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Haunting Outbreak 2 [Beta Release, Playtesters needed]


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Hello everyone, This is a beta version of the second megawad I'm currently working on: Haunting Outbreak 2

 

I do not know which source port work and which ones that don't, but this megawad is expected to work only on advanced ports since it will include 3D floors and even ACS Scripting.

 

You are allowed to use free-look in this WAD; but cannot jump neither crouch, the levels can be completed without them anyway. Hardware rendering is also the only option since software mode renders the 3D floors invisible.

 

In order to play this wad, you need to use doom2.wad. The maps included are MAP01 until MAP21 for now, as this is the beta version right now.

 

I will also let you know when the other maps are finished by updating the original post, and also re-upload the WAD.

 

Plenty of new textures and flats are included, and I might include new monsters for the final episode levels along with some more varied game play themes. For example, there will be some puzzles involved in the secret levels, which are not implemented yet, there may be some "mission" elements included in the later (again, final episode) levels like for example: Kill 10 mancubi in order to open the portal that leads to the next area of the level.

 

I do not know how difficult the game play of this megawad will be. Again, it is better that I hire some play-testers before the difficulty of this WAD can be identified. There may also be some rework and re-balancing involved in the game play to make more improvement. Feel free to refuse, I'm not forcing you :) The map difficulties are already implemented.

 

The story in this WAD continues from where The Original Haunting Outbreak left off:

 

You have returned home at last, after having slaughtered thousands of monsters: Sealing the Red Crater that lead to an unknown dimension, having no choice but to destroy the former advanced military base "Tri-Fire" to prevent further invasion of the world, and destroying the monster breed that gave birth to a thousand other monsters.

It all seems peaceful now, until something goes terribly wrong. An evil cult built a cathedral situated in the underground and began making experiments and performing disturbing rituals. Unfortunately, they have succeeded and soon began to open the gate that leads to an abyss that can devastate an entire planet with corruption!

Meanwhile, you are asleep and as soon as you open your eyes; you hear strange growling and screams behind your bedroom door. Something is definitely not right, you quickly wake up and find out what is going on.

 

All levels tested and can now be completed in UV with max kills and secrets, new version of this WAD is now available in the link above!

 

Screenshots:

 

Spoiler

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Screen3.jpg.ce829a8b5745de1a0577e1743f7a7192.jpg

 

Screen4.jpg.86958c0e16ed57496a4fdc11301dc91a.jpg

 

Screen5.jpg.b382655d00d446194d98766582121488.jpg

 

Edited by Omniplex
Update 5

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I thought you had given up on Doom mapping.

 

Anyway, I started playing it and so far it feels much better than your first attempt, so I guess it is good that you have changed your mind!

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Yeah, changed my mind because it turns out I have plenty of spare time haha XD

 

Well, now I am focusing more towards the height variations of the monster battles along with the variations on both weapons to choose from and the bestiary, I haven't really tested MAP04 till MAP21, so thank you for joining in for play-testing :)

 

Let me know if there is something wrong, or not really that much fun (I bet there is lol).

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MAP01 looks great, but on Ultra Violence, there is simply not enough ammo to kill all the monsters: I had to resort to punching Pinkies on my second attempt in order to save enough ammo for the next map, which is not very pistol-start friendly by the way. I also had to be careful with my health, as MAP02's opening barrage of ShotgunGuys is quite unforgiving. All in all, MAP01 could use a bit more supplies lying around and even a secret or two.

 

Out of curiosity, did you play your megawad yourself? If so, on which setting?

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I did play the first three maps only, on Ultra Violence. I am going to add a bit more ammo on the first map, even one secret.

 

I can however decrease the amount of former sergeants a bit.

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I do not mind the ShotgunGuys so long as I have the means to take them out and survive their hitscan attacks.

 

But since you played the first three maps on UV, can I ask you how you did it?

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Just now, Omniplex said:

Ok, I have an idea. It is all right if you keep playing them straight through and I play them on pistol start?

I guess.

 

But I was asking because I was wondering how you made it through MAP01 on UV. As I said, it took me a couple tries, and I had to resort to punching Pinkies to save ammo.

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Ok, I have re-uploaded the WAD in the Dropbox and even accessed the link, downloaded it myself to make sure it's really updated. Fixed the player start for MAP03 and checked every other level to see if there are any more bad player starts. All levels should have a proper player start now.

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Okay, this is more like it!

 

I am in the middle of playing MAP02 and I am having fun so far. The maps are quite nice-looking - even if a tad too symmetrical in the case of the building with the keycards - and the encounters are enjoyable; I generally prefer a more "organic" monster placement, but this is acceptable, in a Serious Sam kind of way. I am really glad I spotted that secret with the Berserk pack; quite a welcome gift with all those hordes of Pinkies around.

 

One pet peeve I have with enemy placement in general, though, is putting possessed enemies in unreachable areas: it is something that is found in even vanilla maps, but it feels like such a tease to be unable to get those extra weapons and ammo drops. I do not want to sound like I am backseat-mapping here, though, so do not feel like this is something you have to change or anything.

Edited by Rudolph

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Yo! I enjoyed your stuff. Here's a youtube video going through it and offering some design notes in real time. HD version is still processing but you know what your map looks like anyway
 

 

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Made it to MAP04. 

