Pistoolkip Posted June 30, 2021 (edited) Major update to 1.10: new level added! New map is Map02: The Arch Cloister All other maps move up a number New music added (no more Metallica midi's) Screenshots of the new level: Spoiler Slith.wad version 1.10 Levels: MAP01-05 IWAD: Doom II Tested Ports: GZDoom, Crispy Doom, Zandronum, ZDaemon, PRBoom+ (CL2), DSDA-Doom Also runs with your MOD of choice (Brutal Doom, Project Brutality, Corruption Cards, etc) Special Thanks: Flambeau Playtesters: Aurelius, GarrettChan, Jon Vail, Ian Pelgrim, Morrissey, Clippy, Biodegradable, Paf, and all other playtesters! Your feedback is much appreciated Jumping / Crouching: No Freelook: Optional Difficulty Settings: Yes Challenge Rating: Plutonia. It starts out easy but ramps up fast. All maps can be continuously played or pistol-started Cooperative: Yes, fully tested and runs on a dedicated server on ZDaemon at zds://5.2.74.206:10508 New Features: None, only music Official Download on IdGames Google Drive Download or play it Coop on ZDaemon: Ducks play w/ Flambeau - Slith 1.10 by Pistoolkip at zds://5.2.74.206:10508 Watch the Trailer: Screenshots: Spoiler Changelog: Spoiler v1.10 New Level Added! New level added! MAP02: The Arch Cloister All other maps moved up one slot (2 becomes 3, etc) Changed music for most of the levels Improved logo and credits Minor changes made to improve playability, aesthetics and compatability of most maps MAP01: Replaced secret RL to make MAP02 less cheesable MAP04: Changed the location of the exit button to discourage rushing it MAP05: Improved ammo and difficulty of final fight v1.08 New logo New credits-screen MAP02: Changed the yellow button v1.07 Fixed a missing door(?) on MAP03 Changed MAP01's starting area somewhat Increased the light levels in some places v1.06 minor bug fixes Fixed a texture misalignment Fixed a few monster teleports v1.05 changes Fixed a sector mislabeled as secret Fixed some coop monster spawns v1.04 changes: Major coop update Major improvements for coop gameplay Fixed coop unfriendly doors and bugs Added coop-only enemies and items Changed music tracks for older source ports MAP01: Fixed teleporter at berserk secret Fixed inconsistent monster teleporter Widened secret door to prevent player from getting stuck Made red door more apparant Improved the visuals of the backpack secret Added weapon base to shotgun and chaingun Fixed automap issues MAP02: Changed closing door at blood fountain Red key room door now locks you in Increased the difficulty of red key room Added additional ammo and health to red key room Changed invisibility secret so it's only visible from entry Yellow key room now locks you in Added yellow button to open yellow key room doors Updated monster spawn in yellow key room Added armor bonus to chainsaw secret Added weapon base to chaingun Fixed automap issues MAP03: Added additional secret Improved Hell knight trap room Added rad suit to blood pit Relocated secret shootable switch Fixed inconsistent monster teleports Greatly improved the visuals of the berserk secret Added weapon base to SSG, chaingun, RL and plasma Fixed automap issues MAP04: Added weapon base to SG, SSG, chaingun, & RL at start Tweaked monster placement and spawns Fixed inconsistent monster teleport Increased the size of the AV platform v1.03 changes: Added custom M_DOOM (title) Added titlepatches for all levels Fixed debugging issues MAP01: Increased light levels at red door Thanks to Flambeau! v1.02 changes: MAP03: Fixed red door issue on some source ports Fixed stuck monster MAP04: Fixed unreliable monster teleporters Added blue armor to boss room V1.01 changes: Replaced title and credits screen. Updated base music Slith1_10.zip Edited June 19, 2023 by Pistoolkip V1.10 uploaded 56 Quote Share this post Link to post
Doomkid Posted June 30, 2021 Woah, looks really cool! Saving this one. 3 Quote Share this post Link to post
Chip Posted June 30, 2021 this looks interesting. If he could, I would like to see a @Biodegradable playthrough of it. 1 Quote Share this post Link to post
Sir Hattington Posted July 1, 2021 "Wow a vanilla WAD, my favorite!" *Attempts to open Slith Vanilla.wad in DOSbox* Bad V_DrawPatchDirect "Oh." 2 Quote Share this post Link to post
GarrettChan Posted July 1, 2021 I'm curious about under which circumstances, WAD will work on Crispy Doom but not PrBoom+? Sadly doesn't work on PrBoom+ as I thought it's vanilla. 0 Quote Share this post Link to post
