Cheesewheel Posted August 30, 2021 (edited) >>>>>>>>>>>Get it here!!!<<<<<<<<<<< Earth didn't stand a chance. Whatever happened on Mars spewed forth and devoured home. The war against hell was brutal and short, nobody survived, except you. You've been biding your time, planning, plotting, preparing for a regime change from your hellish oppressors. You're a one man revolution and it's time for an uprising. What is uprising? Uprising is a narrative driven DOOM2 megawad for limit removing ports (tested on Crispy Doom). It features an extensive dehacked patch with changes to weapons and monsters, alongside varied maps and gameplay. You'll be fighting through wastelands, abandoned facilities, hellish installations, ruined cities, frozen techbases and beyond... How does it play? The intended difficulity is UV but all other skills are implemented. There is something for everyone, including maps dripping with atmosphere, non linear keyhunts, short shootouts, frantic slaughter and a few true epics. Don't worry if you're intimidated, the largest fights have been inundated with powerups on the lower difficulties to allow the budding tourist to explore safely. COOP is also implemented offering fierce resistance to a squad of marines trying to take some of these maps on. These maps have been designed with no jumping, no crouching and no mouselook, playing with these on will negatively affect the experience. In addition, trying to combine this with any sort of other gameplay modification is likely to end poorly, you have been warned... Weapon changes. Spoiler Pistol - Fires fast and is perfectly accurate, great for midrange fighting. Shotgun - Slightly increased firerate, great for gunning down fodder enemies and keeping your distance. Plasmagun - No cooldown after firing, also red. BFG9000 - RED!!! All other weapons have had graphic changes only (including BFG9000). Monsters Spoiler Chaos Knight (500hp) (Replaces Baron of Hell) - Throws fire in threes, dangerous up close. Marksman (60hp)(Replaces SS) - Fires plasma bolts, can deal lots of damage if not prioritised. Hotshot (60hp)(Replaces Spectre) - Fires fireballs in bursts of three, irritating. Dark Imp (100hp)(Replaces Hell Knight) - Faster than your average imp and tougher too, these guys throw green fire, watch out! Cacobot(600hp)(Replaces Pain Elemental) - Lightning fast, belches fire and shoots a homing missile out its eyeball, very deadly! Cybergunner(1000hp)(Replaces Mastermind) - Demon robot with rockets and chaincannon, immune to splash damage, oh dear... Drone (50hp)(Replaces Lost Soul) - Not very tough but very annoying, shoots a single plasma bolt and flies about beeping. Cyberdemon (4000hp) - It's red now! (So are arachnotrons) All other monsters remain unchanged. https://imgur.com/a/GhRk6dg Ports tested: Spoiler GZDOOM Eternity PRBOOM+ DSDA WOOF DOOM WITH LOVE CRISPY DOOM (Recommended) Some ports such as Sprinkled Doom cannot handle the larger maps and will exit on you. Have fun! Edited March 17, 2022 by Cheesewheel Release :) 95 Quote Share this post Link to post
Biodegradable Posted August 30, 2021 New Cheesewheel MegaWAD just dropped! 5 Quote Share this post Link to post
Not Jabba Posted August 30, 2021 You finished this already? Well, I am already excited to play it then. 2 Quote Share this post Link to post
TheNoob_Gamer Posted August 30, 2021 Narrative driven? Damn, this sounds right up my alley! 1 Quote Share this post Link to post
P41R47 Posted August 30, 2021 (edited) Glad the RC1 is already here, pal! Been having a blast playtesting it. I will give you feedbback of HNTR as is the difficulty i usually play on. This mapset totally deserves a proper soundtrack, so tagging some great composer to help if they feel it ;)@Bucket @Cammy @northivanastan @Eris @leejacksonaudio @JDoyle @Lippeth @Xulgonoth @Gustavo6046 Hope you like it, guys! Edited August 30, 2021 by P41R47 6 Quote Share this post Link to post
Noiser Posted August 30, 2021 Exciting news, I was looking forward for this (I liked CPD a lot) Congratulations on the release! 0 Quote Share this post Link to post
continuum.mid Posted August 30, 2021 (edited) 16 minutes ago, P41R47 said: Glad the RC1 is already here, pal! Been having a blast playtesting it. I will give you feedbback of HNTR as is the difficulty i usually play on. This mapset totally deserves a proper soundtrack, so tagging some great composer to help if they feel it ;)@Bucket @Cammy @northivanastan @Eris @leejacksonaudio @JDoyle I'm one of the first six "great composers" you thought of? A surprise to be sure, but a welcome one. I'm a bit busy with university and there is one other project I've signed up to make music for. Nonetheless if I have time and Cheesewheel wants help, I might put my BTSX playthrough on pause to run through this mapset, and see if anything inspires me. It's always nice to have options. Edit: It looks like Cheesewheel made some excellent choices of existing music anyway :) but the offer still stands. Edited August 30, 2021 by northivanastan 3 Quote Share this post Link to post
Deadwing Posted August 30, 2021 Woah, congratz for the release! Loved the pics! 0 Quote Share this post Link to post
