MrTAD Posted November 24, 2020 (edited) Good Evening, Morning, Afternoon, or whatever time-exempt or temporal time loops you exist in. This is ERR.wad. A 9 level Map Pack for Ultimate Doom Episode 1. (I was originally supposed to do a full UD Mega Wad but my friend wanted to have this up now. And here we are now.) This was tested using Chocolate Doom. From all the testing I did it should work perfectly fine for things running Vanilla Doom. The maps do not 100% take things like Freelook, Jumping, Crouching, and the like into consideration. It is highly recommended to just use Vanilla. The new things to the wad are not really new. All of them are Doom 2 Textures Imported into Doom. And not much is new other then that. However there are a fair few changes. Done using Dehacked. The file changes the following (There maybe be some things I forget. I am not entirely sure): -Total Ammo Maximums. Ammo is now 80 Bullets, 40 Shells, 20 Rockets, 160 Cells. -Chaingun and Rocket launcher are now slightly faster. -Soulspheres restore 50 Health and not 100. -Cyberdemons now have 6400 Health, and attack slightly faster. -SpiderMasterminds now have 9000 Health, move slightly faster, and attack slightly faster. -Pinkies now have slightly lower health making them more likely to be killed in 2 Shotgun shots. -Spectres are now faster and have more health, making them harder to kill. *Note* There is an error I came across that I don't think I could fix. Involving the fact I changed some existing textures in the game. Causing it to crash on loading some levels. I am not sure which levels it crashes, however they are all the Vanilla levels for Ultimate Doom. The wad is a pretty standard difficulty for an Ultimate Doom Episode 1 Wad. So, if you want to get a harder difficulty you could play it in Co-Op. In Co-Op the players are forced into a much harder version of each level. Forcing stronger enemies onto them much earlier then expected. There is also Deathmatch. However the Deathmatch levels are probably pretty bad. *Updates* After listening to the feedback, I updated some levels and fixed a few errors that were in the maps. I also added 3 new Maps. Those being, E2M1, E3M1, and E4M8 *Notes about E4M8* E4M8 is a level made to be hard. And it may be too unfair in it's difficulty. So I am keeping a close eye on comments on sort of stuff to see what can be done to improve it. *Update Notes about E4M8* I was a big dumb dumb stupid head. And forgot to fucking test E4M8. And it crashes upon booting it up in Vanilla Source Ports. This is a problem I mentioned before. Just thought I'd be clear about this. The fixed version is below. Original Version E-R-R.zip Updated Version E-R-R-BetV1.zip Fixed Updated Version E-R-R-BetV1.1.zip Special thanks to user Mademoiselle Amour For helping with a few issues I ran into with Vanilla, and for creating E1M9 and E3M1. And for just being an all around great friend. And Special thanks to user Hambourgeois Who created the Lava Fall texture I used in the Wad. That is all, have a good day. Edited November 24, 2020 by MrTAD Updating the Wad to fix an error. I was so dumb. 14 Quote Share this post Link to post
ElPadrecitoCholo Posted November 24, 2020 If I'm honest, I am quite struck by wanting to play this Wad, but with what he's wearing, plus the fact that the bosses are now incredibly more resistant (which will take a long time to kill them, yes, I'm seeing you Spider MasterMind), I am forced not to want to play this in Vanilla, the maximum that the ammunition thing was now very reduced, and I think that having a backpack will not help in these cases... 1 Quote Share this post Link to post
MrTAD Posted November 24, 2020 (edited) 23 minutes ago, ElPadrecitoCholo said: If I'm honest, I am quite struck by wanting to play this Wad, but with what he's wearing, plus the fact that the bosses are now incredibly more resistant (which will take a long time to kill them, yes, I'm seeing you Spider MasterMind), I am forced not to want to play this in Vanilla, the maximum that the ammunition thing was now very reduced, and I think that having a backpack will not help in these cases... The thing is, you're not really supposed to fight them with the Dehacked file on the Vanilla Maps. Though, I get what you mean. The Bosses do seem rather absurd. But they also don't appear in the maps made, cause it's only Episode one. Edited November 24, 2020 by MrTAD I don't know. I'm a weirdo okay? 0 Quote Share this post Link to post