Sir Hattington Posted July 1, 2021 Okay, I just opened up the WAD in SLADE3, and saw immediately saw MAPINFO and other ZDoom stuff in a "vanilla" WAD (Still using the WAD called "Slith Vanilla.wad"), But I removed that stuff and attempted to play the WAD again in DOSBox and when when I got past the main menu the game instantly visplane overflowed. This WAD is definitely not vanilla. I think this is just a misunderstanding by the author, It appears they thought the vanilla moniker referred to the game play rather than the compatibility, and while vanilla technically can refer to game play, It is usually used to refer to a WAD's compatibility, so calling this WAD vanilla is a bit misleading. 10 Quote Share this post Link to post
GarrettChan Posted July 1, 2021 2 minutes ago, Sir Hattington said: I think this is just a misunderstanding by the author, It appears they thought the vanilla moniker referred to the game play rather than the compatibility, and while vanilla technically can refer to game play, It is usually used to refer to a WAD's compatibility, so calling this WAD vanilla is a bit misleading. That makes sense. Though it works on Crispy Doom, I assume it's at least limit-removing but it doesn't work on PrBoom+. 0 Quote Share this post Link to post
NiGHTMARE Posted July 1, 2021 I would think the level of detail shown in the title screenshot is evidence it won't work with the original .exe ;) 1 Quote Share this post Link to post
Pistoolkip Posted July 1, 2021 (edited) Sorry guys While I specifically mention the ports I tested this one, I did misunderstand the meaning of vanilla. I meant the WAD has no added textures or features. However, you do require a limit removing sourceport. Edited May 20, 2022 by Pistoolkip 3 Quote Share this post Link to post
PeterMoro Posted July 1, 2021 (edited) Looks wonderful. Gunna play it later today. Edit: Wow that was amazing ! Really excellent level design, texture use, lighting, monster placement and secrets. 10 / 10 from me. Inspiring work. Edited July 1, 2021 by PeterMoro 1 Quote Share this post Link to post
GarrettChan Posted July 1, 2021 (edited) This actually got me curious because my question didn't get answered, and I asked plenty of people when does something work on Crispy Doom but not PrBoom+, nobody has an idea even they are veteran mappers. Then I actually got out of my bed and downloaded Crispy Doom to try, and this doesn't work on Crispy Doom. I'm glad that I'm not living in a crazy world. Edited July 1, 2021 by GarrettChan 0 Quote Share this post Link to post
Aurelius Posted July 1, 2021 (edited) You can make Slith.wad run on Crispy, PrBoom+ and DSDA Doom by adjusting the last three lumps in the WAD, namely CREDIT, TITLEPIC and M_DOOM. The first two are PNG files (not supported by the aforementioned ports), and also way too large. Check DOOM2.wad for reference on correct dimensions for these lumps, and then convert them to Doom format. The M_DOOM lump on the other hand is just a marker, so it should either be removed or replaced with an empty image (also in Doom format). The WAD also contains RSKY1 and SKY1 lumps that are not between PP_START and PP_END, but apparently it worked fine on all tested ports without them, so I guess that part is okay? I played the first two maps to see they actual work on said ports, very much enjoyed the non-orthogonal aesthetic and tasteful use of textures and trims. Gameplay was also pretty fun, I liked the open nature of the maps, especially MAP02 with the looping overall structure and repopulating areas in an interesting way. Good stuff, will finish this at a later time. I don't think there needs to be a "vanilla" version separately, as these maps clearly look limit-removing and the main file can be made to work with the most commonly used limit-removing ports like Crispy or DSDA Doom / PrBoom+ at cl2. Edited July 1, 2021 by Aurelius 4 Quote Share this post Link to post
Pistoolkip Posted July 1, 2021 1 hour ago, Aurelius said: You can make Slith.wad run on Crispy, PrBoom+ and DSDA Doom by adjusting the last three lumps in the WAD, namely CREDIT, TITLEPIC and M_DOOM. The first two are PNG files (not supported by the aforementioned ports), and also way too large. Check DOOM2.wad for reference on correct dimensions for these lumps, and then convert them to Doom format. The M_DOOM lump on the other hand is just a marker, so it should either be removed or replaced with an empty image (also in Doom format). The WAD also contains RSKY1 and SKY1 lumps that are not between PP_START and PP_END, but apparently it worked fine on all tested ports without them, so I guess that part is okay? I played the first two maps to see they actual work on said ports, very much enjoyed the non-orthogonal aesthetic and tasteful use of textures and trims. Gameplay was also pretty fun, I liked the open nature of the maps, especially MAP02 with the looping overall structure and repopulating areas in an interesting way. Good stuff, will finish this at a later time. I don't think there needs to be a "vanilla" version separately, as these maps clearly look limit-removing and the main file can be made to work with the most commonly used limit-removing ports like Crispy or DSDA Doom / PrBoom+ at cl2. You absolute hero! Thanks for helping me out. I made the adjustments you suggested and the wad now runs on PRBoom+ and Crispy Doom, once again. 0 Quote Share this post Link to post
