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Dominus Diabolicus - MBF21 33-map megawad [now on idgames]


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MAP32 is currently in open testing on a few discord servers, and I'm still writing the MIDI. Total monster count has peaked a few dozen over 2000 on UV. While a small number of those are "turret" enemies the player won't fight directly, that's still over 2000 things actively trying to kill the player.

 

I'm real excited for everyone to take a crack at MAP15 and MAP31, too. It's fitting that these three maps are being released together, though I'm not going to spoil why.

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MAP15 (Cyberphobia) and secret levels MAP31 and MAP32 have been released!

 

"Cyberphobia" is a fusion of unholy technology, blasphemous architecture, and body horror. And, of course, as it occupies the MAP15 slot, it also features the secret exit, obviously!

 

Spoilers for the secret levels:

Spoiler

MAP31, "Boneyard," features a lot of everyone's favorite skeleton boys, and it's a short, straightforward, but perilous secret level. If you scour its depths, however, you'll find the super secret level... and let's just say that it's so mean that I felt the need to include a coward's exit near the start...

 

Here is the full changelog:

 

Spoiler

GENERAL

  • Added some new flats and textures. All based on vanilla resources, including a fix for the FIRELAVA texture.
  • Adjusted the volume of the MIDI files for MAP01 and MAP02, since it was pretty low, and also added a little bit of lead-in to the title MIDI.
  • Some minor tweaks to automap lines throughout.

NEW MAPS

  • MAP15, MAP31, and MAP32 added.

COMPATIBILITY

  • CCARDS lump for compatibility with Corruption Cards; also created compatibility patches for Project Brutality and DoomRL Monster Pack.

 

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I am glad to hear this is still being worked on! I am a bit disappointed that you did not use Realm667's Super Shotgun Zombie, though.

 

Oh well. As long as the monster is used well, I guess it does not really matter!

Edited by Rudolph

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5 minutes ago, Rudolph said:

I am glad to hear this is still being worked on! I am a bit disappointed that you did not use Realm667's Super Shotgun Zombie, though.

 

Oh well. As long as the monster is used well, I guess it does not really matter!

 

While I like the bulky frame (still might see if I can find a sprite artist to bulk up my SSG zombie), I found that the animations weren't to my liking and were a bit jarring visually when placed alongside the vanilla enemies.

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A little WIP preview of MAP16, as well as the new statusbar (based heavily on the Freedoom one) that I cooked up!

 

xJeRaG2.png
G6XnLpI.png

CKWN7ws.png

PS5rixr.png

 

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Quick update: MAP16 is about 95% done (you can beat it, there aren't any bugs, there are just some encounters I may still fine-tune).

 

But as a bit of an informal poll: would people prefer that I release this in episodes/clusters (which would delay the next release until MAP20), continue my previous pattern of updating every time a level is ready, or do levels in smaller batches (kind of like I did with MAP15/MAP31/MAP32)? This thread doesn't get a whole lot of comments, and I know more than one person has remarked that they want to wait until the whole thing is done (I'm over halfway done, but it's taken about a year to get there). I figure episodic releases might grab more attention.

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Just played map 12 and the new enemy (super shotgun zobie) first crashed GZDoom and now it spawns a lamp when I kill it?

 

Oh and I like the per map based releases.

 

Edit: Reached the end and oh boy ;) Maybe only one cyber on HNTR?

Edited by TheCyberDruid

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1 hour ago, TheCyberDruid said:

Just played map 12 and the new enemy (super shotgun zobie) first crashed GZDoom and now it spawns a lamp when I kill it?

 

Oh and I like the per map based releases.

 

Edit: Reached the end and oh boy ;) Maybe only one cyber on HNTR?

You'll need to update to a recent version of GZDoom. That was a bug with GZDoom that was fixed in about April or so.

 

I will take a look at tweaking enemy balance in HNTR as well! Thanks for the feedback.

Edited by bofu

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MAP16: Well of Torment is out!

 

Here are the other changes:

Spoiler

GENERAL:

  • Replacement statusbar adapted from the Freedoom one with vanilla resources.
  • Some MIDI volume tweaks here and there.
  • Slight adjustment to a unique texture found in MAP32.

