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DOOM: RAGING ANARCHY - An Ultimate Doom megawad (OUT NOW!)


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This trailer suggests that the difficulty will be very epic.  Would you say that pistol starting on UV and not using saves will be tough?  That's how I always play and I wish to be challenged very much :D

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1 hour ago, LateNightPerson said:

Features:

- 3 new singleplayer episodes

- 1 deathmatch episode

 

Dude yeeeeessss!!!!! We need more Doom 1 deathmatch WADs!

 

I'm excited to play this when it comes out! By the way, any chance we might get a demo at some point?

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1 minute ago, OpenRift said:

By the way, any chance we might get a demo at some point?

Since episode 1 is mostly complete, I may polish that and release it as the "Alpha version", which was the original plan for Christmas 2020 lol.

 

Tldr: Inevitably!

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THE DEMO VERSION IS FINALLY HERE!

 

This is only Episode 1, and the difficulty isn't finalized yet (especially on E1M3). Intermission screen is a placeholder (and will most likely become the E3 sky). Compatible with vanilla Doom, so you're good there. Enjoy this demo alpha version of DOOM: Raging Anarchy!

 

DRA_ALPHA.rar

Edited by LateNightPerson

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15 hours ago, LateNightPerson said:

THE DEMO VERSION IS FINALLY HERE!

Yay! I recommend showing that on the thread title, otherwise people may miss it

Edited by Noiser

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16 hours ago, LateNightPerson said:

THE DEMO VERSION IS FINALLY HERE!

 

This is only Episode 1, and the difficulty isn't finalized yet (especially on E1M3). Intermission screen is a placeholder (and will most likely become the E3 sky). Compatible with vanilla Doom, so you're good there. Enjoy this demo alpha version of DOOM: Raging Anarchy!

 

DRA_ALPHA.rar

Nice, though could you include a vanilla-compatible dehacked patch as well? Seems the one imbedded in the WAD is extended/boom format.

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Alright, I just finished the demo, time for some thoughts:

 

I think a lot of the levels definitely need to be extended, because they feel reeeeaaally short as of right now. I think I must've beaten them all in under 30 minutes. 

 

Also, I encountered numerous HOMs and tutti-fruitti textures along the way. I would recommend testing your maps with Chocolate Doom so that you can catch them while you're editing. Here are the ones I found:

doom_002.png.f7ea8f587c618af0464c32477ddfc9cd.pngdoom_005.png.6f4b2a2039e2c19af4f14943deeff538.pngdoom_004.png.215cb2ab3f617b8f2db315ee23ca9008.pngdoom_003.png.1c0fccb6ce6ac4663464a66f2df10984.png

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4 hours ago, OpenRift said:

Alright, I just finished the demo, time for some thoughts:

 

I think a lot of the levels definitely need to be extended, because they feel reeeeaaally short as of right now. I think I must've beaten them all in under 30 minutes. 

 

Also, I encountered numerous HOMs and tutti-fruitti textures along the way. I would recommend testing your maps with Chocolate Doom so that you can catch them while you're editing. Here are the ones I found:

@LateNightPerson What source port are you using to test these maps?  OpenRift also mentioned that the DeHackEd lump embedded in the WAD is BEX, not a vanilla-compatible DEH patch.  It's fine to test your maps first in a port like Crispy or PrBoom+, but you should playtest every map at least once in vanilla/Chocolate to ensure that everything is working correctly.  I'd also recommend using chocorenderlimits (a modified Chocolate Doom that displays info relating to vanilla's static limits) to check for potential visplane overflows in more detailed areas.  Even a more simple design can cause a visplane overflow if the area is large enough.  These are some good ways to make sure that the vanilla executable, not just ports with 100% vanilla demo compatibility, can run your maps correctly.

 

I'm about to try out the demo myself.  I'll give you feedback once I've completed it :)

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I tried loading the WAD briefly to check it out before I have dinner so I tried GZDoom since the other ports on this Windows PC will use DOOM2.WAD by default (I was just loading it up for one minute so I didn't want to make a batch file for PrBoom+ yet :D).  I got the following error when GZDoom tried running it.

image.png.8c4be8b172af0d3743950bd519f8c727.png

 

My version of GZDoom is 4.4.2.  If this is affecting other versions of ZDoom/GZDoom (I'd assume it is), then the WAD is currently broken in these ports without the user removing the LANGUAGE lump manually (unless there's another way to bypass these fatal errors).

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I just played through the alpha - I don't have much of anything constructive to say other than I found it fun and the maps played really fast.

I did encounter some weird glitching with the sky in MAP03 - I played using Chocolate Doom

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Yeah I know about the glitching. E1M3 in general was very problematic to get working on Choco Doom in a playable state. For instance, the office area with the switch originally had a window to the freeway, but that had to be cut and replaced by 2 lava pools due to visplane overflow.

Edited by LateNightPerson

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UPDATE 1: Well this is a massive problem. E1M3 and E1M7 are refusing to cooperate with me, with loads of texture and skybox issues (brick walls constantly warping and skybox giving a HOM effect when entering the southern area) in E1M3 and E1M7 crashing Choco Doom. Oh boy I have a lot of work to do. Considering the simplifications I made to E1M3 from previous iterations to make it playable in Choco, I might consider abandoning vanilla support (which was the original idea, to begin with). Should I abandon vanilla support in favor of a more complete experience?

Edited by LateNightPerson

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6 minutes ago, LateNightPerson said:

Should I abandon vanilla support in favor of a more complete experience?

Do as you wish, pal!

If you want more ''space'' to develop your ideas and designs, go limit removing.

If you want the challenge of making something awesome looking and still playable on the original, go vanilla.

Either way, we will have fun ;)

 

On another note,

On 1/6/2021 at 4:57 PM, LateNightPerson said:

DOOM: RAGING ANARCHY - An Ultimate Doom megawad
- 3 new singleplayer episodes

Why only 3 episodes if Ultimate Doom has 4 Episodes?
:/

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Thanks! I went with 3 because I have no idea what to do for E4 single-player-wise. E4 will be deathmatch content since the base campaign levels play like shit in deathmatch.

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16 hours ago, LateNightPerson said:

Should I abandon vanilla support in favor of a more complete experience?


Go with limit removing so your creativity isn't stifled.

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