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Good Morning Phobos Version 2 (Now on idgames)


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  On 1/4/2021 at 6:35 PM, sincity2100 said:

Map 25 : City of Endless Bloodlust Replacing Brimstone Warehouse which is made by Impoby, I liked Brimstone Warehouse at first, but upon replaying them I found this map rather super linear and boring to me, so I'm replacing this map with something more ambitious than the usual map.. sorry Impboy

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That's unfortunate, some friends of mine who played this map thought the gameplay was fun and interesting.  But, this is your project and I respect your decision.

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  On 1/4/2021 at 9:07 PM, Impboy4 said:

That's unfortunate, some friends of mine who played this map thought the gameplay was fun and interesting.  But, this is your project and I respect your decision.

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It's okay mate..

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  • 1 month later...

https://www.mediafire.com/file/122we00q84t8ltj/GMP_New_Version.wad/file

 

There a 2nd Beta for the New version of Good Morning Phobos..

 

What are you going to find in this version..

 

Fix for map 13, it's more accusable on UV Pistol start.

Few edits on Map29

Map25 is more detailed

Several visual edits on several maps..

and Texture fix for Some outdoor areas in some maps.

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Blind Playthrough Video (still uploading/process, probably takes 1 hour or so)

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I just played Map25 for this session. If you just looked at the map without reference, it's a solid map with pretty good visuals. However, if you really dug into it, it exposes quite a bit of problems.

 

1. I think you tried to emulate Valiant style way too hard, even the problem that Valiant gives the player too much resource exists in this map. The map looks like va21, some of the fights play like va23 and va24.

 

2. You give the player way too much health/ammo. I usually want to save my ammo by using SSG, but it seems the map doesn't really require the player to do ammo management. You just always have high rockets/cells. Health is not always high, but the later key fights, especially that one similar to va23, have too much health.

 

3. The fights play out themselves without doing too much. This is a big problem to me because I feel like I didn't do anything, but the infight just finished off most of the big threats and left a very damaged Cyberdemon... Personally, the fights need to have some key thought about what you should to open up your space recognition or to challenge the player with threat prioritization, but the big fights don't really do it in this map.

 

4. It seems the BFG is overkill outside of the secret, but this is a pair with 3 really. If the fights are more intense, BFG could be a good addition here, but for now, it seems making it a secret would be better.

 

Although I put up a lot of stuff here, the map itself is still pretty OK. I think it's that you need more your stuff instead of using references for your own design. I hope you find this useful.

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I remember playing this wad in 2017 until map02 and then I forgot about it

About map01:

It'd be better if the line that reveals the only secret on the map clunked like a switch (just add any switch texture on the unseen part of the line and it'll be clunky so the player could notice that something is activated)

And the secret is actually SSG that's not very useful on the first map and actually you can get it from the start of map02. Maybe replace it with rocket launcher?

About other maps:

*Coming soon*

EDIT: Mind on adding a GAMEINFO lump to make it skip the iwad selection dialogue in Zdoom-family ports?

iwad = "doom2.wad"
startuptitle = "Good morning Phobos"
startupcolors = "a3 c7 c6", "8f 01 33"

 

Edited by SilverMiner

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  On 2/20/2021 at 6:42 PM, SilverMiner said:

I remember playing this wad in 2017 until map02 and then I forgot about it

About map01:

It'd be better if the line that reveals the only secret on the map clunked like a switch (just add any switch texture on the unseen part of the line and it'll be clunky so the player could notice that something is activated)

And the secret is actually SSG that's not very useful on the first map and actually you can get it from the start of map02. Maybe replace it with rocket launcher?

About other maps:

*Coming soon*

EDIT: Mind on adding a GAMEINFO lump to make it skip the iwad selection dialogue in Zdoom-family ports?

iwad = "doom2.wad"
startuptitle = "Good morning Phobos"
startupcolors = "a3 c7 c6", "8f 01 33"

 

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Okay, I'll take notes..

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I'm glad you brought this to my attention, otherwise it'd be one of the few megawads i can really enjoy gone under my radar. I'll leave a review on each map individually so it might get a bit long, but for context, i'm playing these on PRBoom+ 2.6um, Ultra-Violence, doing pistol starts and not saving not even once (so far anyways, and i will only ever save if i feel like an encounter is particularly cheap/unfair):

 

MAP01:

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MAP02:

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MAP03:

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MAP04:

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MAP05:

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MAP06:

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MAP07:

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MAP08:

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I'll probably leave a review on 8 maps at a time or i'll be here forever... I like to take my time with megawads or i can't enjoy them too much, either way know that i've really enjoyed even the maps i had a lot of criticism for, really solid mapset so far :)

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  • 3 weeks later...

Oh yeah, guess who's back from their horrible phase of Doom burnout. I'm really happy to come back to this too, and in fact i've been looking forward to it since it's such a fun mapset (possibly cacoward material if further refined and tweaked a bit in places)

 

MAP09:

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MAP10:

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MAP11:

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MAP12:

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MAP13:

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MAP14:

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MAP15:

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MAP31:

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MAP32:

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Hopefully this time it won't take too long for me to post again now that i'm not burnt out on Doom anymore, and i can't wait to see what the maps will look like after some balancing and fixing :)

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  • 1 month later...
  • 3 months later...

Hello Guys, It's been a while since I posted something about the game, Just a Quick update, the project is nearly complete, just did some finishes with the map texts and the intermissions and some polishing and I'll release a final beta before releasing the final version into idgames..

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Holy HADES!!! That is a super fun megawad so far!!! i think I made it to Map 08 and it has been a blast. The secrets are well thought and pretty intuitive, at to me they are as I haven't had a too much issue finding them. The maps are failry big but they feel really natural. All around good job!

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  • 3 weeks later...

I see the Doom wiki page for the project has yet to be updated to reflect the changes.

 

Anyway, I am playing this with Freedoom - being away from my gaming computer - and I am having fun and I love that it uses Revilution and Back to Saturn X tracks. I might check out the original version next, which I hope is not too much of a downgrade. :P

 

 

Edited by Rudolph

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I've gotten further into GMP and holy heck. The fun just hasn't stopped. It's reached a level of quality and fun that I didn't think it would which is Top 10ish spot.

 

Without any specific order in the category of Vanilla Megawads its basically

1. Hellbound -- Yet to be dethroned but it is what it is.

Ascent of Titan

Good Morning Phobos

Eday Vanilla

Mars War

Lost Civilization

Freedoom Phase 2

Edited by kalensar

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Playing this with GZDoom, I have noticed that levels still display vanilla map names in the automap. Do you plan to release a fixed MAPINFO in the near future?

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  • 2 months later...

So I made a custom .deh file so that the proper level names are displayed (fixing a couple typos in the process).

 

GMP_levelnames.zipFetching info...

 

However, I have yet to figure out how to rename MAP33 - which I have just found out existed. How do I get to it?

Edited by Rudolph

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  On 11/26/2021 at 3:21 PM, Rudolph said:

So I made a custom .deh file so that the proper level names are displayed (fixing a couple typos in the process).

 

GMP_levelnames.zipFetching info...

 

However, I have yet to figure out how to rename MAP33 - which I have just found out existed. How do I get to it?

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 IDCLEV33 will get you to it. I had no idea it was there either until now.

 

Thanks for the DeHAcked file. I have no idea how to rename it either.

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I would be able to make a MAPINFO with my arguably still rudimentary scripting skills, but I do not want to mess up the skies or anything. Then again, MAP33 does not appear to have any music either, so maybe the level is just not finished.

 

Edited by Rudolph

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