pavera Posted April 15, 2021 (edited) Arrival - v1.1.1 - /idgames Recommended to play in complevel 2. Note that versions of prboom+ earlier than 2.5.1.5 will only support sky transfers on cl9 and higher. [Now available on /idgames] After a bit of delayed reaction, I've finally got around to putting this thing on /idgames. Please consider this to be the final version, and feel free to make everlasting demos, if you so desire. [Arrival has Arrived on Unity!] Beep beep, we are now an official Unity addon. Thanks so much everyone for the support, this is incredibly exciting! [Change Log] v1.1.1: - Added missing coop starts to some levels v1.1: See changes: https://pastebin.com/pr44Stqx v1.0.1: - Fixed the broken player start in MAP09 (big oof) - Fixed a bugged midi [Description] 9 + 1 (+ 1?) limit-removing levels for Doom II. Designed with stock Doom II resources in mind, utilizing the lovely skies provided by Mek's "box o' skies". You may see a familiar space or two I implore you treat them as if they were new For the love from which these lands are derived Has been waiting patiently for you to arrive May your heart's true will Be ultimately fulfilled For eternity [Presented By] Walker "Pavera" Wright - level design Brayden "AD_79" Hart - music [Screenshots] Edited October 8, 2022 by Pavera idgames-ed 118 Quote Share this post Link to post
AD_79 Posted April 15, 2021 Congrats on the release! This was a ton of fun to help out with, not to mention massively enjoyable to play through. 11 Quote Share this post Link to post
Csonicgo Posted April 15, 2021 Those greens are so good. Definitely checking this out now. 2 Quote Share this post Link to post
Tarnsman Posted April 15, 2021 Very cool looking Pavs. Will definitely check out. 2 Quote Share this post Link to post
GarrettChan Posted April 15, 2021 Pavera maps + AD music, oh no, no time to sleep. 3 Quote Share this post Link to post
Uni Posted April 15, 2021 Lovely screenshots Pavera, I'll be sure to play and provide feedback soon. 0 Quote Share this post Link to post
Egg Boy Posted April 15, 2021 Found a softlock in map05 right after the red key door, the player can archvile jump out of the room and then be stuck outside of the red key door. 1 Quote Share this post Link to post
VoanHead Posted April 15, 2021 looks great, gonna try this one out tomorrow 0 Quote Share this post Link to post
TheHoodieGuy02 Posted April 15, 2021 Oh jolly, I gotta check this out this after hours. Might as well try to load this with my TODD 0 Quote Share this post Link to post
Omniarch Posted April 15, 2021 (edited) Ooo a new Pavera set! Definitely gonna play this. Your maps for the DTWiD cinematic universe and Syringe are some of my favourites from those respective sets. Love the verticality and complex yet clean geometry. Edit: played the first level, and loved it, skimmed the rest, and am looking forward to playing 'em too. This is pure Pavera goodness right here! Also, you thought you could hide Dad Bod from me? You rascal! Edited April 15, 2021 by Omniarch 3 Quote Share this post Link to post
Final Verdict Posted April 15, 2021 This looks really good, I wish I could check it out. I can't play anything at the moment and it's driving me mad. For now I'll just toss you an upvote, I'll check it out in a couple of weeks as soon as I'm able. Fantastic looking maps. 1 Quote Share this post Link to post
SP_FACE1 Posted April 15, 2021 I had played Waste Abandonment and the Ledge before. Delighted to see a whole bunch levels in the same style! 1 Quote Share this post Link to post
esselfortium Posted April 15, 2021 Congrats on the release! Been looking forward to this one for a while :) 2 Quote Share this post Link to post
pavera Posted April 15, 2021 Posted this and went to bed. Thank you for the nice responses! I've been working on this project for quite a while. I hope everyone has fun. I'll be checking for feedback and bugs, so please let me know how it goes. Also, it does have difficulty settings but admittedly they are not quite as thoroughly implemented as I originally wanted to. I plan to have them a little more fleshed out by the next update to make easy mode a little nicer. I apologize for any frustrations this set causes to less skilled players. Please be sure to turn up the tunes, as my good friend and colleague @AD_79 really outdid himself here. Thank you for playing! 7 Quote Share this post Link to post