ElPadrecitoCholo Posted November 24, 2020 26 minutes ago, MrTAD said: The thing is, you're not really supposed to fight them with the Dehacked file on the Vanilla Maps. Though, I get what you mean. The Bosses do seem rather absurd. But they also don't appear in the maps made, cause it's only Episode one. Hmm... I think I'm more or less understanding you, you say, this shouldn't run like a normal Vanilla map? 1 Quote Share this post Link to post
MrTAD Posted November 24, 2020 5 minutes ago, ElPadrecitoCholo said: Hmm... I think I'm more or less understanding you, you say, this shouldn't run like a normal Vanilla map? What I am getting at it that. The Dehacked is not for Vanilla Doom. It's for the current maps of this Wad. And the maps to come. Though I can confirm The Cyberdemon and Spider Mastermind are still possible Pistol start, in their Vanilla Maps. Since I did them both while testing the changes I made. You shouldn't do it. It's not fun. But it is possible. 1 Quote Share this post Link to post
ElPadrecitoCholo Posted November 24, 2020 6 minutes ago, MrTAD said: The Dehacked is not for Vanilla Doom. It's for the current maps of this Wad. And the maps to come. @MrTAD I understand, I think then I can be a bit calm about what you have said, and you have explained to me about your wad. 6 minutes ago, MrTAD said: Though I can confirm The Cyberdemon and Spider Mastermind are still possible Pistol start, in their Vanilla Maps. Since I did them both while testing the changes I made. You shouldn't do it. It's not fun. But it is possible. I am not a player who does the Pistol Start, therefore, consider that I am heeding the warning you say. 1 Quote Share this post Link to post
P41R47 Posted November 24, 2020 craviing for more chocolate love, gonna try this asap as those screenies looks beautiful and really pixelated my heart to pieces ;) 0 Quote Share this post Link to post
JadingTsunami Posted November 24, 2020 (edited) These look like fun maps! Unfortunately I got permanently stuck on E1M1, so my progress was limited. The problem happens at the Blue card area. Line 449 is W1 Door Stay Open, which allows the player to reach the Blue key door after acquiring the key. But, there are multiple W1 lines to close the door. So when I went back to that area to look for secrets, I permanently closed the door to reach the rest of the map. The fix would be either: 1) Limit the Close/Open linedef pairs for the door to 1. 2) Make the opening version a repeatable version (type 86). I will try the remainder later on. EDIT: I've played a few more of the maps and I'm liking the classic "vanilla-style" gameplay of this episode. The maps are well-paced and the ammo restrictions and weapon tweaks work well inside the maps. Really enjoying this set so far. Edited November 24, 2020 by JadingTsunami 1 Quote Share this post Link to post
P41R47 Posted November 24, 2020 (edited) 2 hours ago, MrTAD said: This is ERR.wad. A 9 level Map Pack for Ultimate Doom Episode 1. (I was originally supposed to do a full UD Mega Wad but my friend wanted to have this up now. And here we are now.) MrTAD, i demand you to complete this mapset. THIS IS AMAZING!!! Vanilla cramped difficulty to the max. Also, you are a hell of midtexture wizard. Love how you use them, seriously! I really like this maps, they are full of details, but at the same time they are quite abstract, and recently, i found that this combination is the way to go. I want to help you with this project, i can make a new Status Bar and some ending graphics, Titlepic and M_Doom PM me if you are interested ;) Edited November 24, 2020 by P41R47 1 Quote Share this post Link to post
maxmanium Posted November 24, 2020 1 hour ago, P41R47 said: Vanilla cramped difficulty to the max. I'm gonna have to respectfully disagree on this one -- I think the monster count is too low for UV. Ammo is tight tho. 1 Quote Share this post Link to post
P41R47 Posted November 24, 2020 20 minutes ago, maxmanium said: I'm gonna have to respectfully disagree on this one -- I think the monster count is too low for UV. Ammo is tight tho. Probably, nothing that can't be tweaked, but for a demo i think its really well made and offer nice encounters. And i kinda like the tight ammo balance, made you try to think the killing more strategically. 1 Quote Share this post Link to post
tourniquet Posted November 24, 2020 (edited) Fun little episode to breeze trough in an hour or so, difficulty wise not too demanding unless you succumb to hitscan RNG. Usually I'm not a fan of drastic gameplay changes, that fuck too much with your muscle memory, however they were not too deviant from vanilla in that case. Occasional the maps were a bit too cramped for my tastes but yeah, i guess that's just a matter of preference. Stuff 03: Soulsphere secret is rather pointless as you loose you gain on the way back, trough the nukage 04: what's the point of the fake secret exit 05: the only map where i struggled with ammo, a bit more por favor 08: blargh! No RL? SG'ing 5 Barons is neither fun nor challenging FDA's err-FDA_TNq.zip Edited November 24, 2020 by tourniquet 2 Quote Share this post Link to post
