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UAC Take Over. New Update!


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Well I'm glad you bumped the thread and updated, because I didn't know about the wad at all beforehand. I'm also glad I clicked despite the nondescript topic title... the mapset is phenomenal so far. I really like that you've gone for something slower paced and more atmospheric, with a heavier emphasis on exploration than on horde combat, it fits my personal preference for maps. The use of GZDoom and UDMF features is very nice, they really enhance the maps without feeling tacked on or overdone, I especially like what you've done with the lighting, it looks good in the screenshots but it's even better in motion. I quite like the contrast between maps too, E1M1 is quite atmospheric but with a good dose of combat, E1M2 is almost pure atmosphere, E1M3 is much more action-oriented... the music so far has been quite fitting too.

 

I have 2 small sound-related suggestions. First, I would increase the volume on the computer assistant (or whatever she is), as she sounds quite soft relative to the usual game sound effects. Second, and speaking of, have you thought about replacing the regular Doom sounds? I think they work really well with the base game aesthetics and music, but they seemed a bit out of place with the more atmospheric take you've gone for. I thought the PSX Doom sounds would fit really well if you don't want to stray too far, especially since you're already using one of the ambient tracks from there. Then again I'm playing without Brutal Doom, I'm not sure if that already changes them; also, do you absolutely require BD, or should it be ok to play without it?

 

Belated condolences for your loss, was sorry to read about it even though it's been some time. I think it's wonderful that you're sharing maps he used to play with the rest of the world, and it's great that you seem to have regained the motivation to complete the episode, it's a very nice tribute.

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Hey, Brick!

  I appreciate the comments, brother! I've thought a great deal about changing a majority of things: weapons, monsters etc... However, I feel that if I did that, it would lock people in to only being able to play with certain mods. As far as changing the sounds, based off my own preferences and experience playing other mods, I feel like everyone can live with the original sounds but replacing them can be hit or miss at times. I could be wrong, too. I could find a a PSX sound mod and try it on for a while.

 

  I'll look into boosting the audio. Originally it was a bit lower but perhaps it could use a bit more gain. 

 

  Thanks for the kind words. Losing someone you've known for almost your whole life sucks. We played s**t ton of Doom together and while I still enjoy playing, it feels different some how. While I feel the pain of his loss, it's his wife and child he left behind that have to bare the real burden.

 

I look forward to any other suggestions or opinions of the maps. It's always nice to know if I'm going in the right direction or not. A little constructive criticism can go a long way. 

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  • 11 months later...

Heads up! Incoming new level. I know it's been almost a year since I've updated this episode but I've finally got around to finishing the last level. I was just wondering if I could get a few volunteers to play test the level and iron out any kinks before I do a full release so I can take this off my list. Just PM me and I'll shoot a link, but please, only do so if your willing to participate in the feedback.

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Hey, FEDEX. If you're willing to play the map and offer some feed back, just PM and I'll send you a link. I'm waiting for a list of bugs or changes before offering a public link.

 

Edited by SlinkyWinky

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13 hours ago, Dynamo said:

Outstanding design, glad to see this is back!

Hey, thanks. I've been working on it off and on for the past year. It's more a labor of love and less skill or talent. The level I'm most proud of is E1M3, though. For that level I was going for a more "classic" 90's design with a modern flair. I think it matches up better with my lesser artistic talent. 

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  • 1 year later...

It's been a while ladies and gents, but I've finally gotten around to releasing the completed map pack. I've had to endure a few setbacks by losing files and lack of overall organization, but I was finally able get this project off the back burning and finish it. I even included a new map as well! 

 

A new file link is here:https://www.mediafire.com/file/gdz2yz933x5e6d4/UACTakeOver2_0.zip/file and in my first post as well. 

Edited by SlinkyWinky

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Congratulations on the release! I'm glad this made it through to a public final version. I had a lot of fun playing through the previous releases and it was an honour to playtest E1M8. It's a great mapset and a wonderful tribute to your friend. I hope it gets the attention it deserves.

 

I don't remember if you have an account on the ZDoom forums, but if you don't it might be worth making one and posting a thread about the project. The community there is smaller than Doomworld but proportionally there may be more people interested in a GZDoom episode.

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6 hours ago, brick said:

Congratulations on the release! I'm glad this made it through to a public final version. I had a lot of fun playing through the previous releases and it was an honour to playtest E1M8. It's a great mapset and a wonderful tribute to your friend. I hope it gets the attention it deserves.

 

I don't remember if you have an account on the ZDoom forums, but if you don't it might be worth making one and posting a thread about the project. The community there is smaller than Doomworld but proportionally there may be more people interested in a GZDoom episode.

 

Thanks again, Brick! I appreciate the suggestion and helping with with project. I think I do (or did ) have an account there(Zdoom.org). I think I asked a scripting question and someone blew up on me like a turd impacted anus. But I'm glad you enjoyed it. I had a lot of fun learning and making it along the way. JB may have not been able to see the project completed, but I always carried him with me. 

 

I hope everyone finds something to enjoy about it. It was a fun and interesting ride!

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Congratulations on the release! I look forward to playing this soon, been eagerly expecting this one for the last few years :)

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On 5/17/2024 at 2:14 AM, Dynamo said:

Congratulations on the release! I look forward to playing this soon, been eagerly expecting this one for the last few years :)

Thanks! It's been a long time coming. There was a lot more I wanted to do but just could find the time to do it. They say an artist never finishes their work, it's only abandoned. This couldn't be more true. The last level was completed a year ago. If I didn't release it now, it be another year before I got around to it.

 

Additionally, I did shoot over to Zdoom forums and post to link to this thread. Thanks Brick, you motivated me to jump through the hoops to get my account reactivated so I can post again.

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Hey There

Sorry for you loss and thank yo ufor not giving up 

Based on the screenshots, it seems that a lot of effort has been invested in creating it :) 

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Just played some of this. As much as it kind of shares in common with other facility-themed GZDoom wads, the atmosphere is incredibly impressive, gravel piles outside are a nice touch and in general, this only sticks to the Knee Deep in the Dead limits so far as it takes place almost entirely in a base. Not to mention things eventually take a turn after the first map, with Map 02 being practically combatless and largely a maintenance job, with subsequent maps adding both custom enemies and a decent chunk from Doom II! It's probably not terribly difficult but it sure is a turn from the first map!

 

 

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