Teo Slayer Posted August 30, 2021 This. Is. AWESOME I really love the atmosphere and the skies of the maps. They look sick, beautiful and AWESOME. Best Megawad of 2021 here, congrats 1 Quote Share this post Link to post
Cammy Posted August 30, 2021 41 minutes ago, P41R47 said: This mapset totally deserves a proper soundtrack, so tagging some great composer to help if they feel it ;) Honored to be a part of this club, thank you for the ping! Those screenshots, hhhhhhhhhh My current schedule is booked tight, but the instant I'm free, I'll be knocking at your door, @Cheesewheel. 3 Quote Share this post Link to post
leejacksonaudio Posted August 30, 2021 44 minutes ago, P41R47 said: Glad the RC1 is already here, pal! Been having a blast playtesting it. I will give you feedbback of HNTR as is the difficulty i usually play on. This mapset totally deserves a proper soundtrack, so tagging some great composer to help if they feel it ;)@Bucket @Cammy @northivanastan @Eris @leejacksonaudio @JDoyle @Lippeth @Xulgonoth @Gustavo6046 Hope you like it, guys! I wish I could help, but between my time in the hospital and my post-hospital leftover health issues, plus my previous commitments, I simply don't have the time right now. Please accept my apologies for not being able to chip in on this project. 3 Quote Share this post Link to post
Omniarch Posted August 30, 2021 Congratulations on the release! I'm proud to have served as a playtester on such an epic wad. 0 Quote Share this post Link to post
Cheesewheel Posted August 30, 2021 56 minutes ago, northivanastan said: I'm one of the first six "great composers" you thought of? A surprise to be sure, but a welcome one. I'm a bit busy with university and there is one other project I've signed up to make music for. Nonetheless if I have time and Cheesewheel wants help, I might put my BTSX playthrough on pause to run through this mapset, and see if anything inspires me. It's always nice to have options. Edit: It looks like Cheesewheel made some excellent choices of existing music anyway :) but the offer still stands. No pressure, if a level speaks to you at any point, let me know! 0 Quote Share this post Link to post
galileo31dos01 Posted August 30, 2021 4 hours ago, Cheesewheel said: Cyberdemon (4000hp) - It's red now! Here some ideas for a new name: - vermilion cyber - cybredemon - red hot cybie pepper - moving stop sign 6 Quote Share this post Link to post
Firedust Posted August 30, 2021 So this is what you've been teasing the past few months! Grats on the release! Gonna download and play this beaut right away! Would be interesting to see how it compares to your previous megawad :) 0 Quote Share this post Link to post
i suck at nicknames Posted August 30, 2021 Hey if its not an issue, can a download mirror be provided? For some reason Im unable to download it from the Dropbox link 0 Quote Share this post Link to post
Cheesewheel Posted August 30, 2021 8 minutes ago, i suck at nicknames said: Hey if its not an issue, can a download mirror be provided? For some reason Im unable to download it from the Dropbox link https://ufile.io/c9gs72br No probs, tell me if this doesn't work. 1 Quote Share this post Link to post
Firedust Posted August 30, 2021 Any chance you can increase the shotgun firing sound? It sounds very muffled in comparison to the pistol, chaingun, and ssg. The opening maps were a ton of fun! 0 Quote Share this post Link to post
Cheesewheel Posted August 30, 2021 Just now, Firedust said: Any chance you can increase the shotgun firing sound? It sounds very muffled in comparison to the pistol, chaingun, and ssg. The opening maps were a ton of fun! It's unchanged but I can take a look. 0 Quote Share this post Link to post
EffinghamHuffnagel Posted August 30, 2021 Looking forward to playing this. Two questions. I had "No Spaghetti Code" pounded into me in college, so I tend to re-organize wads for my own benefit before I play them. I put maps in order and sort patches and flats. Can't tell you how many times I've found entire texture packs added multiple times in wads. So I noticed that WIRE2 and WIRE4 were not 128 units wide. Doesn't that cause issues in pr-boom? Did I post them incorrectly in the texture thread back when? Here's all four of them at 128. Secondly, how in the hell did you color-translate the green Cyber sprites into red just using Dehacked? I didn't know that was possible. DOBWIRE.zip 0 Quote Share this post Link to post
Firedust Posted August 30, 2021 4 minutes ago, Cheesewheel said: It's unchanged but I can take a look. Okay, that's probably because the new sounds are very loud lol I'm sorry, that was dumb of me. 0 Quote Share this post Link to post