MrTAD Posted November 24, 2020 (edited) 44 minutes ago, tourniquet said: Stuff 03: Soulsphere secret is rather pointless as you loose you gain on the way back, trough the nukage 04: what's the point of the fake secret exit 05: the only map where i struggled with ammo, a bit more por favor 08: blargh! No RL? SG'ing 5 Barons is neither fun nor challenging FDA's err-FDA_TNq.zip That Soulsphere secret was done by a little mistake I completely overlooked. The Rad Suit doesn't appear in UV. My bad. The Fake secret exit was something I just totally forgot about. That was a complete screw up on my part. As for 5 that is definitely noted. And I'm gonna fix that up. And for 8. I agree. When I posted this I wasn't fully sure why the Baron room was bothering me. But it has hit me as to why I didn't fully like it. Thank you for the feedback. *Note* I found why E1M5 had so little Ammo. Some of the Ammo had Deathmatch tags. I really was dumb with that one. Edited November 24, 2020 by MrTAD I was a big fucking idiot. 1 Quote Share this post Link to post
MrTAD Posted November 24, 2020 14 hours ago, JadingTsunami said: These look like fun maps! Unfortunately I got permanently stuck on E1M1, so my progress was limited. The problem happens at the Blue card area. Line 449 is W1 Door Stay Open, which allows the player to reach the Blue key door after acquiring the key. But, there are multiple W1 lines to close the door. So when I went back to that area to look for secrets, I permanently closed the door to reach the rest of the map. Ah shit. I pulled a Slough of Despair. Yeah that was a total fuck up on my part. And thank you for the suggestions to fix it. I am fixing that up right now. 1 Quote Share this post Link to post
MrTAD Posted November 24, 2020 14 hours ago, P41R47 said: MrTAD, i demand you to complete this mapset. THIS IS AMAZING!!! Vanilla cramped difficulty to the max. Also, you are a hell of midtexture wizard. Love how you use them, seriously! I really like this maps, they are full of details, but at the same time they are quite abstract, and recently, i found that this combination is the way to go. I want to help you with this project, i can make a new Status Bar and some ending graphics, Titlepic and M_Doom PM me if you are interested ;) Thank you very much. That is very kind of you. And I am glad you an excited for more of my project. In a few hours I am going to be updating the project. To correct a few mistakes in the first episode. And also add in 3 new maps. E2M1, E3M1, and E4M8. I had some levels left over from other unfinished projects. As for your offer I will gladly take you up on it. 1 Quote Share this post Link to post
Omniarch Posted November 24, 2020 What @P41R47 said! This wad really hit the spot. I found it to be visually pleasing, engaging and original. Also, its so nice to see an E1 replacement with teeth for once! Resources are relatively tight, and the encounters are very close affairs, with the map itself and its monstrous denizens conspiring to kill you dead! My only real complaint is the low ammo cap, but that's not really an objective criticism, just a personal gripe. I'll definitely play this wad again, and UV-Max pistol-start each map. Expect a far more in depth writeup in the near future. Also, if you ever need a beta-tester going forward, I'll gladly oblige :) I look forward to seeing where this series goes! 16 hours ago, P41R47 said: Vanilla cramped difficulty to the max. Also, you are a hell of midtexture wizard. Love how you use them, seriously! I really like this maps, they are full of details, but at the same time they are quite abstract, and recently, i found that this combination is the way to go. Fancy seeing you here. Whenever I see an interesting vanilla wad you are always there. First Three is a Crowd, then TNT Goes Boom, now ERR. We seem to have similar taste, you and I ;) 2 Quote Share this post Link to post
MrTAD Posted November 24, 2020 You arrived just in time. I am just about to update the Zip with the new wad. Fixing some of the errors from the original. And adding 3 new levels. One of which I made to be one hell of a challenge. 2 Quote Share this post Link to post