MAP16:

  • Added.

 

Drop into the first post to grab it, or just use the link here.

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4 hours ago, TheCyberDruid said:

Fun map! The start is 'interesting' and the map feels very balanced. Tough but not unfair.

That's exactly what I was going for, thank you! This one took a lot of tuning and ended up being tougher than MAP32 at points, which was not what I intended.

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hey this looked cool to me, but what do you mean by play the latest complevel your source port supports and also disable shooting off ledges?  I don't know what the latest thing is that DSDA supports, probably MBF21, but it sounds like you might mean complevel 9 boom?  Except if I use a parameter I thought it overrode any specific options you pick.  Honestly I was just gonna run this in latest GZDoom default since that usually works with everything (despite recent bugs yours had) but it would be great if you could clarify this.

 

edit: just noticed your thread title says limit-removing, so DSDA complevel 2 is good?  It's confusing to say that in the thread title and then say different stuff in the thread, but hopefully complevel 2 works.

Edited by sandwedge

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9 minutes ago, sandwedge said:

hey this looked cool to me, but what do you mean by play the latest complevel your source port supports and also disable shooting off ledges?  I don't know what the latest thing is that DSDA supports, probably MBF21, but it sounds like you might mean complevel 9 boom?  Except if I use a parameter I thought it overrode any specific options you pick.  Honestly I was just gonna run this in latest GZDoom default since that usually works with everything (despite recent bugs yours had) but it would be great if you could clarify this.

 

edit: just noticed your thread title says limit-removing, so DSDA complevel 2 is good?  It's confusing to say that in the thread title and then say different stuff in the thread, but hopefully complevel 2 works.

 

I'd recommend just running complevel 21. "Limit-removing" in this place refers to non-Boom stuff like Crispy Doom (which doesn't even use complevels).

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4 minutes ago, bofu said:

 

I'd recommend just running complevel 21. "Limit-removing" in this place refers to non-Boom stuff like Crispy Doom (which doesn't even use complevels).

 

Ah ok I never would've guessed you wanted MFB21, thanks for letting me know!  Limit removing in my experience usually refers to complevel 2 meaning Doom 1.9, or Crispy.

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16 minutes ago, sandwedge said:

 

Ah ok I never would've guessed you wanted MFB21, thanks for letting me know!  Limit removing in my experience usually refers to complevel 2 meaning Doom 1.9, or Crispy.

Yeah, this is kind of in a weird state of compatibility in that it works fine with Crispy Doom as is, but because it uses some additional DEHACKED code pointers that are associated with MBF (just for sounds) that for some reason aren't supported in Boom complevels that don't also include all the other MBF stuff, you end up with some unintended behaviors (mostly just that the custom enemy won't play the proper sounds when firing).

 

Crispy Doom, meanwhile, supports the codepointers without issue, and saying that the wad is intended for a specific complevel doesn't indicate that it works fine in Crispy.

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Hey really enjoyed the first few levels of this.  Like you said, it's got a classic feel with some more detail so I can enjoy all the little doomcute techbase stuff, including a hilarious mousepad... seriously, thanks for that lol.  Also really great music, I didn't realize these were your own so that's really impressive.  I was really amused when the latin music started in The Depths haha, not something I usually expect in a doom level but the contrast is fun sometimes.  Definitely looking to play more as it's just some really solid good fun, keep it up!

 

 

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On 11/10/2022 at 11:12 AM, sandwedge said:

Hey really enjoyed the first few levels of this.  Like you said, it's got a classic feel with some more detail so I can enjoy all the little doomcute techbase stuff, including a hilarious mousepad... seriously, thanks for that lol.  Also really great music, I didn't realize these were your own so that's really impressive.  I was really amused when the latin music started in The Depths haha, not something I usually expect in a doom level but the contrast is fun sometimes.  Definitely looking to play more as it's just some really solid good fun, keep it up!

 

Thanks a ton for the playthrough! There were a few areas where you definitely were on the trail of a secret but ended up narrowly missing it (or simply needed to come back later), and you handled the combats well. I hope to see more soon!

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  • 3 weeks later...

