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Delirium [MBF21 mapset] [BETA 2, updated 15.07.2023]


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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.

 

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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 by floatRand

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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!

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  • 3 months later...

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. 

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  • 2 weeks later...

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 by game

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^ 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!

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  • 6 months later...

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

1487878337_unknown(1).png.da50cf7ea304dd279b4b7f25e20eaa90.png

 

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. 

 

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  • 9 months later...

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.

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  • 5 months later...

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

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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. 

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  • 2 weeks later...

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!  

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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 by DreadWanderer

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