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DBP37: AUGER;ZENITH - THE Cyberpunk MEGAWAD!


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2 hours ago, DarkQuill said:

Is there a readme somewhere with the list of music tracks? Some of these are super familiar to me and I can't put my finger on it.


Here you go:

MAP01 - One Night in Neo Kobe City (from Snatcher)

MAP02 - HOME - Resonance
MAP03 - Sonic CD Stardust Speedway House Mix
MAP04 - Gene Gadget Zone: Act 1 (from Sonic 3D Blast)
MAP05 - Streets of Rage 1 Stage 1
MAP06 - Psyrus - Crystaline
MAP07 - Shinobi 3 Whirlwind
MAP08 - Ninja Warriors Stage 4
MAP09 - Undertale CORE
MAP10 - Escape from New York theme
MAP11 - Streets of Rage 2 Stage 4 1
MAP12 - E1M7 from Ultimate Doom
MAP13 - Ghost in the Shell - Floating Museum
MAP14 - Streets of Rage 2 Stage 3 Dreamer
MAP15 - Killer 7 - Rave On
MAP16 - Streets of Rage 2 Max Man
MAP17 - Psyrus - Cybernetic
MAP18 - Streets of Rage 1 Stage 3
MAP19 - Electric Toothbrush (from Jet Set Radio)
MAP20 - Streets of Rage 2 Stage 1
MAP 21 - Ninja Warriors - Final Boss

Edited by matador
Map 21 music

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4BLscWK.jpg

 

UV continuous with saves

GZDoom

3h48m

Beauty Level: 11/10, apparently I took 64 screenshots.

 

Right when I thought I was going to take a break from Doom and have had an itch to replay Ion Fury... this gave me that fix. The quickest way to my heart is cyberpunk, 90's VGM remixes, and oh man oh man. This aesthetic is off the charts along with some awesome gameplay along the way. So much of this felt like a top tier Build Engine game, which is an impressive feat for the Doom engine to mimic visually. There were so many Sega tunes I could recall here, Sonic 3D Blast, Street of Rage, Shinobi III, all those Blade Runner sound effects, oh man. I could not put this thing down and just beat the entire thing in a few sessions today. The difficulty wasn't too bad compared to what I've been playing this summer, but UV does get a tad slaughtery in some sections and ammo management can get tricky (felt like I was low on rockets sometimes, but I usually had plasma to spare). But yeah, a fun romp that never gets too hard, nor was I ever tripped up by the level design or any key hunts.

 

While the neon lights and skyscrapers will probably get a lot of love, I'm a sucker for the dirty underbelly of cyberpunk slums, sewers, bathrooms, urban streets and all that too and this definitely nailed that atmosphere as well. Most of the tunes are pretty upbeat and fun. Makes me wonder what a darker atmospheric take could be on something like this hehe.

 

I uploaded like 20 some images to an album. Don't want to ruin any surprises or spoil the moments of appreciation, so I'll just drop a link here and click if anyone's curious and wants to see more! https://imgur.com/a/lYV5Je3

 

This was my first DBP venture... wonder if I peaked already! lol, this was freaking GNARLY. Damn good stuff folks.

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Tiny little petite small misalignments in m03:

 

Spoiler

at the first secret

 

j0MOXjH.png

 

uh, going to the dark room with imps and revs

 

bhWpSWD.png

 

Also the secret room for the health bonuses in m02 counted as 4, not sure if on purpose though.

 

This set is amazing so far btw

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Finally got some time to play this. Played the first 6 maps so far.

 

HOLY SHIT

 

I'm pretty sure this is the best DBP so far. It's amazing. I love the visuals so much. It's the Doom version of Ion Fury, and that's extremely high praise. That first shot you get when you start the WAD is so comparable to the first shot of Ion Fury as well, with that amazing view of the city. The colors work so well, and I love the little pieces of world building you get. The in-universe billboards, the graffiti, map 06's rain, and the audio clips that play occasionally give this WAD so much personality. It's one of the few WADs I've played in a while that feels like it's in a world that's inhabited by actual people. The level design is pure Build-engine-like, with those city maps. City maps are probably my favorite style of map, and these so far have been top notch. Music selection so far has been great, but that's cause I've recognized 2 different Sonic songs so far. Map 6's understated track is great too, combined with the rain gives that map a fantastic atmosphere. 

 

I honestly can't wait to finish this, and the fact that I have 15 more maps in this style is awesome. Seriously, how do you guys keep doing this month after month? I haven't played a bad DBP yet (though to be fair I haven't played all of them). This series is seriously the best.

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That was a massive and one of the best DBPs for sure! It took me more hours than I expected. Too many cool levels in it and great palette.

 

 

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@TJG1289 Thank you this really is a passion project! I managed to make like 5 maps for this when I usually have a hard enough time making just one, and that first MAP01 did give me quite the mapper's block but once that was out of the way I was a free mapping machine. MAP06's MIDI is 'Crystalline' by @Psyrus (please notice me we did your amazing MIDIs justice) and his music fits this project perfectly. Enjoy the rest of your cyberpunk adventure!