Just a quick progress update: MAP17, Unholy Mass, is making good progress. It's shaping up to be a fairly long level, so it's taking a while, but if you don't mind spoilers:

 

Spoiler

NEW ENEMY: Diabolus

And you thought Archviles were bad: at least they reanimate dead demons instead of bringing in new ones like this relative of them does. He's tough as hell, and if he's not summoning enemies from thin air, he's bringing the fires of Hell itself down upon you instead! Good thing there are only a few of these bastards.

 

Here's hoping I can release it before the end of the year.

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  • 2 weeks later...

MAP17: Unholy Mass is out!

This map also features the first appearance of the Summoner, a new miniboss. Three guesses what he does.

 

kDFoXXF.png
lkrTLW0.png
 

Bumping the thread just in time for it to get pushed off the front page by the Cacowards!

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  • 2 weeks later...

I'm interested in playing this, but I'm confused by the port recommendations.

It can be played in crispy, but in the others MBF21 is necessary?

First time I've come across something like this. It works fine on Crispy, because of the MBF skys transfers and boom switches?

I understand that this also works in most ports that derive from Crispy.

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5 hours ago, Floowand said:

I'm interested in playing this, but I'm confused by the port recommendations.

It can be played in crispy, but in the others MBF21 is necessary?

First time I've come across something like this. It works fine on Crispy, because of the MBF skys transfers and boom switches?

I understand that this also works in most ports that derive from Crispy.

 

The root cause of this is that there are some DEHACKED enemies that use MBF DEHACKED codepointers, which Crispy Doom supports. However, non-MBF complevels in Boom ports don't support those same codepointers, which can cause minor sound issues with the super shotgunner and major issues with another enemy; any MBF-compatible complevel will work, but I didn't design it around some of the quirks that come with those complevels by default (things like being able to shoot monsters off of ledges, etc). CL21 disables those sorts of things by default, so that's why I recommend it for ease-of-use (at least, for anyone who's not using PrBoom+).

 

You can play it on CL11, I'd just recommend making sure that "Some Objects Never Hang Over Tall Ledges" is set to Yes.

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Just played through map 17 and it's really cool. That last fight is... intense :) I really like that you can pace it yourself and that there's plenty of ammo. Just a hint more health on easy would be great ;) Looking forward to the next!

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56 minutes ago, Nihlith said:

Is the Diabolus monster compatible with Project Brutality or should I start it up sans mod to get the best out of it? 

 

I haven't tested it with it, honestly. I would recommend doing it without, though it's entirely possible it'll work. Maybe first time, do it without.

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Ok, I'm doing a new run through with no mods. Lots of large engaging levels and it seems like the levels are getting better and better and everything is working great. 

I started seeing a strange issue in Go to Hell. My recorded run through crashed when I fought a strange helmeted enemy in the specter maze. I played through without recording and the game didn't crash when I fought the new enemy but he drops a lamp post when he dies. Subsequent helmet zombies also drop lamp posts. It's weird. 

 

Edit: someone else mentioned the lamp post thing. I'll look into updating gzdoom. 

Edited by Nihlith

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16 minutes ago, Nihlith said:

Ok, I'm doing a new run through with no mods. Lots of large engaging levels and it seems like the levels are getting better and better and everything is working great. 

I started seeing a strange issue in Go to Hell. My recorded run through crashed when I fought a strange helmeted enemy in the specter maze. I played through without recording and the game didn't crash when I fought the new enemy but he drops a lamp post when he dies. Subsequent helmet zombies also drop lamp posts. It's weird. 

 

You'll have to update your GZDoom to a later version. This was a bug with how GZDoom handles Dehacked entities.

Edited by bofu

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[Yt] 

 

[Yt] 

 

 

I updated GZDoom for The Precipice of Pain but I skipped ahead to get back there. This is getting crazy AF.

 

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12 hours ago, Nihlith said:

I updated GZDoom for The Precipice of Pain but I skipped ahead to get back there. This is getting crazy AF.

 

 

I like how you very quickly adapted to the huge arena fight in Precipice of Pain. You also did a really good job avoiding damage in the first big fight in that level.

 

I usually leave some of the enemies on the ledges alive (easier to do if you don't have BFG ammo or don't use it) to distract the cyberdemons that come in.

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