 

Overall, MAP03 is my favorite map as of yet. It sucks that there is no Rocket Launcher to be found, though, despite there being rocket boxes in one secret area. As I wrote about the original Haunting Outbreak, do not be afraid to give the players more advanced weaponry, especially if you are going to introduce high-tier enemies such as the Baron of Hell as early as MAP02 and place Chaingunners in open areas with little cover.

 

I also think it would be nice to make green armors available as early as MAP01, and maybe even one at the beginning of MAP02 to help against those Chaingunners and Shotgunners. Not just that, but instead of two backpacks in MAP02's secret, how about a Blue Armor and a Soulsphere?

Edited by Rudolph

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Okay, so far so good it looks like. I have been quite busy with other stuff which is why it took me a while to come back here.

 

Anyway, I have included the Soulsphere in the secret area of MAP02. Thanks for pointing it out :) To make things a bit challenging, I like to include some hit scanners as snipers in the lower levels. But in the higher levels I would include either manubi or arachnotrons.

 

About MAP03, I made some changes there and forgot to include the rocket launcher afterwards, cheers! I have just added the Rocket launcher and some more monsters as well.

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MAP05 seriously could use more ammunition, health and armor. By the time I made to the big area where the Yellow Keycard is located, I was already heavily injured and down to nothing but a few pistol bullets. I could have seriously used a couple of shell boxes and several boxes of rockets to deal with the groups of Hell Knights and Barons of Hell that spawned on my way back to the Yellow Card door.

 

Also, I got Hotel California'd in the water area on the northern side of the bridge. By which, I mean I can enter it but I can never leave!

 

Hotel Lower Village.jpg

Edited by Rudolph

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Hey, Omniplex glad to see you're back! I'd like to come aboard as a tested, but I have a question: do you want me to test continuous play or pistol start? Your call, I'm fine with either.

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Oh hello again @Silhou3tte! Thank you for joining in :)

 

Well it is more preferable to play them from pistol start, to make sure every level can be finished from pistol.

 

Thanks for pointing it out @Rudolph, the inescapable sectors are supposed to be blocked completely. My idea is to make small gates around that bridge so that no one falls through. I will also be testing MAP05 to know where to add more ammo.

Edited by Omniplex
To Rudolph

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1 minute ago, Omniplex said:

Well it is more preferable to play them from pistol start, to make sure every level can be finished from pistol

Cool, I'll get back to you as soon as I can.

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I'm not exactly used to playtesting on this scale, so I'll leave my abridged thoughts here, but do critique me if you feel I'm not giving information. I used GZDoom 4.5.0.

Map 01(played On UV)

-Nice "Doomcute" detailing, though some areas do feel a bit barren.

-Ammo balancing is fine, though adding a few bullets and shells wouldn't hurt 

- I like the trap at the end. Very nice.

-The map could do with some more traps, as combat is pretty basic.

 

Map 02( I switched to HMP)

- The openness of the map compliments strafing and movement. Good work

- The number of enemies doesn't compliment the health items and ammo in the map, thus I switched to HMP. Even then, ammo was still really scarce

-  Some encounters seem to go on longer than they need to, making them repetitive. Either reduce the number of enemies in hordes, or replace them with stronger enemies, but in lesser numbers.

Map03(HMP)

-Ammo balancing is much better. Enough is given to the player

- Some areas are still too large, and this leads to unnecessary space.

- Combat still feels very basic.

- The area with all the doors could be expanded on. You could make it into a hub area, and gradually unlock areas, then backtrack to the hub. This is more a suggestion, than a critique. This is entirely up to the mapper.

 

Map04(HMP)

-  I enjoy the muted grays and reds in this map. Very nice aesthetically.

- Detailing is still really nice.

- Some areas could use more shotgun shells.

- Overall, my favourite map so far.

 

 I'll continue where I left off in a short while. Let me know if this feedback is working out for you, or if I should change something.

 

 

 

 

 

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Thanks for sharing your thoughts. Added more ammo and health on MAP02 and MAP03. The secret in MAP02 had the two backpacks replaced with Soulsphere and box of bullets, and also added a berserk pack at the room with the second green switch, just after lots of pinkies spawn in the larger area.

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Looking forward to the updated version! I had to interrupt my playthrough in MAP05 because of the issues I mentioned above.

 

Another criticism I have of MAP05, this time in regard to architecture, is that the "courtyard" area seems like it has been copy-pasted from the previous level. Out of curiosity, are you designing all the maps yourself or are you using prefabs?

Edited by Rudolph

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Designing the maps myself, I wanted to make MAP05 part of the village in MAP04, hence why it has a similar theme to the previous level, and the reason why it's called "Lower Village", but thanks for pointing that out too.

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i can give it a try i usually play maps with the settings on strict so i can test that if you want compatibility with it

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Welcome @omalefico32x Thanks for joining in, feel free to test this WAD.

 

I have also updated the original post regarding the WAD testing progression on my end. The link to this WAD will be updated once I have re-balanced and tested all the levels listed. I will try to do this a bit quick.

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found an soft lock in the third levelScreenshot_Doom_20210323_133923.png.9ec7e04a7e9e7b07fe5f5fcaac441b0b.png

you can get stuck in the space next to the stairs with no way to get out without cheatingScreenshot_Doom_20210323_133934.png.54ebe601ae478ed7204521d9c78b9895.pngScreenshot_Doom_20210323_133941.png.165500394cd868f38ea0282a65f1db3b.png

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So glad I made this forum account to call for assistance (and for other stuff), this WAD has many errors lol XD

 

So grateful I called you guys, thanks for pointing it out @omalefico32x! Will be fixed now :)

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