pavera Posted April 15, 2021 4 hours ago, Final Verdict said: This looks really good, I wish I could check it out. I can't play anything at the moment and it's driving me mad. For now I'll just toss you an upvote, I'll check it out in a couple of weeks as soon as I'm able. Fantastic looking maps. No rush my friend. Please enjoy on your own time. 1 Quote Share this post Link to post
Jimmy Posted April 15, 2021 Brand new Pavera maps!! Today is a happy day. 4 Quote Share this post Link to post
Sapfiar Posted April 15, 2021 Congrats on the release! Сompleted the first 3 levels, looks great! 1 Quote Share this post Link to post
Kor Posted April 16, 2021 (edited) Played the first level. Pretty good. Will continue playing. Edited April 16, 2021 by Kor 0 Quote Share this post Link to post
pavera Posted April 16, 2021 Hi all It's come to my attention that MAP09 has a bugged starting point. I will post an updated link tonight when I am free, for now I've removed the download. Sorry for the dumb and the inconvenience. 7 Quote Share this post Link to post
P41R47 Posted April 16, 2021 i was thinking on something like this today while quoting with @rd. You read my mind, pal! ;) 9+ is a good number for something to be official ;) 1 Quote Share this post Link to post
baja blast rd. Posted April 16, 2021 Huh? I think you misinterpreted something. 0 Quote Share this post Link to post
pavera Posted April 16, 2021 Just posted the fixed version of the wad. MAP09 should now start the player in the proper location. Just another episode of PAVERA IS A BIG IDIOT, thanks bye. 3 Quote Share this post Link to post
Veinen Posted April 17, 2021 Awesome stuff, I had a LOT of fun playing through the set. I love that the maps are pretty beefy in terms of scale and opposition but you're quite generous with the bigger guns, ammo and health so you can progress with a good pace and things never turn into a slog. Happily played through the first version of map09 too without noticing anything wrong, a little weird weapon progression sure but it worked surprisingly well still heh. FDA's for the first unfixed version in the attachment. Map08 FDA is in two parts, first ends in a death but it was already late so I didn't restart immediately. Also included is a playthrough of map09 with the v.1.0.1 fixed version. Played with glboom+ 2.5.1.3 cl2 on UV. A couple of bugs: Map01: A couple of pools of blood (things 531 and 613) start floating when the floor lowers Map05: Linedef 2566 has a missing texture which shows when you close the door again Map09: I think something went wrong in the fixed version of map09 as I completely skipped the final fights on the void island before the exit. Or at least there were a couple of tele ambushes there in the first version. FDA_arrival.zip 5 Quote Share this post Link to post
pavera Posted April 17, 2021 1 hour ago, Veinen said: Map09: I think something went wrong in the fixed version of map09 as I completely skipped the final fights on the void island before the exit. Or at least there were a couple of tele ambushes there in the first version. Odd thing there. Admittedly I have not tested explicitly in glboom with cl2. I think @AD_79 told me that when he tested in DSDA doom that some teleport ambushes were failing to load throughout the wad, but when he specified cl9 they worked properly. Can you try this and verify if you get a chance? If that's the case I may need to specify cl9 as the way to go. From my end I am not seeing an issue with the final fights failing to trigger, but I am generally using ports where specifying a complevel is unnecessary. FWIW I just tested the encounter in glboom as well with completely default settings, and it worked fine. 2 hours ago, Veinen said: Map01: A couple of pools of blood (things 531 and 613) start floating when the floor lowers CURSES Seems I cannot escape the floating blood pool, haha. Thanks for spotting, will fix in next version. It's interesting that I have heard a couple people now tell me that MAP09 worked well even with the bugged start. I certainly prefer that players experience the "correct" progression there, but it's kinda fun to think about a strange alternative version of that map floating around out there. 1 Quote Share this post Link to post
P41R47 Posted April 17, 2021 12 hours ago, rd. said: Huh? I think you misinterpreted something. care to explain it on PM to not derail the thread? 0 Quote Share this post Link to post
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