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[Release] Reaper Episode 1


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Here is the first episode of my in-progress MegaWad, Reaper.  It features 7 maps with tech-base/facilities themes.  Subsequent episodes will be independent of this first episode and will have their own themes.  (I'm trying to take my time and do this project in pieces.)

 

Download link: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/reapere1  (Will post v1.1 link when they finish processing the upload)

 

Name: Reaper Episode 1
Map Format: zDoom
Ports Tested: GZDoom
IWAD: Doom 2
Map(s): MAP01-MAP07
Music: Midis of popular rock songs
Gameplay: Single play/co-op
Difficulty Settings: Yes
Multiplayer Placement: Co-Op
Build Time: About 5 months total
Textures: Stock
Requirements: Jumping and freelook recommended

 

Video Trailer: New v1.1 Trailer

 

Screens:

firstbite.png

 

commcntr1.png

commcntr2.png

powerplant.png

meltdown.png

fueldepot1.png

fueldepot2.png

hotlead1.png

hotlead2.png

hotlead3.png

hotlead4.png

fatman.png

 

 

Edited by Doom OG

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    I made a video of the MAP01. Do note that this video is basically a part of a series where I learn the ropes of editing, recording and the likes.

 

    The map is visually fairly decent, and the combat is not too dull (well, it is a MAP01). I kind of wished for a Berserk, or a Chainsaw (which well, I did find eventually). The music was an interesting oddity. I liked the Imp closet at the "lift-to-exit" switch, that was a bit tougher than the rest of the map.

 

Link to video

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21 minutes ago, Pechudin said:

    I made a video of the MAP01. Do note that this video is basically a part of a series where I learn the ropes of editing, recording and the likes.

 

    The map is visually fairly decent, and the combat is not too dull (well, it is a MAP01). I kind of wished for a Berserk, or a Chainsaw (which well, I did find eventually). The music was an interesting oddity. I liked the Imp closet at the "lift-to-exit" switch, that was a bit tougher than the rest of the map.

 

Link to video

 

Very cool to see you play the first level!  Thanks. :)

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38 minutes ago, Doom OG said:

 

Very cool to see you play the first level!  Thanks. :)

 

No problem, I benefit from it as well. That, and I want to be more active in the community.

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MAP02:

 

I did this map on pistol start, since I forgot to save when finishing the MAP01. It reminded me of some TNT maps, as this one was packed to brim with zombies. I love mowing down hordes of zombies, so this is a plus for me. The Revenant ambush killed me a few times, and I thought to myself that this was a bit harsh after the relatively easy MAP01, but then I realized I could go back into the room and have the wall rise, so they cannot kill me.

 

I appreciated how there are definite advantages in going right first, as then you can kill all the zombies in the room that would otherwise pester you with when getting the Blue Key. I also like how the map is interconnected, and there are several ways to reach a certain point. The slow zombie teleporter was a bit annoying, probably because your monster teleport closet is long, so zombies have to walk a long way. Maybe this is something you wanted?

 

The detail was a bit on the low side, though. This is my preference though, I like eye candy. No video for this one, unfortunately.

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25 minutes ago, Pechudin said:

MAP02:

 

I did this map on pistol start, since I forgot to save when finishing the MAP01. It reminded me of some TNT maps, as this one was packed to brim with zombies. I love mowing down hordes of zombies, so this is a plus for me. The Revenant ambush killed me a few times, and I thought to myself that this was a bit harsh after the relatively easy MAP01, but then I realized I could go back into the room and have the wall rise, so they cannot kill me.

 

I appreciated how there are definite advantages in going right first, as then you can kill all the zombies in the room that would otherwise pester you with when getting the Blue Key. I also like how the map is interconnected, and there are several ways to reach a certain point. The slow zombie teleporter was a bit annoying, probably because your monster teleport closet is long, so zombies have to walk a long way. Maybe this is something you wanted?

 

The detail was a bit on the low side, though. This is my preference though, I like eye candy. No video for this one, unfortunately.

