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Doomkid's Mega! [Episode 1 Finalized]


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Delightfully classic looking architecture, blood-soaked plasma-firing possesed marines, red plasma-firing Imps, Ray Mohawk's cousin Marcus Mustachio?? I'm so in! Can't wait to try this out, Doomkid. 

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ohhh!

Sweeeeet!

More Doomkid's vanilla mapping madness!

Keep at it, pal! Your peojtect are always delightfuly fun to play.

 

 

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1 hour ago, TheNoob_Gamer said:

This certainly looks interesting. I'm assuming a lot Dehacked trickery is involved?

Just minimal stuff, nothing fancy - Fist, saw, pistol and SG are all tougher than their vanilla counterparts, just to help keep combat fast and satisfying.

 

48 minutes ago, Biodegradable said:

Why's Doomguy cosplaying as MovieBob?

LOL, just googled this guy and it checks out

 

48 minutes ago, RonnieJamesDiner said:

Ray Mohawk's cousin Marcus Mustachio??

I love this name! As the rifle and fist may make obvious, this was going to be a Ray Mohawk sequel at it's inception but I didn't necessarily want to be married to the beach theme this time around (as much as I love it)

 

31 minutes ago, Dimon12321 said:

Rowdy 2 to the very best of times?

Well, on the note of Rowdy 2, it's actually quite close to completion at this point, but there are a few little issues with the project that I need to get ironed out.

 

Thanks everyone for the comments!

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Looks like something I would like to play. :D

 

One thing I would like to suggest. Try a different texture on the two steps in the bottom screen. Doesn't have to be matching, I think it would break up the blue, even if it was a different blue. I dunno, I'm weird like that.

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6 minutes ago, Doomkid said:

I didn't necessarily want to be married to the beach theme this time around

Spoiler

The beach got infested with demonic entities from a certain techbase; making it uglier beyond recovery. As your brother's trusted person, you set out to investigate the cause and kicking the asses of the trespassers. And somehow find a cure.

Putting my hypothetical sypnosis in spoiler because this is cheesy af. 

Also I've done some gameplay for the first 2 maps, the vid should hopefully be up tomorrow + in-video feedbacks!

Edited by TheNoob_Gamer

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Sweet, I'm looking forward to checking it out.

 

Also Doom_Dude, I was this close to using the concrete flat (seen in the 2nd screenshot) on those two steps. I'll be changing that, I agree that it looks better to break up all that blue carpet.

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Screenshots look really good and I'm digging that sky texture; it feels fresh with a healthy nod to retro.   I like how much space is visible in these shots as well.  Everything looks fun here.   

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Liking this a lot actually (just finished map02 map08)- it's got all the best quirkiness you'd find in random downloads from doomwadstation or the archives back in the day, and generally seems like a good antidote to the Doom-gameplay-burnout I've been experiencing lately.

 

Nice job, looking forward to updates!

 

Edited by Smouths

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It looks so simplistic, yet so beautiful at the same time! almost cartoony! In a good way of course!

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Hey my dude, the name of this WAD  fits very good, because this is mega cool! Keep up my dude, I will try to play this when it's released, I don't know when as I have many things to do, but hopefully one day that is not too far!

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3 hours ago, Doomkid said:

Also Doom_Dude, I was this close to using the concrete flat (seen in the 2nd screenshot) on those two steps. I'll be changing that, I agree that it looks better to break up all that blue carpet.

 

Sounds good man. Gonna play some of this by tomorrow. I've not played other wads besides my own in weeks, probably because I'm in the editing zone.

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FDA's if you wanna watch 'em, no sweat if not: 1dk-plumsfdas.zip

 

In general I really liked them, lots of constant pressure from low tier enemies and nice map design. Ammo was very tight overall, it could stand to have just a little more in some spots though it was enough to scrape by most of the time, and I missed some secrets on a few maps which might have helped.

 

Some nitpicks:

 

* Some maps had areas that looks like the player could get through, but couldn't. If you watch the demos they should be hopefully obvious, I'll go back and point them out later if you want.

 

* The Wolf SS replacement sprites look kind of funny because of the blue on the sprite face, I assume it's supposed to be like a metal plate thing but in mid-level lighting it looks like a solid splotch of blue. I'd recommend switching it to grey at the minimum. Also they could benefit from non-symmetrical rotations if you were up to doing that.

 

* I was going to say that the start of MAP08 could do with some more health, or maybe one fewer shotgun guy, but thinking about it now I was probably supposed to get the SSG and take them out in one aligned shot so maybe it's fine.

 

* This really doesn't matter, but goddamn some of those MIDIs are loud.

 

* edit: One more. In MAP07, it felt like I had to run around to the lift to get to the upper part a lot, having another way to get up there once you get around the bend where you can fall to get the invisibility might be good.

Edited by plums

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Very promising stuff, lots of fun to play. Pretty challenging down to the high monster density, ammo and health was pretty tight, though for the most part (save for perhaps the first part of map 8), I felt like I had just enough. There was some use of non-lift textures as lifts and non-switch textures as switches, which can be confusing, although they didn't take me too long to figure out.

 

My playthrough videos are in spoiler. prBoom+ complevel 2

 

Spoiler

 

 

 

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Thank you so much for the playthroughs, Horus and plums - extremely helpful! I basically am getting the idea that there needs to be some more secrets, a bit more ammo, and there are some instances where combat needs to be re-balanced a bit. Also, I admittedly jacked the volume of those MIDIs up way too loud.. I'll lower them to 90% just to take the edge off. They are pretty intense on second review..

 

Extremely helpful notes, I really appreciate it.

Edited by Doomkid

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5 hours ago, Doomkid said:

a bit more ammo

Even though I did say ammo was tight, I'd be wary about adding too much more. Drowning the player in shells would take away from a lot of the tension you have in some maps. Also with a berserk in most maps plus the improved punch, you usually have a good backup.

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2 hours ago, Doomkid said:

Thanks a bunch Clippy, I'll watch this tonight!

 

I had a rough start but seemed to do better each map. Good times. 

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Just finished watching it, very helpful. Reinforces my idea that a touch more ammo is needed, especially on map01. It's going to be a megawad anyway, so the ball-busting should at least have the courtesy to wait until map02 - map01 should be more about just getting a feel for the vibe the set is going for. I also have a few secrets that are either too obvious or too subtle that I'll readjust slightly. Thanks for playing what's there so far!

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