P41R47 Posted November 24, 2020 (edited) 1 hour ago, Omniarch said: Fancy seeing you here. Whenever I see an interesting vanilla wad you are always there. First Three is a Crowd, then TNT Goes Boom, now ERR. We seem to have similar taste, you and I ;) Vanilla awesomeness is something that i desire desesperatelly all the time. 3IAC really hitted the spot with going far out of the vanilla known scope, for sure. And this demo showed that it could be something really cool, too. Hope this gets completed :) MrTAD, don't strees it out, work at your own peace and deliver the best experience. Your map design is really awesome, it goes really well with UDoom limited bestiary. Edited November 24, 2020 by P41R47 2 Quote Share this post Link to post
Omniarch Posted November 24, 2020 1 hour ago, MrTAD said: You arrived just in time. I am just about to update the Zip with the new wad. Fixing some of the errors from the original. And adding 3 new levels. One of which I made to be one hell of a challenge. I'll check those out right now! 1 Quote Share this post Link to post
Omniarch Posted November 24, 2020 Right, so I played the three new maps and had a great time! E4M8 in particular is brutal, as would be expected of an E4 climax. Before I go over my thoughts for each map, there are a few bugs I'd like to highlight: The first one is in E2M1, and it completely blocks progression. Line 453 is missing an action, which means a mandatory door (sector 52) does not open. The second is on E4M8, in the yellow key area. The raised floor used to trap the player in the main room can very easily be bugged into soft-locking the player if they do not kill all the barons and cacodemons outside in advance, which there is simply not enough ammo to do. This happens because the Barons get stuck on the raised floor sector (261) and prevent the sector from finishing its rise, soft-locking the player even if they kill the offending Baron(s). Bear in mind that I am playing in Crispy Doom, so that may have some impact, though I doubt it. The last negative I want to mention is that really don't think the Cyberdemon and Spiderdemon's health needed to be increased. They are grindy enough as is, and if you don't want the player to kill them prematurely simple resource deprivation will do the trick. Okay, now on to my positive notes! First off, I really like the aesthetics of the maps. I like the extensive use of Doom 2 textures in E2M1, the odd brown-looking hell of E3M1 and of course the good 'ol fashioned E4 stylings of E4M8. In general the texturing is on point, simple, clean and undeniably effective. Lighting is also solid, somewhat moodier than Ultimate Doom, and goes well with the textures. Secondly, I love the combat, especially some of the fights in E4M8, though there were a few too many barons in some of those encounters for my liking. In particular, the key room fights stood out to me, challenging, brutal and short. Thirdly, the length of the maps, specifically, how short and punchy they are. The style of combat favoured by ERR could easily lead to exhaustion if it were not for the brisk pacing. Only E4M8 will take for than a few minutes, fitting for a climactic map. Overall, this is really good stuff! When I eventually publish my own WIP Ultimate Doom megawad I hope it turns out this well! I look forward to future developments in both this mapset, and your mapping adventures on the whole! 2 Quote Share this post Link to post
MrTAD Posted November 24, 2020 25 minutes ago, Omniarch said: Right, so I played the three new maps and had a great time! E4M8 in particular is brutal, as would be expected of an E4 climax. Before I go over my thoughts for each map, there are a few bugs I'd like to highlight: The first one is in E2M1, and it completely blocks progression. Line 453 is missing an action, which means a mandatory door (sector 52) does not open. The second is on E4M8, in the yellow key area. The raised floor used to trap the player in the main room can very easily be bugged into soft-locking the player if they do not kill all the barons and cacodemons outside in advance, which there is simply not enough ammo to do. This happens because the Barons get stuck on the raised floor sector (261) and prevent the sector from finishing its rise, soft-locking the player even if they kill the offending Baron(s). Bear in mind that I am playing in Crispy Doom, so that may have some impact, though I doubt it. The last negative I want to mention is that really don't think the Cyberdemon and Spiderdemon's health needed to be increased. They are grindy enough as is, and if you don't want the player to kill them prematurely simple resource deprivation will do the trick. Okay, now on to my positive notes! First off, I really like the aesthetics of the maps. I like the extensive use of Doom 2 textures in E2M1, the odd brown-looking hell of E3M1 and of course the good 'ol