 

Thanks!  Fair points, I agree with them.  This map I actually made in 2013 and revamped it a bit for this release.  Adding the zombie hoards and some detail.  Yes it is definitely a nod to TNT in the design.  

 

If you like slaughtering hoards, wait until map 5. :D

 

Edited by Doom OG

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4 minutes ago, Doom OG said:

 

Thanks!  Fair points, I agree with them.  This map I actually made in 2013 and revamped it a bit for this release.  Adding the zombie hoards and some detail.  Yes it is definitely a nod to TNT in the design.  

 

If you like slaughtering hoards, wait until map 5. :D

 

 

Sometimes we all just want to slaughter some hapless imps or zombies. Stronghold (MAP09) from TNT was my favorite, felt like an action movie.

Edited by Pechudin

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MAP03:

 

I will continue until I do all the maps. Map testers are very important, I know I was sad if none of my maps got testing.

 

This map is very symmetrical, and it is slightly dissapointing that the monster placement is also symmetrical, especially in the key rooms. This means the player can easily predict what he will be facing. The symmetry is understandable, since the map is basically an arena. I would've liked to have some heavier weapons, but to be fair the heaviest monster was a Hell Knight. That being said, it is fun to press all the switches at once, and then have the enemies duke it out.

 

I will stop saying that the map is low-detail, since that seems to be a theme and that is a matter of taste. I did not find any secrets. The custom MIDI was nice. Which song was it, it sounded familiar?

Edited by Pechudin

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1 hour ago, Pechudin said:

MAP03:

 

I will continue until I do all the maps. Map testers are very important, I know I was sad if none of my maps got testing.

 

This map is very symmetrical, and it is slightly dissapointing that the monster placement is also symmetrical, especially in the key rooms. This means the player can easily predict what he will be facing. The symmetry is understandable, since the map is basically an arena. I would've liked to have some heavier weapons, but to be fair the heaviest monster was a Hell Knight. That being said, it is fun to press all the switches at once, and then have the enemies duke it out.

 

I will stop saying that the map is low-detail, since that seems to be a theme and that is a matter of taste. I did not find any secrets. The custom MIDI was nice. Which song was it, it sounded familiar?

 

Fuel by Metallica. :)  Thanks for the feedback and for playing!

 

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Here is some sample gameplay using gzDoom/Brutal Doom.  It looks a bit different and is a lot harder lol.

 

Spoiler: One minor secret is revealed, but I didn't open the others on purpose for this video...and was murdered.

 

 

Edited by Doom OG

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Just blazed through a few maps in this wad. It feels refreshing to play something that seems to be 90s in spirit, with nice gameplay and quirky setpieces here and there (I like how the lighting is messed around in map01 after you got certain keys, and combat in the "sewer vent" portion in the near beginning of map04 was fairly interesting). Keep it up.

Edited by TheNoob_Gamer

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Thank you so much!  I definitely love the 90's mega-wads and I'm influenced by them I'm sure.  Thanks again for playing and commenting! :)

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  • 1 month later...

I actually really enjoyed these levels. Simple to navigate, yet fun to explore. Combat was fast and tight - very hitscan heavy, but it was fun to mow them all down.

 

Are you currently developing the next episode? Or are you taking a break first?

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11 minutes ago, Arrowhead12 said:

I actually really enjoyed these levels. Simple to navigate, yet fun to explore. Combat was fast and tight - very hitscan heavy, but it was fun to mow them all down.

 

Are you currently developing the next episode? Or are you taking a break first?

 

Wow, thanks! I was kinda unmotivated since not many people seemed to care, lol, but I'll get back to it now. :)

 

Edit:  I did get some great feedback from Pechudin (thanks for playtesting) and I've incorporated his suggestions.  (I guess I need to re-upload with the changes.)

Edited by Doom OG

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Updated Trailer below (version 1.1 has been uploaded and is being processed now - will update the link when they finish updating the file.)

 

Gameplay enhancements based on feedback, 6 monsters added (thanks realm667), and more detailing to the architecture.

 

 

 

Edited by Doom OG

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