Redead-ITA Posted May 23, 2020 (edited) What is this? This a boom formatted episodic replacement for the first Episode of the game DooM, Done mostly by me Maps are somewhat short(Except 1 of them) And somewhat easy, some maps have custom textures, which are made using a doom compatible TEXTUREx file from slade for the most part, some others comes from parts of other textures that i couldn't do in textureX still comes from Doom1. Tested this in PRBOOM+ (no comp level) and GZDOOM in the ultimate Doom iwad JUMPING AND CROUCHING DISABLED. WAD USES DEHACKED(ultimate doom format) FOR MAP NAMES AND INTERMISSION. Whats the story? Spoiler Episode 1 : Your name is Anderson, a marine of the "UAAC" a UAC Derivate company tasked on bringing back old abandoned bases back online, You and couple other marines were chosen to be the replacement guards in an abandoned Asteroid base until it was restored, everything went alright but they Redacted the purpose of the base to you and colleagues, until near at the end of your service work, while being in your guard post, you receive a message from the science team that they need help, an entire demonic fleet has ambushed nearly all of the base everywhere, reinforcements wouldn't arrive until a couple of light years, so you are on your own to get there. Save the team and maybe find a way out of this soon-to-become hellhole. Episode 2 : Taking place little bit prior to Episode 1, Your name is Javier, the Head Scientist to the restoration project of the asteroid base as tasked by your superiors, You recieved orders to restore a prototype teleporter to test and ""potentially"" repurpose it, The work went well at first untill they needed to test out if living beings would go from A to B, After some animal tests not going well, before any more tests could be done, the team recieves readings of an enourmous amount of objects were being teleported above the asteroid base location, many of the science team Didn't knew what it was, but you did, Without Pause you order 3 of your most trusted scientist to join you in a risky teleportation experiment, while everything was setting up, you wrote a message to the guards to request a rescue of the science team, as for you and your 3 scientists, you are headed to where those objects came from: HELL. And how does it end? Spoiler Exploring the Factories you discover that these bases were indeed constructed by the UAC specifically for these hellish envirements and why they were made, it turns out the materials used for the prototype teleporters were made from Hell material, after succesfully Scaring the Mastermind who was heading not only just the production of the the materials used, but the invasion of the asteroid base, you try to stop the machinery, only to activating a production line and ending up being part of it, trapped, with no way to escape other than a soon approaching painfull demise, with unknown being watching you while it drinks as these were the last thing you saw before ending up as meat for a mechanical being with a directive "Punish the survivors of the asteroid base." Screenshots? Here my friend! Spoiler E1M2 E1M4 E1M5 E1M7 Credits: @Jimmy for the midi's in E1M1, M7 and M8 @Xyzzy01 for E1M9 (Tennis map between me and him midi is from Descent) Descent for the rest of the tracks @Dragonfly For E2M1 Midi @Varis Alpha For E2M2 Midi and lastly Me for E2M3 Midi. Download: Punishment Latest Added The Scrapped Episode 2, New Hud with fonts included, Widescreened all of the assets. DoomShack Mirror Previous versions: Spoiler Punishment RC4 Added some fixes that were pointed out by @Mr.S Retro Punishment RC3 Bug fix release, prevented some a skip and fixed some odd looks. Punishment RC2 Second release candidate, with extra music and extra bug fixes. Punishment RC1 First Release candidate, with the Last part of the map fixed. QUICK NOTE: IN THE LAST MAP THE LAST BARON YOU HAVE KILLED DOESN'T OPEN THE DOOR i have added a shotable switch to prevent the softlock it's in the last and empty crusher. Edited December 9, 2022 by Redead-ITA The newest version. 23 Quote Share this post Link to post
Average Posted May 23, 2020 Looks interesting. The download doesn't seem to work, though. :( 0 Quote Share this post Link to post
Redead-ITA Posted May 23, 2020 Just now, Average said: The download doesn't seem to work, though. :( Try now? i've just updated the map to fix a bug. 0 Quote Share this post Link to post
Redead-ITA Posted May 23, 2020 (edited) Double post to inform you i update the wad again because of the bug reported in some maps, based on feedback. Edited May 23, 2020 by Redead-ITA 0 Quote Share this post Link to post
leodoom85 Posted May 23, 2020 Blind gameplay, didn't took long enough except the deaths on the secret map. Enjoy. 2 Quote Share this post Link to post
Impie Posted May 24, 2020 I think the Descent music suits it pretty well, and you should just use the Descent soundtrack for the whole thing. 1 Quote Share this post Link to post