Cheesewheel Posted August 30, 2021 (edited) 7 minutes ago, EffinghamHuffnagel said: Looking forward to playing this. Two questions. I had "No Spaghetti Code" pounded into me in college, so I tend to re-organize wads for my own benefit before I play them. I put maps in order and sort patches and flats. Can't tell you how many times I've found entire texture packs added multiple times in wads. So I noticed that WIRE2 and WIRE4 were not 128 units wide. Doesn't that cause issues in pr-boom? Did I post them incorrectly in the texture thread back when? Here's all four of them at 128. Secondly, how in the hell did you color-translate the green Cyber sprites into red just using Dehacked? I didn't know that was possible. DOBWIRE.zip Oh thank you! I'm sorry but I forgot to put this in the credits (I will sort that). I think I had to edit the texture a little bit because I couldn't get a perfect version at the time or something along those lines, was a while ago when I added them. It's the multiplayer flags for changing the marine colours applied to the cyberdemon. It's also how the hotshot and marksman can use the same sprites, they are both derived from a green zombie marine sprite too. Edited August 30, 2021 by Cheesewheel 3 Quote Share this post Link to post
EffinghamHuffnagel Posted August 30, 2021 (edited) 8 minutes ago, Cheesewheel said: It's the multiplayer flags for changing the marine colours applied to the cyberdemon. It's also how the hotshot and marksman can use the same sprites, they are both derived from a green zombie marine sprite too. I don't think I've seen that done before. Very cool. Edit: As to credits, whatever. I said once that I was an editor, not an artist, so I feel a little awkward getting credit for adapting someone else's work. I've seen textures I've posted used in a dozen different wads and never saw a credit. That's okay. I've posted textures and found later that Adelusion or Cage or DrDoctor or Nightmare or Esselfortium or Jimmy had the same idea years ago. It feels like everything's been done; it's just a matter of remembering who did it and where to find it. In 20 years, no one's going to care anyway. It'll all be 'community'. Edited August 30, 2021 by EffinghamHuffnagel 0 Quote Share this post Link to post
Cheesewheel Posted August 30, 2021 1 minute ago, EffinghamHuffnagel said: I don't think I've seen that done before. Very cool. Must credit @Doomkid for the idea - I first saw it in Rowdy Rudy 2 so the zombieman and plasmaguy share the same sprite but are different colours. 2 Quote Share this post Link to post
JXC Posted August 30, 2021 Are you willing to use extended dehacked or dehextra? 0 Quote Share this post Link to post
Cheesewheel Posted August 30, 2021 51 minutes ago, JXC said: Are you willing to use extended dehacked or dehextra? Not planning on making any changes to the dehacked, I consider it finished. 0 Quote Share this post Link to post
Scypek2 Posted August 31, 2021 I agree about the pistol sound being louder than necessary. Aside from the volume issue it sounds very nice though, and together with the dehacked change it makes for a very satisfying weapon. It's nothing fancy, but the increased speed combined with no extra delay when letting go of the trigger (as opposed to most default Doom weapons) makes it very enjoyable for sniping. I've tried CPD before, and it was quite interesting, but with the cliche story and the pretty typical techbase theme, it didn't hook me in super hard. Spoiler And after a series of increasingly blatant appearances, the text screen told me that the protagonist merely "feels" as if they're being watched, which kinda convinced me that the story is really gonna take its time to develop. I've made it through six maps, maybe I'll pick it up later. Uprising, on the other hand, has a story that's very concisely summarized yet more engaging straight away. The beginning of the first map has to be some of the best visual storytelling I've ever seen in Doom. It reminds me a lot of my mostly unsuccessful NaNoWADMo 2018 project, both in terms of general story and the starting area, except I've only detailed the entrance to the human hideout and put everything else behind a big impenetrable door, while you lovingly rendered the entire place. The humanity is long gone, but there's a corpse in a marine armor right outside the hideout... who could that be? With all the demons roaming about, any new body would presumably be gone within weeks... most likely that's just one of those helmeted plasma zombies. I've made it through two levels of Uprising, and ventured a bit into the third one. It's something of a theme change already, and I find myself wondering what is the purpose of this hellish building... because it feels like it matters. Great interpic, by the way. All those bare skulls staring menacingly down at me really seem to embody the enormity of what our hero is up against. 1 Quote Share this post Link to post
TheGreenZap Posted August 31, 2021 (edited) I've been playing on HMP. I like playing on that setting, so I'll be glad to let you know how it plays. I just finished the 3rd map. Great looking map! It's playing well for me on that setting so far. Minor thing: In Map 02 you need the blue skull key. It is a blue card that you find, not a skull. No big deal, but may be a little confusing for some. I'm using Doom Retro to play this and no problems at all so far. I'm definitely enjoying it. Edited August 31, 2021 by TheGreenZap 1 Quote Share this post Link to post
baja blast rd. Posted August 31, 2021 m10 has a seemingly unwanted exit switch right behind the player start 0 Quote Share this post Link to post
skillsaw Posted August 31, 2021 Played through the first 5 maps -- I'm enjoying this so far! Congrats on the release. 6 Quote Share this post Link to post
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