original WADs? Some of those screenies are downright beautiful. Good looking maps are always my favorite. 0 Quote Share this post Link to post
antares031 Posted May 19, 2020 22 minutes ago, Alexagon said: Would it be a bad idea to play this without having played the maps in their original WADs? It really depends on your preference. If you prefer vanilla gameplay without any modifications, then playing the original version would be a much better idea. But if you don't mind some changes in weapons and monsters, this new one would be the answer to you. 0 Quote Share this post Link to post
Alexagon Posted May 19, 2020 I actually prefer the modified gameplay. I'm going through Struggle right now actually. 2 Quote Share this post Link to post
antares031 Posted May 19, 2020 Here's the beta version of a separate mod with the new gameplay, since some people suggested me to make one. Keep in mind that this mod uses dehacked to change gameplay systems, so it is not recommended to use this one with any wads with their own dehacked, including the original AR. Also, this mod greatly increases weapon-switching speed for every weapon, not just melee weapons and a machinegun. Feel free to leave suggestions on this mod, and have fun. Click here to download the mod 5 Quote Share this post Link to post
Tango Posted May 19, 2020 1 hour ago, antares031 said: Also, this mod greatly increases weapon-switching speed for every weapon, not just melee weapons and a machinegun. hell yes!!!! excellent mod you've put together here 2 Quote Share this post Link to post
FrancisT218 Posted May 19, 2020 (edited) @antares031 While I have no issue about the decision to not include every community wad level - especially for some of the high caliber recent megawads like Eviternity and Akeldama - I do want to suggest considering Sky Pillar for inclusion as a Map07, it would be most fitting as a final level too IMO (just as it fit as one in its original project). Of course this can be voided if the textures/sprites from Eternal are too difficult to move over...that level is definitely dependent on them. Edited May 19, 2020 by FrancisT18 1 Quote Share this post Link to post
mArt1And00m3r11339 Posted May 19, 2020 43,000 monsters in level 31. Cool. I can imagine someone making a map with that many enemies that take 8 hours IGT to complete. 3 Quote Share this post Link to post
antares031 Posted May 20, 2020 (edited) On 5/20/2020 at 4:23 AM, FrancisT18 said: ...Sky Pillar for inclusion as a Map07, it would be most fitting as a final level too IMO Of course this can be voided if the textures/sprites from Eternal are too difficult to move over...that level is definitely dependent on them. It's not because of importing textures, which won't take longer than making a new level. During the development, Sky Pillar was definitely on the potential candidate. But since the level was specifically designed to commemorate the memory of late Ty Halderman, I thought it would be much better that the level should be stayed in the THT:Threnody, along with other levels that were designed to remember the essential pillar of the community. IMO, Sky Pillar itself is meaningless, if it's not together with other levels of THT. Alternatively, you can try THT with the separated mod I posted. And hey, at least we got the new MAP07 to finish the wad. 21 hours ago, mArt1And00m3r11339 said: 43,000 monsters in level 31. Cool. I can imagine someone making a map with that many enemies that take 8 hours IGT to complete. While the official UV-Max time is 42:30, you can definitely go for below 40 minutes, if you optimize your route. Not to mention that weapons in AR are quite powerful, compare to the original doom. Edited May 20, 2020 by antares031 1 Quote Share this post Link to post
FrancisT218 Posted May 20, 2020 @antares031 I would say it is true that those levels gain context when they are in a commemoration project, so you have a point there - even if Sky Pillar would still be an excellent map in isolation. I agree DyingCamel and DMP, OTOH, were simply projects where any member of a given community could contribute a level, but they were 'for fun' basically. NOVA3 and 1k Lines were somewhat stricter in terms of what was good to go, which had me thinking THT wouldn't be outside reasonability, but NOVA3/1k are still not made in commemoration, I can agree, so you don't really lose the context of the original project by having them separate. If anything...that leaves me wondering if Joy of Mapping 5 has a place in here...but perhaps it relies on GZDoom in a way you don't want this wad to, and/or you want to leave out 'speedmapped' levels. 1 Quote Share this post Link to post
antares031 Posted May 20, 2020 3 hours ago, FrancisT18 said: that leaves me wondering if Joy of Mapping 5 has a place in here The level from JoM 5, which was originally designed as boom-compatible, was one of candidates for the wad opener. But I decided to keep it for later, along with other compact & speedmapped levels. 0 Quote Share this post Link to post
FrancisT218 Posted May 20, 2020 Ah. I see. :) No true 'speedmaps' here. 0 Quote Share this post Link to post
FrancisT218 Posted May 21, 2020 @antares031 First of all RC2 with all weapons fast switch would be nice...Until then though if I load this wad first then the standalone mod afterward shoukd it work without issue with everything functioning as intended? Also...are Level 2 in this and Level 25 in Struggle related? They aren't copies, and the aesthetic themes are entirely separate, but the ideas look to largely be similar...Did one level actually) use the other as a base (with some modifications of course)? 0 Quote Share this post Link to post
antares031 Posted May 21, 2020 4 hours ago, FrancisT18 said: RC2 with all weapons fast switch would be nice...Until then though if I load this wad first then the standalone mod afterward shoukd it work without issue with everything functioning as intended? Also...are Level 2 in this and Level 25 in Struggle related? They aren't copies, and the aesthetic themes are entirely separate, but the ideas look to largely be similar...Did one level actually) use the other as a base (with some modifications of course)? In order to do this, I need at least 12 extra frames for the rest of weapons. Since there are no more frames that I can use for free, I need to borrow some more frames from other things. I think this won't be a big problem, though. About the MAP02, the level was designed first for DyingCamel's Demons #1, and I used the same concept for Struggle's MAP25, since I really liked the idea of that level. Hell, they even share the same soundtrack, so you can definitely see some similarities between them. :D 1 Quote Share this post Link to post
kalaeth Posted May 22, 2020 Still haven't played the actual WAD but just downloaded and played the first 16 levels of Doom II with the weapons mod and that the "demonslayer" is awesome to use, the "perforator" is satisfying as hell and the "disruptor" is probably the best plasma I ever fired. Will play the actual levels they were intended for later :D 2 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.