fashioned E4 stylings of E4M8. In general the texturing is on point, simple, clean and undeniably effective. Lighting is also solid, somewhat moodier than Ultimate Doom, and goes well with the textures. Secondly, I love the combat, especially some of the fights in E4M8, though there were a few too many barons in some of those encounters for my liking. In particular, the key room fights stood out to me, challenging, brutal and short. Thirdly, the length of the maps, specifically, how short and punchy they are. The style of combat favoured by ERR could easily lead to exhaustion if it were not for the brisk pacing. Only E4M8 will take for than a few minutes, fitting for a climactic map. Overall, this is really good stuff! When I eventually publish my own WIP Ultimate Doom megawad I hope it turns out this well! I look forward to future developments in both this mapset, and your mapping adventures on the whole! Oof. Even more embarrassing mistakes. And I do see what you mean with The Boss Health. I was playing it and I noticed that it really did drag on the stages to have so much boss Health. And that is something I will definitely be fixing when the full thing comes out. And the Barons, funny enough, there was originally more Barons in there. But that was before the ammo reduction I did. So I definitely will be improving that. And yeah, I'm gonna jump right into the maps and fix up all those errors. And change up some things. As for your Mega Wad. I'm definitely excited to see your own work. And I'm gonna be playing it when it is done. 2 Quote Share this post Link to post
Omniarch Posted November 25, 2020 9 hours ago, MrTAD said: Oof. Even more embarrassing mistakes. And I do see what you mean with The Boss Health. I was playing it and I noticed that it really did drag on the stages to have so much boss Health. And that is something I will definitely be fixing when the full thing comes out. And the Barons, funny enough, there was originally more Barons in there. But that was before the ammo reduction I did. So I definitely will be improving that. And yeah, I'm gonna jump right into the maps and fix up all those errors. And change up some things. As for your Mega Wad. I'm definitely excited to see your own work. And I'm gonna be playing it when it is done. Heh, if you really want to get a taste of things to come I did make a little something for NaNoWadMo this year. Its an unfinished limit-removing E4-replacement, with fairly high difficulty and tight combat. I'll probably fold at least some of the maps into my big project in the future. Here it is. It did traumatize the one Doom youtuber kind enough to play it, so be warned. Also, regarding the barons, since your wad already makes use of dehacked, why not reduce the health of the barons? In tight spaces Hell Knights are basically the same in terms of threat level as Barons, just less grindy to kill due to their lower HP. 1 Quote Share this post Link to post
Omniarch Posted November 26, 2020 Right, so I just finished my UV-Max pistol start run of ERR.wad, and am ready to share my thoughts! First, I'll summarize my thoughts on the wad as a whole, discussing combat, aesthetics, layout, secrets and overall cohesion. Following that, I'll go through my opinions on each map individually, drawing attention to specific details or bugs as I go. One final note: I am playing the 1.1 Beta version of the wad, but I will only cover my thoughts on the first episode. Lets get to it, shall we? The combat is probably ERR's standout feature. I found it to be tight and punchy, prioritizing quick thinking and reflexes over strategy and endurance. Hitscanners, pinkies/specters and imps are often used together in the larger encounters. The combination of generally small spaces and limited resources forced me to carefully prioritize my targets, killing the hitscanners to minimize damage taken and to acquire precious ammunition, all while avoiding imp fireballs and gnashing demon maws. This is an engaging style of combat, well suited to small maps with limited bestiaries. Hitscanners are also frequently used as snipers, forcing the player to keep their eyes peeled or risk suffering attrition. In general, ERR has a higher level of player exposure than the majority of E1 replacements. This works well with the cramped layouts and limited resources. The minor alterations to the arsenal are welcome, in my opinion. I always like to see the pistol and chaingun upgraded or replaced. Lack of ammunition, along with a low ammo cap, seems to keep the rather powerful chaingun in check, while simultaneously making the pistol abnormally useful for sniping. In aesthetic terms, I found ERR to be