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DBP33: Rainy Days In Casablanca


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That was fast! Looks pretty cool, loved the doomnoir palette usage for this session!

Spoiler

Watch out for the BearInThaWoods map, for what I saw is pretty hard.

 

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Wait, is it April already or what? You guys work 24/7! Awesome. Love the colours here! Damn, if this pace keeps going I'll never finish them all (which sounds like the perfect curse tbh)

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Of all the gin joints in all the towns in all the world, these demons have to go and invade mine...

 

Definitely intrigued. Adding to the download list.

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1 hour ago, Endless said:

Wait, is it April already or what?

fyi this was March's project* :) DBP32 just had a long polishing time!

 

* As in, The project was developed during Feburary (DBP32 was made throughout Jan-Mid Feb)

Edited by Catpho

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Really classy, the noir style is really cool, gotta say 1st level "casino" area was harder than I expected!

Spoiler

The secret poop was hilarious

 

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2 hours ago, Walter confetti said:

That was fast! Looks pretty cool, loved the doomnoir palette usage for this session!

  Reveal hidden contents

Watch out for the BearInThaWoods map, for what I saw is pretty hard.

 

It was originally intended to be a pretty calm experience, with imps and zombies as the primary enemy forces, but then I was told to spice it up. That's how we ended up with what we have now.

 

This was a fun project to work on. I wanted to create a second map but the time did not allow for it to happen. It would have been a "flying" house in the sky (think Wizard of Oz) with revenants on floating platforms, hordes of cacos and pinkys, flying strippers and martini glasses. All set to a midi of John Coltrane's "Giant Steps."

 

It was going to be a trip in my imagination. 

Edited by ABearInThaWoods

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I'm liking it a lot, but in map 02 I wonder if I'm doing something wrong or there is a bug

 

I'm using the code from the adjacent room in this door:

RlSndI6.png

 

but it doesn't work, as I still don't have the white key. The thing, previously while using the switches at random, the door opened, without any key. Is that normal?

Edited by Turin Turambar

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- black-white-red palette... check
- flying imps... check
- shotgun guys wearing suits... check
- DN3D strippers in casinos... check
- interactive slot machines... check
- Molotov Cocktail as BFG9k... check

- DBP WAD... check

 

5/5

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The revenant standing on the sludge-spout lift out of the sewers in m01 jams the mechanism somehow -- you can press the switch, but the lift won't cycle, and the switch itself becomes stuck in its 'acting' state and can't be repressed, causing a deadgame. This doesn't happen in -nomonsters mode, leading me to assume the revenant is the problem -- presumably he's stuck in the ceiling up top somehow, even though he's supposed to share the same physical dimensions as the player character, who can ride/exit the lift just fine when it's working properly. Weird.

 

FDA/demonstration, prB+ -cl2, skill 4.

Use -skipsec 420 or so to go directly to the bug.

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This seriously looks awesome. I really like anything from that era, especially when it's in the form of Doom. The palette reminds me a lot of Sin City (obviously) and fits really well. I love all of the DBP's and I know this will be another great addition as well. One of my favorites so far is DBP30 and wish it was much longer, but maybe you guys will revisit that theme someday in the future, or do a similar theme like Cowboys Vs Aliens. Anyway, thanks a lot for sharing this release and keep on being awesome.

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Never really finished any DBP projects up until now, every single one i've tried either felt frustrating or not interesting for me. I have to say, this pack was the exception.

I've enjoyed every second of it, mostly because it focuses on slower paced gameplay and atmosphere more than big slaughtery fights(of wich it still has). I have missed most DBP because for this very reason, so now that my mind has changed on this project.Can someone recommend me some slower paced DBP?

Overall quite the atmospheric and fun project, can't wait for more like these.

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I found a softlock inside a secret in map 03.

Spoiler

You can strafe jump to the secret/trap from the elevated platform, I thought was intentional (even though it had 3 revs on it!) but then I got trapped,

later on the walls of that secret lower, but you still have to make a jump to get those rockets

Also a little hom in map 04

Spoiler

1.jpg.761a275656fe97e15ff7a9b6e66e299a.jpg

Not sure how the exit is supposed to work on map 04, but took a while for those 2 cyberdemons to appear. The exit door was closed and couldnt interact with the outter wall, had to go explore a bit until it triggered.

Edited by Soulless

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  • 3 weeks later...

Awesome set as always guys, loving the jazzy tunes. Found this error on MAP02 just ahead of the black key door.

 

Screenshot_Doom_20210321_121521.png

Edited by Antkibo

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A short, but at the same time interesting wad of 5 levels, notable for it's noir style - purely combinations of black, white, gray and red are used. The title and atmosphere directly refer to the film of the same name - "Casablanca" (1942), https://www.imdb.com/title/tt0034583/ The stylistics touched everything, including keys.

 

f96595c1da82t.jpg 62bbeffda2c0t.jpg

 

Settings and other:

 

* GzDoom.

* Difficulty - "Ultra-Violence".

* New enemies. Flying imps, zombies with plasma guns, similar to those that can be found in Complex Doom, improved imps, which often make 2 shots. Archs, it seemed to me, cause more serious damage.

* At least 7 of the 9 secrets on M2 are in the first location. To get access to the red key you need to place bets on the tables, get a glass at the bar, etc. Demons will not attack you / are not vulnerable until you take the key.

* From the new weapons - a flamethrower (replace for the plasma gun) and "Molotov Cocktail" (replace for the BFG). Both can be found in secret places on the M3. The flamethrower is pretty ultimatum at close range.

* A characteristic detail - the game can be continued after E6, so you have the opportunity to play Doom II in a noir color scheme, but it seems impossible to leave the E7 without "noclip".

 

 

* It is raining in some places.

 

Pros:

 

+ Unique style.

+ Jazz as soundtrack. On the M2 you can hear "Besame Mucho".

+ Monster sprites have also been stylized. For example zombies with shotguns wear tuxedos here.

+ Playable "one-armed bandits".

 

c75d8de8d32ct.jpg

 

+ E4. If most of the maps are notable for their refined style the E4 is the vastness of locations. At the end of the map two cyberdemon are waiting.

 

c432798f96eet.jpg

 

+ E5. Strippers and cyberdemon dance to the beat of a simple melody. The time for the final battle has come, the battle in which the cyberdemon will be far from the greatest danger, in case 2 archs are hidden behind the pedestal, there are many barons on the sides of the location and a large group of imps will soon teleport from behind.

 

c085a48ddc27t.jpg

 

+ E6. The credits map is accompanied by the "Blood Group" track of the "Kino" group.

 

Edited by UnknDoomer

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hi. i may found a bug. light bulbs that should be at the ceilings were found to be at the floor. used gzdoom 4.5.0 to play the wad. anyway, congratulations and a big thank you for producing such a beautiful wad.

 

update:

after debugging, unfortunately i found the cause of the bug to be my default addon as per below by @plynthus:

the lightbulbs were correctly positioned on the ceilings once the addon was temporarily removed. this is neither's vdp's nor dbp's fault, just some weird random compatibility issue that sometimes occur between mapsets and addons. after identifying the cause, all is ok, and i could continue playing the map without a hitch.

 

Screenshot_Doom_20210325_094317.png

Edited by saibog
found cause of bug

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  • 1 year later...

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