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Doom 14 Supreme Adventure (GZDOOM) (12 maps, UDMF)


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It was cool, though I should say some of the jumping almost feels a little too precise, like it's almost like you need the exact right timing to get out of those platforms going up/down near the end of level 2 because of the low-ceilings on a few of them.

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actually pretty dope - i got stuck at the part in map02 with the up arrows since i have no idea how to advance. i'll skip ahead to see the rest.

 

up until that point, map02 has had a strong emotional affect on me that i'm having a hard time putting into words. the overwhelming noise and reflections are a lot to parse and it has a heavy atmosphere. i like it a lot.

 

appreciate some of the goofball weapon graphics and sloppy 1995-idgames-ftp map structure.

 

it's clear that despite appearances, it's not a joke, you're just creating in a non-critical way, letting things happen regardless of where it goes. the more you are willing to let go and create freely, the more you really dig into yourself and realize something that only you can create at only that point in time. it's always nice to see that in the world of doom. i'll take a "bad" interesting, freewheeling piece of work over a "good" generic techbase any day of the week. making garbage for the sake of making anything at all in difficult times can often have pretty amazing outcomes.

 

cheers!

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wanted to double-post because i feel it's worth it: i played through this tonight (admittedly i cheated a couple times, i was more invested in seeing the rest than actually playing some of the parts, i'm sure the misery and hostility of some of the encounters is fully intentional. still couldn't figure out how to advance past the arrows in map02 tho) and really enjoyed it. i encourage a soundtrack release via bandcamp or something. there are a lot of cool ideas and neat set pieces here. it definitely leans heavily on cruelty squad, but it's appreciable in its own right. for those that lack that point of reference, you could also see it as "lilith.pk3 meets benjogami feat. every custom monster dialed up to 11". the uneasy undertones are always appreciated and there's a keen sense of humor and grandeur throughout.

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thank you so much for your feedback! yeah, in a lot of maps you're not supposed to kill everything, just rush past things before they get worse

and in that part at map02 you're supposed to rocket-jump up (admittedly i could have made that more clear, but idk how) (also yeah the platforming in map02 scales pretty suddenly, sorry about that)

 

anyways i'm glad it's not JUST cruelty squad and about the ost i wanted to release it by itself in a video & bandcamp format

thanks for playing! i'm really happy to see people like something this weird :D

and yeah the whole "strong emotional effect that's hard to put into words" i think was something i wanted to do for every map as well

Edited by eltiolavara9

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13 hours ago, eltiolavara9 said:

in that part at map02 you're supposed to rocket-jump up

wait, really? i tried it every which way. tried it off the ground, off the arrows, off the wall, everything. was i supposed to change the jump physics in the options or something? i was sure that was the solution but couldn't line it up, even running backwards off the second platform up before jumping and firing. i need a vid!! hahaha - i love first person platforming (especially classic doom, though this is a far cry from that!) so i'm keen on learning it.

Edited by msx2plus

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  • 3 weeks later...
  • 2 months later...

updated the wad! its still uploading to moddb as i type this but google drive should have the file already

new map10 sky and music, map tweaks (mostly aesthetic), new map05 music and entry screen, made custom enemies more distinct and interesting to look at and hear, made map05 boss not completely bullshit to hit

Screenshot_Doom_20220411_061151.png.0a92eaa6067b4448c06c041f6e7be9e4.pngpictured here: somewhere in map10 

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On 1/11/2022 at 2:23 AM, Scuba Steve said:

What the fuck did I just play?

 

Some kind of unknown drugs.

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On 4/11/2022 at 8:25 AM, pcorf said:

 

Some kind of unknown drugs.

nah just sleep deprivation

Edited by eltiolavara9
made it more true

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fuck it another update

more map changes and other tweaks, i tried to make every weapon feel beefy and satisfying to use

also new secret map! also there's a trailer now!

updated the drive link, moddb link should follow

Screenshot_Doom_20220411_200701.png

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  • 4 weeks later...

i found the issue re: rocket jumps - there's a gzdoom option that changes whether or not explosions launch the player vertically, which i usually have off. probably worth noting in the readme maybe, in case other folks have the same issue. excited to check out the update when i have a moment, keep up the awesome.

