Bri Posted January 12, 2022 (edited) "Commended for your valour of fighting the hordes of Hell, you were granted favouritism by the Gods and sent to Elysium, only to find it corrupted and overthrown by the demons who have ambushed your arrival." This is episode 1 of my new wad, containing 6 maps. It uses Otex textures by @ukiro. It also features custom tree sprites (by @elend and @Negatronica) which really puts the icing on the cake as far as looks go. Also, that nice blue sky is by @Mechadon taken from "boxoskies-v3". MIDI's are by @AD_79, which I felt fit the theme very well. Thankyou all for these awesome assets! Gameplay is mostly strategic with occasional mild slaughter elements. Maps are generally short, tough and fast-paced. Difficulty-wise, I've tried my best to cater for most players... I wouldn't say UV is ultra hard but it can be rage-inducing without the right care. HMP is much more oriented for fun, although still challenging in parts. HNTR is a walk in the park. Pistol starts are possible, but I personally think continuous play is a lot of fun for this wad! I hope you enjoy it! And I appreciate any feedback! Wad Info: IWAD : Doom 2 Number of levels: 6 (MAP01 - 06) Build Format: MBF21 Tested On: DSDA 0.21.3, GZDoom 4.7.0 *Note: if you're using GZDoom and unsure about compatibility, set it to "MBF" in the compatibility options, otherwise certain functions won't work properly. Jump: No Crouch: No Free Look: Optional Difficulty Levels: Yes Screenshots: Spoiler Changelog for version 0.2 Spoiler * Added Impassable linedefs in certain nooks and crannies to prevent softlocking in MAP01 * Fixed a few misaligned textures in MAP01 * Made the barriers at end of MAP03 go all the way to the ceiling to prevent Archvile jumping over them and breaking the map. * Added Block Player linedefs to the final arena surroundings in MAP03 so player can't accidentally softlock in the scenery from an Archvile jump. * Fixed secret switch sector in MAP05 * Applied the right texture to a couple lava falls in MAP06 * Made all escape-preventative barriers, ledges or doors open/accessible again once the fights are finished. Download: Elysium's Curse Episode 1 (0.2) After this I will be working on Episode 2 which will be set in Hades, although won't be ready for a number of months yet. Edited January 15, 2022 by Bri 83 Quote Share this post Link to post
Daytime Waitress Posted January 12, 2022 I still haven't played all the way through even the first map just yet, but so far the visuals are gorgeous and it has a lovely flow to both combat and the way the levels open up. Really looking forward to putting in more time with this one! 1 Quote Share this post Link to post
Dragonfly Posted January 12, 2022 More Bri-made goodness? Count me in! 1 Quote Share this post Link to post
Biodegradable Posted January 12, 2022 (edited) Welp, UV sufficiently humbled me on MAP01 lmfao. I look forward to playing it on HMP in full over the weekend. Congratulations on the release, Bri! Edited January 12, 2022 by Biodegradable 1 Quote Share this post Link to post
Vile Posted January 13, 2022 Amazing looking mapset and solidly designed. Good stuff, thank you for making it and I'm looking forward to more! :) Spoiler I did manage to break the end of map03 when I was messing around and accidentally got vaulted out of the area by the archvile over the small bars that lock you in. It happens at around 43:20 in the VOD: https://www.twitch.tv/videos/1261669147 2 Quote Share this post Link to post
Bri Posted January 13, 2022 1 hour ago, Vile said: Reveal hidden contents I did manage to break the end of map03 when I was messing around and accidentally got vaulted out of the area by the archvile over the small bars that lock you in. It happens at around 43:20 in the VOD: https://www.twitch.tv/videos/1261669147 Ah yes! I meant to sort that out before I released it, but I forgot. Cheers for the reminder! 0 Quote Share this post Link to post
unraveler Posted January 13, 2022 Curious question about the secret backpack at map 2: Am I supposed to get there via Arch-Vile jump? Because I didn't find any other method. (Also: Are the impaled corpses supposed to be shootable like in some other MBF21 wads? Just want to be sure) 0 Quote Share this post Link to post
Bri Posted January 13, 2022 (edited) 6 hours ago, unraveler said: Curious question about the secret backpack at map 2: Am I supposed to get there via Arch-Vile jump? Because I didn't find any other method. (Also: Are the impaled corpses supposed to be shootable like in some other MBF21 wads? Just want to be sure) There's a shootable switch just before the backpack. Facing the backpack, look right off the ledge and you'll see a small red light. Corpses aren't shootable. Edited January 13, 2022 by Bri Added a response 0 Quote Share this post Link to post
eharper256 Posted January 14, 2022 Here's my vid of map 1 in Walpurgis: I enjoyed Vow of Vengeance that you did before, so this one was a quick pickup, especially since its using the OTEX heaven tileset that I never got to see in Evilternity as that got too hard for me by those levels (lol). As usual for your work, it flows nicely, and looks marvellous. I look forwards to checking out the rest of the wad later! 3 Quote Share this post Link to post
ScrappyMcDoogerton Posted January 14, 2022 In map 05 the switch to open the secret sector is itself a secret sector which you cannot enter because it is too small. No other problems so far this wad is a lot of fun! 1 Quote Share this post Link to post
Bri Posted January 15, 2022 I've updated the wad to fix certain issues. Details can be found in the changelog in the original post. The download is also updated. I really appreciate the feedback from everyone; it's easy to sometimes miss certain things or overlook others, so hearing back from people helps me out a lot. Cheers! 0 Quote Share this post Link to post
