galileo31dos01 Posted November 9, 2021 (edited) GoopW is a set-compilation of 3 very short, intense fast-paced maps for Doom II for limit removing source ports, plus 1 progression stopper, each with a different visual theme. They were designed and thoroughly tested in Crispy Doom with pistol starts in mind, ergo the abrupt change of theme per map, though continuous should be alright if that's what you prefer. The inspiration came from having replayed a map called 'Sticky Blood' by Memfis, hence the title of this wad, so if you haven't seen that map, here what you can expect is basically hot starts and nonstop action for a brief period of time, no story nor exploratory tasks, although there may be a few things of interest which aren't in plain sight. All skills have been implemented with these things in mind (tip: choose wisely): - UV: immediately pushes forward, mid-high intensity by way of multiple things active at once and at first sight - HMP: generally similar thing placement, except a few more powerups and, most notably, initial opposition facing opposite to doomguy - HNTR: mostly its own configuration, more of a doom 2 iwad-esque feel, good for continuous casual - Neither ITYTD nor NM were tested, so try at your own risk The source ports used for testing: Crispy Doom 5.10.2, DSDA-Doom -cl2, ZDoom (default), GZDoom. It is recommended to enable software renderer and infinite tall actors on for the most accurate experience, and never rely on jumping or crouching, though ultimately it's up to each person. Screenshots: Spoiler Includes: - Music from Memento Mori II, Plutonia 2, RAVEN Midi Pack - A custom palette by esselfortium - Textures from Final Doom, skybox from MM2, handful edits/patches by me For a full list of credits, please read the text files included in the zip, as that's where I put all the information. Last but not least, a big thank you to my current playtesters @Major Arlene, @Nine Inch Heels, @Nevanos >>>> DOWNLOAD <<<< (idgames) (Previous version: rc1) Edited November 29, 2021 by galileo31dos01 30 Quote Share this post Link to post
Astro X Posted November 9, 2021 Looks very cool! Will be trying this out as soon as I can :) 1 Quote Share this post Link to post
FEDEX Posted November 9, 2021 My friend! Congrat. for the release. You should make some vid in YT for some of these maps ;) 1 Quote Share this post Link to post
Kor Posted November 9, 2021 I like the architectural style of these levels, and while challenging, they aren't unbeatable. Good job. 1 Quote Share this post Link to post
holaareola Posted November 9, 2021 A mixed-roster, asymettric arena lunchbreak sized morsel of Doom. My favourite kind. Got through the first two levels so far, a lot of fun. Found the second one much easier to get a footing in. Time to get back to work unfortunately! 1 Quote Share this post Link to post
Catoptromancy Posted November 10, 2021 (edited) Excellent first map. I love the rush strategies, having to carve out a safe space. I have yet to play the rest. I really like what was done with the skill tags. Everyone needs to try skill 2. The teleport thing for the elemental isnt tagged for skill 3. I also made a few demos so far, all play back in anything that supports vanilla. https://www.geocities.ws/catodemos/playtesting/goopw_rc1/ Edited November 10, 2021 by Catoptromancy 2 Quote Share this post Link to post
galileo31dos01 Posted November 10, 2021 12 hours ago, Catoptromancy said: The teleport thing for the elemental isnt tagged for skill 3. Yeah that was an oversight from my part, it'll be fixed in an update. Thanks for the demos too, cool stuff! and thanks everyone for the nice comments! 0 Quote Share this post Link to post
whybmonotacrab Posted November 10, 2021 Loved the first two maps. Haven't finished the third because I couldn't work out what to do. Looking back I guess I'm probably supposed to archvile jump, but I kept killing the archvile and being confused. My own stupidity aside, this is a great release. 1 Quote Share this post Link to post
Catoptromancy Posted November 11, 2021 (edited) Looks like the rest of the maps in all skills can 100/100/100 stats in a dsda-doom and eternity. I really hope this style of skill balancing catches on. Skill 3 playing like UV, skill 4 as UV+, and skill 2 its own thing. Skill 2 is a nice refresher after the first skill. Looks like crispy supports some boom actions, but complains it doesnt know about them. The map works fine. Spoiler P_LoadLineDefs: Unknown special 253 at line 1800. P_LoadLineDefs: Unknown special 24728 at line 1805. P_LoadLineDefs: Found 2 lines with unknown linedef type. THIS MAP MAY NOT WORK AS EXPECTED! P_SpawnMapThing: Mapthing type 58 without any skill tag at (128, 2344) P_SpawnMapThing: Mapthing type 58 without any skill tag at (128, 2404) P_SpawnMapThing: Mapthing type 3001 without any skill tag at (240, 2376) P_SpawnMapThing: Mapthing type 3001 without any skill tag at (280, 2416) P_SpawnMapThing: Mapthing type 3001 without any skill tag at (280, 2376) P_SpawnMapThing: Mapthing type 3001 without any skill tag at (240, 2416) Edited November 11, 2021 by Catoptromancy 2 Quote Share this post Link to post
galileo31dos01 Posted November 12, 2021 13 hours ago, Catoptromancy said: Looks like crispy supports some boom actions, but complains it doesnt know about them. The map works fine. Yes, there's a boom setup with the only purpose to "patch" the HNTR-only bridge when playing in a port with infinite height disabled, which is unaffected in crispy. On the other hand, those things without skill flags will be fixed, thanks for reporting! 0 Quote Share this post Link to post
holaareola Posted November 15, 2021 (edited) Dropping in to say I finished the third level and rescue you from page 4 (I really wish Doomworld had a WIP wad subforum and a DONE wad discussion subforum, understand the extra mod burden though), I really enjoyed this. All killer, no filler. This level of polish (titlepic, palette, new music, palatable plasma sound) is uncommon in small mapsets. Pleasing to the player. Map01 was my favourite, I really felt the choreography behind the monster placement. Spoiler Realising I needed the archvile alive after clearing out the home-side of the river and wandering around for a while was a bit of a bummer on Map03, however. I missed or misinterpreted the arrow. Edited November 15, 2021 by holaareola 2 Quote Share this post Link to post
Soulless Posted November 19, 2021 On 11/15/2021 at 7:51 PM, holaareola said: Map01 was my favourite, I really felt the choreography behind the monster placement. Agree! Really cool start and layout, It was also my favourite. I played UV continuous and is still good, but pistol start feels the way to go really. Looking forward to play more of these little frantic maps in the future. 2 Quote Share this post Link to post
galileo31dos01 Posted November 19, 2021 (edited) Updated to RC2, which will probably be the version that'll go to the archive unless some unprecedented fatal bug shows up last minute. This only includes minor skill flag fixes, minor ammo adjustments on easy in m01, and made the last switch in m02 little slightly more notable (even more on easy). Really thankful for the feedback! Edited November 19, 2021 by galileo31dos01 0 Quote Share this post Link to post
galileo31dos01 Posted November 29, 2021 idgames link has arrived today 7 Quote Share this post Link to post
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