Pistoolkip Posted July 1, 2021 3 hours ago, GarrettChan said: This actually got me curious because my question didn't get answered, and I asked plenty of people when does something work on Crispy Doom but not PrBoom+, nobody has an idea even they are veteran mappers. Then I actually got out of my bed and downloaded Crispy Doom to try, and this doesn't work on Crispy Doom. I'm glad that I'm not living in a crazy world. I had tested it on both earlier this week and it ran fine. Apparently something during the debugging was messing with these source ports, while I was trying to get it to run under Zdaemon properly. The issue is now fixed and it runs under both PRBoom+ and Crispy Doom. Let me know if you have any other issues. 0 Quote Share this post Link to post
Pistoolkip Posted July 1, 2021 3 hours ago, PeterMoro said: Looks wonderful. Gunna play it later today. Edit: Wow that was amazing ! Really excellent level design, texture use, lighting, monster placement and secrets. 10 / 10 from me. Inspiring work. Great to hear it, thanks! I started map3 well over a decade ago, but lost interest, then took up mapping again last summer during the lockdown. 1 Quote Share this post Link to post
roadworx Posted July 1, 2021 ooh, this looks super good, i'mma play it after i wake up 1 Quote Share this post Link to post
Murdoch Posted July 1, 2021 (edited) I am not a fan of Plutonia's gameplay in the least but want to try this as I like the look of the maps. However, I went to download it and it says the file was deleted? EDIT: Never mind. Dropbox apparently had a senior moment or something. Edited July 1, 2021 by Murdoch 1 Quote Share this post Link to post
Pistoolkip Posted July 1, 2021 48 minutes ago, Murdoch said: I am not a fan of Plutonia's gameplay in the least but want to try this as I like the look of the maps. However, I went to download it and it says the file was deleted? EDIT: Never mind. Dropbox apparently had a senior moment or something. Yeah, sorry, the link was offline for a few minutes while I updated the version. Should be fixed now. If you don't like the Plutonia gameplay I recommend playing on a lower difficulty: Hey, not too rough. At that difficulty there are still plenty of monster-traps but they're a lot more forgiving. 0 Quote Share this post Link to post
Bingo Johnson Posted July 1, 2021 Tested with latest Crispy and PrBoom+ and it's working now. Very cool maps. 1 Quote Share this post Link to post
Doomkid Posted July 1, 2021 (edited) Just played through this, and I really don't have anything critical to say - it was a blast. Loved the very clean, refined take on the E4 visual style, the difficulty was consistently engaging but fair. Top notch stuff here! I play using doom32.exe a lot of the time - basically as barebones as a "port" gets, it's literally just vanilla Doom with some raised limits. I noticed vanilla-esque ports played boring old IWAD music even though there were some badass midis in here, so I just deleted the vanilla MIDIs, and coped and renamed the others to D_RUNNIN and such and they worked like a charm. I hope you don't mind me doing this patch, I just really wanted the proper music - heard the iwad songs about 7 billion times by now, lol. This way, no matter what port someone uses, they get an identical experience. Great wad! Here's my little patch: (removed link so I can add the txt file) Edited July 6, 2021 by Doomkid 0 Quote Share this post Link to post
Pistoolkip Posted July 1, 2021 (edited) 40 minutes ago, Doomkid said: Just played through this, and I really don't have anything critical to say - it was a blast. Loved the very clean, refined take on the E4 visual style, the difficulty was consistently engaging but fair. Top notch stuff here! I play using doom32.exe a lot of the time - basically as barebones as a "port" gets, it's literally just vanilla Doom with some raised limits. I noticed vanilla-esque ports played boring old IWAD music even though there were some badass midis in here, so I just deleted the vanilla MIDIs, and coped and renamed the others to D_RUNNIN and such and they worked like a charm. I hope you don't mind me doing this patch, I just really wanted the proper music - heard the iwad songs about 7 billion times by now, lol. This way, no matter what port someone uses, they get an identical experience. Great wad! Here's my little patch: SLITH_LR.zip Thanks for the feedback! Some people hate the music, some people love it, some people really prefer the original midi's. That's why I included them for the old school source-ports. But I don't mind you sharing the other version. I was thinking of releasing two versions myself - one with the original midi's, one with the added music. But please include the original TXT file with your version. Edited July 1, 2021 by Pistoolkip 1 Quote Share this post Link to post