quite attractive. The texturing is clean and simple, with minimalist but effective detailing and solid lighting. The texture scheme is probably the most interesting part to me, making heavy use of Doom 2 assets in combination with some E1 regulars. This gives the episode a unique, grungy look that really helps to set it apart from other E1 replacements. ERR's layouts are probably its other stand-out feature. Small, compact and generally linear, reminding me in many ways of Deathless. I found map progression to be generally quite intuitive, given that there was only really ever one way forward. Apart from some traps and damaging floors, I found the maps themselves are usually quite benign, with the only hostile intent coming from their monstrous denizens. Despite some overarching similarities, each map usually has at least one stand-out feature in its layout, keeping the experience fresh as the player moves through the episode. I thought the secret hunting aspect of this wad was generally entertaining. I found the majority of the secrets on the fly, when I noticed something off about the environment or just pressed use on some wall for the hell of it. There are a few rather obtuse secrets that can only really be discovered through wall humping, which is not ideal. Others, however, are very intriguing, with one revealing an entirely optional area with its own secrets and encounters, almost a map within a map. All of these elements come together very smoothly, giving the wad a strong sense of identity, in gameplay, layout and aesthetics. A strong sense of style is something I really enjoy in the maps I play, and ERR certainly demonstrates this quality. Right, now with my general impressions out of the way, I will go over each map in play order. E1M1: Security Short, sweet and to the point, this map introduces the player to the wad's essentials with its texturing and layout. The exit secret (presumably intended for continuous runs) is simple but entertaining, while the chainsaw secret feels a little random. A solid opener. E1M2: Landing Zone The first 'proper' map, probably my second favourite in the set. Landing Zone gives the player their first taste of real combat, first in the tower room and then in the blue key area. It is also a visually appealing map, with clear progression and a linear but interesting layout. To me though, the best aspect of the map are its secrets, two of which are simple and intuitive, discovered in the moment, and two of which are located in the map's 'secret' area. Said area is an interesting piece of foreshadowing for the (presumably) upcoming hell episode. Visually, it is very intriguing, with a vine and marble texture scheme, and I find its core gimmick interesting. The soulsphere secret is a bit obtuse, but I appreciate the McGee torch reference. Overall, I really liked this one. E1M3: Industrial Center This map sets the baseline for the set. It is solid and entertaining, with a couple of interesting features, the first of which is the simple but satisfying soulsphere secret, and the second of which is the blue key encounter, probably the toughest so far (though this isn't saying much) and also the debut of the enhanced chaingun, which I really enjoy. I don't really get the point of the strangely ineffective crushers scattered around the map, though, and the secret exit is unusually obvious. There is also a minor bug: line 244 is not set as impassable, allowing the player to trap themselves in sector 43. Overall, its a solid enough map. E1M9: Tower Complex A rather eccentric map with very linear progression masked by an interesting gimmick. I rather like the setup, with each of the three keys having their own floor, connected by an elevator. The yellow key area is my favourite, featuring a surprisingly nail-biting encounter with a horde of imps. I appreciate the verticality of this map, its something I wish I'd see more of in E1 replacements. A fun little secret map. E1M4: Subterranean Lab I like this one a lot. Definitely the best looking map so far, blending brown techbase with a dash of hellish magma and natural caverns. The secrets here are also well done, intuitive and useful (also, another McGee torch. I approve!). The encounter on the bridge is also a bit of a nail-biter, especially if you refuse to jump down. I really enjoyed the progression, it felt like a miniature adventure through dark caverns, grungy techbases and searing lava pits. Love it. Probably my favourite map of the set. E1M5: Working Area A bit bland compared to the last one, with so-so texturing, boxy flat layouts and an obviously linear progression. The combat is on point, however, and the