Jump to content

Pact of the Damned my second wad (1.2 update)


Recommended Posts

Pact of the Damned is a new pulse pounding 4 map experience.  Offering new challenges including new monsters and a modified arsenal. Each map is short but satisfying, mostly linear in design with 60-150 monster (heavy on the hit-scanners) and an non-intrusive level gimmick.*(might not be non-intrusive, or on every level, ask your doctor if gimmicks are right for you).  Pact of the Damned: sign up now, you won't regret it.

 

FORMAT: MBF + DEHEXTRA . UMAPINFO (for music selection and sky texture)

TESTED: GZDoom

IWAD: Doom2.wad

MAP NUMBER: MAP01-4

EXPECTED PLAY TIME: 1 hour

ADVANCED MOVEMENT: Freelook is allowed.  Crouching and Jumping are not

DIFFICULTY SETTINGS: Hurt me Plenty.  Other difficulties have limited support.

MULTIPLAYER: nope

Known issues:

      Map 3: the elevator might not open the door to the middle floor even after it has been unlocked

                 Solution: go to the other 2 floors and return, it should sort itself out.

      Eternity Engine: picking up the assault rifle gives you shells instead of bullets

      Doom Retro:  the double-barreled shotgun jitters to the left when fired

if you play with GZDoom I recommend using a sector lighting mode that's darker then standard(vanilla recommended)

 

Custom assets are taken from previous versions of doom or created by me

special thanks to @Biodegradable and @DavidN

 

Update:
 

Spoiler

 

1.1

Minigun and Grenade launcher should be fixed

Imps and Demons have modified sprites

map 1 and 2 have been tweaked with better ultra-violance support

1.2

Fixed a UMAPINFO issue

updated sprites for Rifle, Caco, and Elite Guard

 

 

Download:

https://www.dropbox.com/s/020omew1j5fxrte/pact.wad?dl=0

doom22.png.64ab2f2bd1020974d2dd0629bf9cd02b.png

More Screen Shots:

 

 

Spoiler

Welcome to the office.doom20.png.92b142c9cb50cf33361144de230a5b96.pngWork with new technology.doom23.png.feceb3030cf02cf3ff13800f5b8796b7.pngMeet our friendly staff.doom18.png.eb9df44a3249d99725d9a3afc4d5f418.pngExperience authentic medieval architecture.etrn15.png.a81d11f393b461b10bd94fdd5e2fd7fe.pngEnjoy beautiful vistas.etrn33.png.a7baeb4fa3fd8abdbf8be522556d9abb.pngAll this and more

 

 

 

doom17.png

Edited by Blue Phoenix
wad upadate

Share this post


Link to post

This was really good especially for an early WAD! I liked the use of custom content throughout. Play through of an earlier version:

 

 

Share this post


Link to post

A lot of fun, and definitely a treat visually.

 

There were a couple of softlocks, which could still be improved upon.

 

Navigation is a bit hard, since there's always a lot of places available to go, but only one or two correct answers, so after a while I forgot where I had already been to, and had no idea where I was supposed to go next.

 

While gameplay could probably be improved upon, aesthetics are plainly great. That's definitely one of your strong suits.

Share this post


Link to post

I've completed the first two maps and I have a suggestion for the second map. Maybe the room with the berserk pack and the former sergant should be marked as a secret. I forgot to check that room but I did have all secrets, but was missing the last enemy until I checked that room.

Screenshot_Doom_20210517_232351.png

 

After playing all four maps I am also experiencing some glitches with the weapon in the four and five slots. When I fire the rapid chain gun I can fire one volley, and then I can no longer shoot at all. And the Heavy Weapon Guy shoots the blue monsters not rockets.

Edited by skoen

Share this post


Link to post
On 5/17/2021 at 1:40 PM, PeceMan said:

There were a couple of softlocks, which could still be improved upon.

 

Navigation is a bit hard, since there's always a lot of places available to go, but only one or two correct answers, so after a while I forgot where I had already been to, and had no idea where I was supposed to go next.

It would be helpful if you could be more specific.  I'm pretty  sure there isn't anywhere where progress is barred (except if you use up all your ammo on map1).  I know unlocking the middle floor in map 3 is not obvious but I don't know a way to signpost it better, everything else seems pretty straightforward.

 

On 5/17/2021 at 9:33 PM, skoen said:

After playing all four maps I am also experiencing some glitches with the weapon in the four and five slots. When I fire the rapid chain gun I can fire one volley, and then I can no longer shoot at all. And the Heavy Weapon Guy shoots the blue monsters not rockets.

Can you tell me what sourceport, its version and any extra mod you where playing with.  Particularly that last one is weird.

Share this post


Link to post

Recorded my playthrough here:

 

 

Fantastic job on this project! This WAD manages to effectively establish an identity while also experimenting with gimmickry that never outstays its welcome. I have some personal qualms with how you've altered the SSG, but at the end of the day all the tweaks make for an interesting and different-enough experience that never encroaches beyond "this feels like Doom" territory. I like that each of the maps offers easily digestible content with their own feel that conclude just when they should.

 

I think there are some qualities of more novice design, for example in how the layouts can be a BIT inaccessible to figure out (map 4 especially had me lost quite a bit), but the quality overall is there. It's clear you put in a lot of work in getting this right, and I'd say it definitely pays off. 

Share this post


Link to post
  • 2 weeks later...
On 5/21/2021 at 10:02 PM, Blue Phoenix said:

It would be helpful if you could be more specific.  I'm pretty  sure there isn't anywhere where progress is barred (except if you use up all your ammo on map1).  I know unlocking the middle floor in map 3 is not obvious but I don't know a way to signpost it better, everything else seems pretty straightforward.

 

Can you tell me what sourceport, its version and any extra mod you where playing with.  Particularly that last one is weird.

I'm playing in GZDoomg4.21 with the following mods activated: zdoom_wide17a and PSSFX using the DoomRunner frontend.

 

EDIT: Just updated to the latest version of GZDoom (4.6.0) and didn't get the bug with the weapons.

Edited by skoen

Share this post


Link to post
  • 6 months later...

@Blue Phoenix Bit of a bump, but the UMAPINFO definitions for MAP03 and MAP04 define the skies as "RSKY3" and "RSKY4", which are the patch names instead of the texture names. This crashes or just doesn't work in other non-GZDoom ports such as dsda-doom. Changing them to "SKY3" and "SKY4" would make it more compatible.

Share this post


Link to post
6 hours ago, Death Egg said:

@Blue Phoenix Bit of a bump, but the UMAPINFO definitions for MAP03 and MAP04 define the skies as "RSKY3" and "RSKY4", which are the patch names instead of the texture names. This crashes or just doesn't work in other non-GZDoom ports such as dsda-doom. Changing them to "SKY3" and "SKY4" would make it more compatible.

Thanks for the heads up, fixed now.  I could have sworn using patch names fine at the time.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...