koren Posted June 6, 2021 These are absolutely fantastic maps. Right up my alley and vaguely reminiscent of resurge/scythe 2 style combat. The sheer variety of themes and inventiveness with OTEX is great too. Want to echo the love for map14 and really, the whole map12-15 run. The gimmick for map12 and the secret arena required to flush all the monsters out permanently was really magical and unique. Didn't notice any major bugs or gameplay issues, far as I can remember. Easily one of the best releases this year. Can't wait to see it finished. 1 Quote Share this post Link to post
floatRand Posted June 6, 2021 (edited) Thank for your kind words. Anyway, I thought I'd bring in here, but I have plans to migrate project to new MBF21 for next release. The new death-exit sectors will make the exits much more smooth. I have some plans to use the other new features as well. I will take some time to make final maps and hopefully by end of it MBF21 support is extended to other sourceports (Eternity, PrBoom). The beta will be left as it is, unless critical bugs appear. Edited June 6, 2021 by floatRand 3 Quote Share this post Link to post
SiMpLeToNiUm Posted June 7, 2021 12 hours ago, floatRand said: ...I have plans to migrate project to new MBF21 for next release. I will take some time to make final maps and hopefully by end of it MBF21 support is extended to other sourceports (Eternity, PrBoom). Oooooh, that's cool. Yeah, I've been interested in seeing the new content to be made for MBF21 and this project will be a really sparkly addition! 0 Quote Share this post Link to post
hakros Posted June 7, 2021 Awesome megawad ! Congratulations !! I've included on my app (Hakros Doom Launcher) !! 0 Quote Share this post Link to post
floatRand Posted September 15, 2021 Status update. Due to issues IRL and having hit a pretty big mapper's block, I can't guarantee that the set will be finished this year. Either way, I will still appreciate any feedback on existing maps. 2 Quote Share this post Link to post
Pixel Fiend Posted September 27, 2021 (edited) Wouldn't you want to replace all those midis that everyone already knows from wads such as Eviternity, Sunlust, BTSX? The tune in map07 doesn't even fit. The map designs on Delirium are an excellent showcase of originality and attention to detail so unoriginal music choices are odd to go with that. I believe the soundtrack to this great wad needs a thorough reconsideration. PS. I linked Delirium in my collection thread for the best wads. Edited September 27, 2021 by game 0 Quote Share this post Link to post
AD_79 Posted September 27, 2021 ^ Bit of a weird complaint, one that I would consider to be mostly incorrect. Having a quick listen to the MIDI choices, I only hear a single track (MAP01's) from one of those projects. Not to mention, I don't think there's anything inherently wrong with music selections that people may "already know". People pick those tracks because they're good and consider them fitting for whatever map they're paired up with! 3 Quote Share this post Link to post
floatRand Posted April 12, 2022 Minor news. Working on this again, hoping to get final maps done in coming months. MBF21 is now explicitly targeted, so there won't be a CL9 compatible version anymore. Working on an early map for set. Still WIP, and order of maps may change in some meaningful way. Custom enemies are also changed due to accomodating MBF21 changes, which should make them bit more fun. Spoiler I have also considered about making a custom weapons. However, I doubt I will use them in release as most of Delirium was designed without any custom content (some maps were never intended to be part of it). I may, however, consider making a version with them included, along with some other more wide enemy changes. However, next release is going to be RC and include missing levels, so asking for bit of patience on your part. Particularly the final map is planned to be pretty big. I still appreciate feedback regarding original beta and it will inform changes I consider in RC. Thank you. 11 Quote Share this post Link to post
ukiro Posted January 25, 2023 Finally started playing this. It's really great, awesome use of my textures and stunning levels. Already quite punishing for a shitty player like myself, but that's not your fault =) Hope to see a final release some day. 1 Quote Share this post Link to post
floatRand Posted July 15, 2023 So uh. I am posting another beta as the development of last map has been... stretched a bit. Apologies. The new beta is MBF21 and has two additional maps (map04, map09), as well as variety of other changes, such as introduction of variety of MBF21 lines/sectors and dehacked monsters. Please enjoy as of now, and sorry for delaying and sleeping on the project like this. DeliriumBeta_1207.zip 12 Quote Share this post Link to post
nobleflame Posted July 16, 2023 This looks lovely! I'll give it a shot soon :) 0 Quote Share this post Link to post
glowa Posted July 16, 2023 its fun but no exits idclev all levels sad 0 Quote Share this post Link to post
floatRand Posted July 16, 2023 2 hours ago, glowa said: its fun but no exits idclev all levels sad Are you playing on port that doesn't supports MBF21? That might be the issue. 0 Quote Share this post Link to post
floatRand Posted July 16, 2023 That's a launcher I think. You probably aren't using port that supports MBF21. https://doomwiki.org/wiki/MBF21#Supported_ports 0 Quote Share this post Link to post
Treehouseminis Posted July 28, 2023 Just started playing this, map11 kicked my butt a little ngl. What I thought would be a fun 15-20 minute romp like the others took me almost an hour cuz I kept dying lol. But very great set overall so far! 0 Quote Share this post Link to post
DreadWanderer Posted July 28, 2023 (edited) Gave this a spin today, got to map 5. It's an exquisite piece of work with lots of attention to detail and a great atmosphere. It might not be unified thematically, but diversity is one of its strengths - there's just so much to see, so many colors to absorb. Map 4, 'Stroll', is the most impressive so far. The quaint little town feels like something out of a Miyazaki story. You just want to check out every corner and every house. There's a beautiful contrast between the wholesomeness of the visuals, and the pretty brutal combat. I only figured out one of the five secrets, but I will most likely return to it. Lastly, the MIDI choice is very inspired, its JRPG vibes fitting perfectly. Having played Disjunction, I'm already familiar with your work and will follow this project closely. Great stuff. Edit: I'm close to finishing this (map 31 at the moment). The only issue I have is that the difficulty seems to ramp up significantly around maps 10 and 11. I'm not exactly a stellar player, but it is very hard from pistol starts (constant exposure) and I frequently have to scavenge for resources. 'Mausoleum of Dust', 'Antibodies', and 'Green Inferno' in particular drove me crazy. I couldn't find the secret exit in map 15 so I just warped to it. I do realize it's in beta, but if this project is going to continue I have a few suggestions: - Implementation of difficulties for the latter half of the wad (I don't know if resources are more plentiful on HMP or below, but the monster count is the same); - Perhaps making UV a bit more forgiving. Dying to random traps of 3-4 archviles or dozens of plasma troopers is quite frustrating; - Resource balancing; - Some legit way to access map 31 (this might just be my fault for not finding the secret exit, feel free to ignore this if that is the case); Again, this is from the perspective of a player of average skill (at best). If this wad was intended specifically for very good players, I can reasonably back off. Other than that, very good work. Edited August 5, 2023 by DreadWanderer 0 Quote Share this post Link to post
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