easily-found secrets give the player a nice dose of dopamine. Sufficient, I'd say. E1M6: Electronic Generators Another fairly vertical map, with a fantastic opening encounter. The yellow key area is also very interesting, with great detailing and an interesting high concept. The map's only secret is a bit obtuse for my liking, but it certainly looks cool. A very solid map. E1M7: Phobos Arms Base I always look forward to penultimate maps, and this one certainly doesn't disappoint. The various encounters that take place in the main area of the map are engaging and tense. The rivers of slime separating the various islands add an extra layer of depth to the encounters, which I very much appreciate. Finally getting a chance to kill indiscriminately without worrying about ammunition is also quite gratifying. The map's two secrets are functional and intuitive, and the texturing, lighting and detailing are all on point, giving the impression of a descent into darkness. The lowering floor near the end adds to this impression, and is a cool-looking set piece in its own right. Overall, a great map and a fitting build up for the finale. E1M8: Shuttle Complex This one is a good enough boss map, though admittedly I am not very fond of the type. Definitely more imposing than Phobos Anomaly, and more challenging too. The visuals get the job done, and the rocket launcher secret is obvious and essential. Overall, a decent enough ending for an E1 replacement. One thing I'd like to note before finishing off this overly long writeup is the presence of deathmatch areas. Some of the maps I think would be quite interesting to play. I'd be happy to give them a go in multiplayer with you if you're interested :) Right, that took a while. I hope you find some enjoyment in reading this, and perhaps some useful insights as well! 2 Quote Share this post Link to post
Caleb13 Posted November 27, 2020 (edited) Pretty standard fare, although I found the difficulty even below the stock Doom 1 maps. I played on UV, but I don't think my health ever dropped below 70% during entire Episode 1. The limited ammo gimmick doesn't change much, I had full shells almost permanenty since E1M5 start. I used melee weapons in E1M2-E1M4 mostly because they killed pinkies faster than shotgun, not because I needed to conserve ammo. Also, I didn't use RL until the big fight in E1M7. And I noticed some minor problems: E1M2: obligatory EXIT sign is missing. E1M6: acid floor around exit isn't actually damaging. E1M7: obligatory EXIT sign is missing. Try to make the next episodes signifiantly harder, otherwise they won't be very engaging to experienced players. Edited November 27, 2020 by Caleb13 0 Quote Share this post Link to post
MrTAD Posted November 27, 2020 4 hours ago, Caleb13 said: E1M2: obligatory EXIT sign is missing. E1M6: acid floor around exit isn't actually damaging. E1M7: obligatory EXIT sign is missing. Try to make the next episodes signifiantly harder, otherwise they won't be very engaging to experienced players. Ah alright. That has been noted. 0 Quote Share this post Link to post
ElPadrecitoCholo Posted November 27, 2020 (edited) 5 hours ago, Caleb13 said: Try to make the next episodes signifiantly harder, otherwise they won't be very engaging to experienced players. What about players just starting out in Doom? Edited November 27, 2020 by ElPadrecitoCholo 0 Quote Share this post Link to post
Alper002 Posted November 27, 2020 50 minutes ago, ElPadrecitoCholo said: What about players just starting out in Doom? Then the solution would be to have those players pick lower difficulty settings. 1 Quote Share this post Link to post
Alper002 Posted November 27, 2020 Excuse me for the double-post, but E2M1 seems to be unbeatable. For whatever reason, this switch is missing it's action entirely, according to what I'm seeing in an editor! 1 Quote Share this post Link to post
ElPadrecitoCholo Posted November 27, 2020 38 minutes ago, Alper002 said: Then the solution would be to have those players pick lower difficulty settings. The Wad has a difficulty setting? How strange, I don't remember reading something like this in the entire initial Post. 1 Quote Share this post Link to post
Suitepee Posted November 28, 2020 https://www.twitch.tv/videos/819147754 My playthrough starts at around 2:49:48. Afterwards I play through the whole wad WITHOUT your dehacked adjustments, since I'm genuinely interested to learn about why you made the changes you did, since they didn't really seem to impact the gameplay too much (except for the bosses on E4M8) and felt a bit.....pointless? 2 Quote Share this post Link to post
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