 

@GarrettChan MAP17 really is the 'Deus Ex' map! I knew I had to make it, and it was first inspired by those little moments turning the showers on and off in Hong Kong. I used Deus Ex: Human Revolution's Hengsha as reference and inspiration for the layout.

 

To add on to the music list:

TITLEMUS: Policenauts - End of The Dark

INTERMUS: Phantasy Star Online - Image of Hero

README: Snatcher - Innocent Girl

Edited by SuperCupcakeTactics

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22 minutes ago, SuperCupcakeTactics said:

MAP17 really is the 'Deus Ex' map! I knew I had to make it, and it was first inspired by those little moments turning the showers on and off in Hong Kong. I used Deus Ex: Human Revolution's Hengsha as reference and inspiration for the layout.

Oh wow, I didn't get the reference wrong, so I don't need to feel like a dumb person, haha. It's just a bit too confusing to exploring in my taste, but I guess when you make a semi sand boxy map, this is bound to happen. Yeah, I do appreciate those small details that you can press on the sink, toilets and showers etc.

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A few bugs i found, guys.

Map10 south area near the rooftop, just before the airduct corridor.
Midtexture drips into the ground.

979672868_DBP37-map10-southareaafterteleportingtexturedripsintotheground.png.afcffc82c58c36c64d983e5ad55c5d64.png

At the end of the map, 3 monsters never teleported.


The chaingunner on the closet near the start of the map before entering the building.

 

And the two arachnatrons at the right end of the monster locker to the south, outside of the map.

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5 minutes ago, P41R47 said:

At the end of the map, 3 monsters never teleported.


The chaingunner on the closet near the start of the map before entering the building.

 

And the two arachnatrons at the right end of the monster locker to the south, outside of the map.


Thanks for pointing this out. Re: Map 3 - what difficulty was this on? I noticed after release that there were some monsters in HMP and below that I meant to remove that I just unflagged for UV, so that's on my radar for the RC2 bugfix if it's in HMP or lower.

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7 minutes ago, matador said:


Thanks for pointing this out. Re: Map 3 - what difficulty was this on? I noticed after release that there were some monsters in HMP and below that I meant to remove that I just unflagged for UV, so that's on my radar for the RC2 bugfix if it's in HMP or lower.

sorry, i didn't explained it well.
At the end of map10

3 monsters still didn't teleported from their closets.

 

I'm playing on HNTR, but i remember late that this is a DBP and usually there is no difficult setting aside from UV and UV with double amo and half damage on ITYTD.

 

as far as i remember, i maxed out monsters and secrets on map03.

:/

Edited by P41R47

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12 minutes ago, P41R47 said:

sorry, i didn't explained it well.
At the end of map10

3 monsters still didn't teleported from their closets.

 

I'm playing on HNTR, but i remember late that this is a DBP and usually there is no difficult setting aside from UV and UV with double amo and half damage on ITYTD.

 

as far as i remember, i maxed out monsters and secrets on map03.

:/


Ah, sorry, I didn't see the comma and misread it as 'Map 3'. There actually are some difficulty settings here but not every map has them - both of the Lunch Lunch maps have them and I believe some of the 40oz and SuperCupcakeTactics maps have them as well.

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3 minutes ago, matador said:


Ah, sorry, I didn't see the comma and misread it as 'Map 3'. There actually are some difficulty settings here but not every map has them - both of the Lunch Lunch maps have them and I believe some of the 40oz and SuperCupcakeTactics maps have them as well.

oh, that must explain why i having such a great time...

...as i'm pretty mediocre player for UV :P

 

Most maps are really artistic.
Map10 last area, with the pyramid and so, was seriously nice looking.
That really help to wanna get further into the mapset, i suppose.

 

I wonder why nobody ever atempted a Cyberpunk-ish theme like this one before.

Edited by P41R47

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Few things on m17:

 

- This dude doesn't teleport because there're no sectors linked to the tp lines.

- Is this helmet just for decoration? I found it strange since it was the only single item you can't get

- Maybe a hint to this secret could be added? I spent a lot of time looking for secrets in every detail but the mega armor only with iddt, unless I was missing a clue somewhere.

 

In m14 you need to shoot to alert the final monsters, and I get that the zombiemen are supposed to be clickbait, though maybe some additional support could spawn on the rails near the exit like chaingunners or PEs, since it's too easy to hide there where the zombies will take ages to find you until the exit switch is available.

Edited by galileo31dos01

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12 hours ago, SuperCupcakeTactics said:

(please notice me we did your amazing MIDIs justice)

Consider yourself noticed.  Crystalline works quite well in that rain map, I agree, except it is a tad quiet.  I fixed volume levels on my older midis recently, so I wonder if an older version got used.  Good choice.

 

Also a few of us are left wondering (or perhaps it has been addressed earlier and I missed it) and just need to know:  What is the deal with the Peter and the Wolf sounds?

Edited by Psyrus

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Instant love for map12.