Biodegradable Posted July 1, 2021 Really well made and vicious little mapset here. The last two really had me on the ropes at times hehe. There are some great moments with the way the combat flows and you did an excellent job escalating things each time I thought the fight was over in interesting ways that kept me on my toes and increasingly paranoid as I progressed. I liked your use of slyly hidden switches too that made secret hunting extra rewarding. 2 Quote Share this post Link to post
Pistoolkip Posted July 1, 2021 2 hours ago, Biodegradable said: Really well made and vicious little mapset here. The last two really had me on the ropes at times hehe. There are some great moments with the way the combat flows and you did an excellent job escalating things each time I thought the fight was over in interesting ways that kept me on my toes and increasingly paranoid as I progressed. I liked your use of slyly hidden switches too that made secret hunting extra rewarding. Glad you enjoyed it! You sounded a little frustrated near the end. The last area is mean. I admit. But they don't call it Ultra-Violence for nothing. For most players I'd recommend a lower difficulty to start out with, as the difficulty level ramps up quickly. I enjoyed your secret hunting but was sad to see you gave up near the end of Map03. The secrets you missed aren't the most tricky ones, and I like to use the Gargoyle face to show the way. 0 Quote Share this post Link to post
Bytefyre Posted July 1, 2021 (edited) What complevel does this require to run in PrBoom+? I'd assume cl2 since you mentioned it was tested with Crispy Doom, but I want to be sure before I try it. EDIT: Never mind, I did see cl2 in an earlier post now that I read more closely. Edited July 1, 2021 by Bytefyre 0 Quote Share this post Link to post
Biodegradable Posted July 2, 2021 6 hours ago, Pistoolkip said: You sounded a little frustrated near the end. What gave me away? ;^) :^P Yeah, I get a bit riled now and then, but the important thing is I didn't give up. I saw the endgame in sight and had to win! 1 Quote Share this post Link to post
GarrettChan Posted July 3, 2021 The third map is broken when pressing the Red Key Door, so I skipped it midway. I can see the reference to Doom 2 Map01 and a bit of Map02 I suppose. Map02's big fight design is a bit of weird because the fight doesn't really lock you in. It seems most of the bigger fights you can just escape and fight them in the outside. Not a big fan of the timed design of Map04 because it's sort of not very fun that after a while something teleported in. I guess having a way to open up everything and fight them all together is more my vibe. The last fight probably needs some balance because right now it only has 50 health in it, and it has quite a bit of RNG in it. When you don't have Armor, you can be killed by the AV or the Rev on the side. 2 Mons stuck together on Map03 Spoiler Broken teleporter closets on Map04 Spoiler 1 Quote Share this post Link to post
Pistoolkip Posted July 3, 2021 2 hours ago, GarrettChan said: The third map is broken when pressing the Red Key Door, so I skipped it midway. I can see the reference to Doom 2 Map01 and a bit of Map02 I suppose. Map02's big fight design is a bit of weird because the fight doesn't really lock you in. It seems most of the bigger fights you can just escape and fight them in the outside. Not a big fan of the timed design of Map04 because it's sort of not very fun that after a while something teleported in. I guess having a way to open up everything and fight them all together is more my vibe. The last fight probably needs some balance because right now it only has 50 health in it, and it has quite a bit of RNG in it. When you don't have Armor, you can be killed by the AV or the Rev on the side. 2 Mons stuck together on Map03 Hide contents Broken teleporter closets on Map04 Hide contents Thanks for the feedback Which port & difficulty did you play on? Any additional mods used? Also, I disagree on the 50% health on the last fight, since you get a super charge right before it. But I know it's a really difficult & RNG fight 0 Quote Share this post Link to post
GarrettChan Posted July 3, 2021 DSDA-Doom 0.19.3, UV, No mod. I picked up the Soulsphere during the first fight and I entered the last fight with 102/0. If that Soulsphere is intended for the last fight, then move it a bit. Maybe the AV is out of range if I'm stuck to the wall, but I didn't actually check. 1 Quote Share this post Link to post
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