Biodegradable Posted May 24, 2020 (edited) I just finished playing through it @Redead-ITA and this may be my own bias talking as this is the first real community WAD I've really played, but I had a blast with it. Your level design is compact, but really interesting and quite dynamic at times. There's a certain beauty in their simplicity I really dig. Enemy placement and traps were really fun and kept me on my toes and I loved how you managed to keep surprising me with cacodemon ambushes throughout. Really lovely work, fam. :^) Edited May 24, 2020 by Biodegradable 0 Quote Share this post Link to post
Redead-ITA Posted May 24, 2020 1 hour ago, Impie said: I think the Descent music suits it pretty well, and you should just use the Descent soundtrack for the whole thing. I decided to go with your recommendation, but i decided to change it a little for the intermission (which in this case uses descent 2), i will release the update once i wait for leodoom to tell me where he meant by texture missalignments on M6 1 minute ago, Biodegradable said: I just finished playing through it @Redead-ITA and this may be my own bias talking as this is the first real community WAD I've really played, but I had a blast with it. Your level design is compact, but really interesting and quite dynamic at times. There's a certain beauty in their simplicity I really dig. Enemy placement and traps were really fun and kept me on my toes and I loved how you managed to keep surprising me with cacodemon ambushes throughout. Really love work, fam. :^) Glad to hear you love it, i am considering doing a sequel to it in the upcoming future (using doom 2), However it is probably be a long time before i will do it. 0 Quote Share this post Link to post
Redead-ITA Posted May 24, 2020 Alright double post to announce a new update to punishment: -Now all maps have custom music tracks from Descent. -Fixed bugs from the triggers to the alignments from What leoDoom has pointed out in the recording. Op has the link 0 Quote Share this post Link to post
LateToDOOM2020 Posted June 17, 2020 (edited) Hey I really like the maps! I just went through E1M1 to E1M3 and its pretty fun. Good layout design i like it with the texture use and non linear pathways. Edit: I now got to E1M8 and WOW its a really creative and cool wad. I like what you did - Great Sky It just feels like miles and miles of empty space around the base if you look outwards not upwards - clever mechanisms and map design - awesome lighting - clever use of switches Edited June 17, 2020 by LateToDOOM2020 2 Quote Share this post Link to post
Redead-ITA Posted September 27, 2020 Small Notice that i have updated the file again, this one however is a small bug fix update, if i do not find any issue with it i might post in in the IDarchives. 0 Quote Share this post Link to post
Xyzzу Posted September 28, 2020 Hmm, perhaps the lock-in to the red key in E1M9 could be a 9-second one instead of 30? Also, one of the shotgunners that spawn in the blue key room is on one of those sewage drains unlike the rest which are in the nukage itself, only in Z-ports. Other than those, I have no issue with this c: 0 Quote Share this post Link to post
Redead-ITA Posted September 29, 2020 (edited) On 9/28/2020 at 7:32 AM, Xyzzy01 said: Hmm, perhaps the lock-in to the red key in E1M9 could be a 9-second one instead of 30? Also, one of the shotgunners that spawn in the blue key room is on one of those sewage drains unlike the rest which are in the nukage itself, only in Z-ports. Other than those, I have no issue with this c: Done these 2 and also fixed issues that MR.S retro pointed out in his video, you can check it out here https://www.youtube.com/watch?v=3zKFFIZ3BxA To sum up: E1M9 Made redkey lock in stay 9sec and made the shotgunner teleport be closer to the nukage. E1M6 Made a bar that was supposed to be impassable, well impassable. All maps: Added exit signs to where the exit is. Edited September 29, 2020 by Redead-ITA 1 Quote Share this post Link to post
Redead-ITA Posted December 9, 2022 UPDATE(And potentialy the last one): Punishment Discontinued Episode 2 has been added, Along with Widescreen assets for Episode 1 and hud and whatnot, It's minor stuff but i wanted to add it to it. Reason for Episode 2 being made was originally to make it a rich addition before i wanted to add it to IDGames, however seeing I never finished it and lost motivation to end it, However seeign i didn't want it to basically rott in my hard drive i finished all of the maps that i could (which are 2) and also decided to improve some stuff from my previous E1 Maps along with it, (Changes Mostly range from Improved Visibility and the likes.), I added the story stuff from Episode 2 in the first post along how i planned it to end it, Credits have also been updated. 3 Quote Share this post Link to post
RYU_Sempai1024 Posted December 10, 2022 played e1, short but bellissimo 1 Quote Share this post Link to post
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