I love when there is a reference to another game on the mapsets.
And Afraid of Monsters could had an awesome Doom reimagining.
A.L.T. vibes all along.

Excellent for sure!
982245782_dbp37-afraidofmonsterreference.png.56e1cdfe7215b135334797176a73f801.png

On a side note, the addon sounds are really good.

I think they should be included on the regular wad, and chaingunners need to have the new chaingun sound on them, too.

Edited by P41R47

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Got a signal 11 error during the "pyramid fight" in MAP10 (shortly after pressing both red and blue key switches) in DSDA-DOOM v0.19.7.  Cause unknown, don't feel like playing back up to it to see if it's repeatable.

 

EDIT: Okay, I tried it again and was able to complete the level the second time.  Possibly just a fluke?  Just PRBoom+ things, I guess?

Edited by VanaheimRanger

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29 minutes ago, VanaheimRanger said:

Got a signal 11 error during the "pyramid fight" in MAP10 (shortly after pressing both red and blue key switches) in DSDA-DOOM v0.19.7.  Cause unknown, don't feel like playing back up to it to see if it's repeatable.

 

EDIT: Okay, I tried it again and was able to complete the level the second time.  Possibly just a fluke?

Yeah I just tried it myself a few times and everything seemed to go fine. That area had an all-ghosts bug happen before so maybe it was that. Something to do with all the sectors and blockmap I guess.

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1 hour ago, VanaheimRanger said:

Got a signal 11 error during the "pyramid fight" in MAP10 (shortly after pressing both red and blue key switches) in DSDA-DOOM v0.19.7.  Cause unknown, don't feel like playing back up to it to see if it's repeatable.

 

EDIT: Okay, I tried it again and was able to complete the level the second time.  Possibly just a fluke?  Just PRBoom+ things, I guess?

 

I wasn't able to reproduce this either; if you manage to do so, please post over in the PrBoom+ thread. Signal 11 should not be caused by mapping errors.

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@SuperCupcakeTactics  i played through map 10 last night, i had the same things happen as @VanaheimRanger

 

if there are too many monsters alive, i cannot reach the top of the pyramids without crashing.  i had two crashes last night, one of them had every monster in the area become a ghost before signal 11 hit.  i am using dsda-doom, cl2. 

 

otherwise, having a good time! the maps are pretty, short, and have plenty of good midis.

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52 minutes ago, loveless said:

if there are too many monsters alive, i cannot reach the top of the pyramids without crashing.

The second time I did it I cleared all the enemies below before I even tried going up there, maybe that is why I was able to get it done.

 

EDIT: I am on to MAP12, now...I have no idea what's going on anymore, lmao.

 

EDIT 2: I finshed MAP12...I think I'm done playing Doom for a few hours at least, I need to let that experience settle in...

Edited by VanaheimRanger

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I'm hosting a CO-OP Session on Odamex for this wad on Sunday, July 11th at 12 PM (PDT) - Come by and join the fun!
 

 

Edited by katarn11

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Alright, I've finished it!  I have to say, you guys really outdid yourselves with this one!  Will have videos up at the beginning of August.

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Hello there,

 

the wad really does look amazing so we're taking the opportunity to play it on Thursday Night Survival today. The session starts 5 hours from the time of this reply and you can expect the server to be fairly active for 4+ hours.

 

Also a small bug report: MAP12 has 2 player 3 starts and 0 player 4 starts.

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@Keyboard_Doomer Howdy! I suppose that means I'd better upload RC2 right now then! I was going to wait a couple more hours but here it comes (and thank you for the bug report I fixed that immediately after reading)! Also, MAP12 should be skipped in multiplayer as it's purely a single player experience. I've also just tested it on ZDaemon and the RSKY shows as ASHWALL for some reason on MAP01 and there's no music but seems fine everywhere else. Something to do with MAPINFO I presume but I don't see what could be the cause.

----------------------------------------------------------------------------------------------------------------

RC2 is ready now! If there're no other blatant bugs or other inconvenient issues then that's that!

 

>>>AUGER;ZENITH RC2 DOWNLOAD!!!<<<

 

Biggest changes:
New MAP22 and a text file.
Replaced ZSCRIPT with DECORATE (Broken glass will show up in Zandronum!)
Renamed ZMAPINFO to MAPINFO (lol)
Various bugfixes and things.
MAP05 has more ammo as well as other things that should have been done the first time.
MAP10 built in ZDBSP, maybe that'll fix the crashing.
MAP15 I removed those annoying impassable lines.
MAP19 has an extended outdoors playable area.
Replaced HELP graphic with one that features the full message.

Edited by SuperCupcakeTactics

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1 hour ago, SuperCupcakeTactics said:

New MAP22 and a text file.

it is slowly getting bigger and better :D

Any chance it get to a full megawad to the end of the year?

 

hahaha just joking!
(but desesperatelly hoping it :P)
Aside from that, do you guys want a UMAPINFO lump?
It could be use on almost all the right now popular source-port to jump from the last map to the cast roll.
They are really easy to make and just need a couple of minutes.

Edited by P41R47

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