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I'd love to play this but I lack patience to get even past map01. why must this be so hard? "go back up"? how?!

 

ok Im supposed to jump, why didnt u say so. Gonna have some fun with this for sure

Edited by pampoo79

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8 hours ago, msx2plus said:

i found the issue re: rocket jumps - there's a gzdoom option that changes whether or not explosions launch the player vertically, which i usually have off. probably worth noting in the readme maybe, in case other folks have the same issue. excited to check out the update when i have a moment, keep up the awesome.

Is this option one of the compatibility flags? If that's the case, since this is a GZDoom mod anyway, the best solution would be to force this particular compatibility flag on in the ZMAPINFO lump. I think that tends to override player-selected compat flags, so there's no risk of anyone accidentally getting stuck because they have the wrong one.

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so "the hole" was not fun, the music is horrible (I get it, it's sort of the purpose) and I just cheated at one point. Maybe take away the need to constant jumping in most of the areas...

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you have this pistol start option in there, is that available as a standalone mod? couldnt quite find it

 

e: nvm, I use this now

Edited by pampoo79

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On 5/5/2022 at 7:07 PM, msx2plus said:

i found the issue re: rocket jumps - there's a gzdoom option that changes whether or not explosions launch the player vertically, which i usually have off. probably worth noting in the readme maybe, in case other folks have the same issue. excited to check out the update when i have a moment, keep up the awesome.

i'll note it on that (and probably use it as an excuse to make some more small tweaks) and on the thread, thanks! hope the update is good :)

for now im working on something else too, also using modified supercharge

if it gets big too i'll make a thread for it

Screenshot_Doom_20220430_020139.png

Edited by eltiolavara9

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On 5/6/2022 at 8:04 PM, pampoo79 said:

so "the hole" was not fun, the music is horrible (I get it, it's sort of the purpose) and I just cheated at one point. Maybe take away the need to constant jumping in most of the areas...

yeah ok good point i could make the music slightly less grating, maybe make it more muffled or ambient

also about the constant jumping you can just hold spacebar to bhop automatically but i'll see what i can do that doesnt involve doing that that keeps the area stressful

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On 5/6/2022 at 3:38 AM, brick said:

Is this option one of the compatibility flags? If that's the case, since this is a GZDoom mod anyway, the best solution would be to force this particular compatibility flag on in the ZMAPINFO lump. I think that tends to override player-selected compat flags, so there's no risk of anyone accidentally getting stuck because they have the wrong one.

oh whoops actually yeah that'd be way better i didnt see this reply before my bad

update: apparently that's not possible with mapinfo yet so i just put it on the post, good enough

Edited by eltiolavara9
udpdate

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alright updated the wad again, took the readme change as an excuse to update some music (THE HOLE, map05 and ending), add exactly 1 hint and make some other tweaks (most notably the second part of map04 being less annoying and more skill-based)

bandcamp update soon (edit: its done)

Edited by eltiolavara9

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  • 1 month later...

Sorry for the bump...

 

Are you supposed to keep the flying ability after finding the secret object in MAP02? I have a hunch that I shouldn't, but I'm asking regardless.

 

Thanks

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4 hours ago, Lt.Gonflette said:

Sorry for the bump...

 

Are you supposed to keep the flying ability after finding the secret object in MAP02? I have a hunch that I shouldn't, but I'm asking regardless.

 

Thanks

oh damn someone found it! you're indeed not supposed to keep it, i'll add something that resets it at the start of map03 later

also dw about the bump

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  • 2 weeks later...

alright, fixed the flight thing and also added the readme to the google drive upload cause idk why it wasnt there in the first place lol

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  • 2 months later...
  • 4 months later...
On 5/8/2022 at 12:54 AM, eltiolavara9 said:

i'll note it on that (and probably use it as an excuse to make some more small tweaks) and on the thread, thanks! hope the update is good :)

for now im working on something else too, also using modified supercharge

if it gets big too i'll make a thread for it

Screenshot_Doom_20220430_020139.png

ok i did take my sweet ass time but it did get big too

 

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  • 1 month later...

small update, added a big version of the hud with doomguy face resprites

playing with it might give you a stroke but its worth it for this one face alone

Screenshot_Doom_20230223_223128.png

also made the ending better

Edited by eltiolavara9

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