whybmonotacrab Posted January 30, 2022 More levels from you is always welcome. I honestly have no idea how you keep up this level of quality so regularly, but these levels look gorgeous and are the kind of fast and frantic I've come to love from your work. 1 Quote Share this post Link to post
Bri Posted January 30, 2022 Thanks a lot, buddy! Glad you liked it. 2 Quote Share this post Link to post
Doom Guncaster K Posted February 16, 2022 (edited) The maps are beauuutiful and I really like the concept that you connect all maps altogether like re-route to the garden from the other entrance/way and unlock the gate to the battle arena. It makes me feel like that the maps are detailed and well designed with your soul and effort in it. I just finished this wad and now I can’t wait for the 2nd episode’s coming. It’s atmospherically astonishing with fights getting more intense progressively. If you don’t mind modding and editing, here’s my gameplay. Wish all the things going well at your side and peace.☺️ Edited February 18, 2022 by K_krimson painkekk Trying to embed the video into my post 3 Quote Share this post Link to post
Bri Posted February 17, 2022 Thankyou so much, @K_krimson painkekk! Really glad you enjoyed it. And no, I'm not opposed to modding at all, even though I usually only play vanilla myself. Your video was really fun to watch. 1 Quote Share this post Link to post
Murdoch Posted February 17, 2022 Argh, more Bri, how did I miss this? Definitely be checking this out over the weekend. 0 Quote Share this post Link to post
Murdoch Posted February 19, 2022 (edited) Given my experience with your past maps, I played on Hurt Me Plenty and a bit more conservatively at the beginning than I normally might - using pistol and fists where practical to preserve resources, and using infighting. Overall Summary - Love the general theme of the episode and the texture work and choices support it marvelously. - Gameplay was very fun. A few nasty traps but nothing I would class as excessively dickish which is great. - Layouts were generally very good with progression being clear with one minor note (see below). - I spotted no obvious technical flaws. - While challenging, it was probably less so than your last episode, and I slightly regret not trying it on Ultra Violence. Then again, I probably would have had my ass handed to me so... - While I enjoyed the music tracks on the whole, I found the MAP06 one a bit repetitive. - Be mindful of putting monsters on tall columns. It can mess with the movement code and make them look a bit goofy. Now some map specific observations... MAP01 A suitably epic introduction. Design and texturing first rate as usual. It felt nice and open, but left no sense of ambiguity as far as where to go next. Gameplay was your usual brutal but fair, with the final battle taking me a few attempts. Maybe a shade more ammo before and during this final fight perhaps, but that's a very minor nitpick. MAP02 Nice sinister introduction. The active Revenants and my low resources caused great concern and tension. Then I saw the switch and then... the plasma gun! Ah, glorious. Very good gameplay design and reminds the player you are not quite that sadistic. Again engaging layout with solid gameplay and plenty of variety. Bit light on the shell ammo though it seems. Final red key switch is possibly easily missed - I figured it was close because I had yet to see the door so checked the map. A less attentive player might miss it but not sure it could be changed without wrecking the design of the final fight. Speaking of which, a bit too easy on the whole probably. The final fight on the first map was much tougher. Maybe an Archvile to ratchet up the tension? MAP03 Yay SSG. Really good. Nice balance once again of layout, resources, but still challenging combat. MAP04 Another great one, the only point I would make is the yellow key bars at idmypos co-ordinates 3433, 6052, -43 look a bit too high tech for the general theme of the episode. Loved how the buildings looked. MAP05 I like the way the map opens up in sections and feels different to the rest of the levels but still feels like it fits the overarching visual story you are telling. MAP06 A solid finale with lots of nasty cross fire surprises. Edited February 19, 2022 by Murdoch 2 Quote Share this post Link to post
Bri Posted February 20, 2022 Appreciate the feedback. Thanks a lot, @Murdoch! I was initially afraid of going too hard with HMP, so I was trying to restrain myself a lot, but it may have come out too easy. Although, in some other areas (like MAP01's final fight) it's probably a bit too much too soon. But I can definitely tinker and readjust these things. MAP02: I think I can make the red key switch have clearer markings, or even its own podium so it stands out more. And I can definitely rework the final fight a bit to put more pressure on (again, I was initially afraid of going too hard with this). MAP04: I can definitely change those key bars. I thought it didn't suit the theme as well, but I guess I wanted it to stand out for the player. But I can sort something out for that. 0 Quote Share this post Link to post
i suck at nicknames Posted February 20, 2022 2 maps in, and I'm absolutely loving this so far. 1 Quote Share this post Link to post
i suck at nicknames Posted February 20, 2022 Finished the episode, and I have to say, I feel you pulled some punches towards the end there. Maybe this is because this is the first episode of your wad, but even though the finale for this episode was striking, I felt it was much easier than some of the maps which proceeded it. Hoping you have a coop mode for this wad ready :p 1 Quote Share this post Link to post
CrueCut Posted February 20, 2022 Probably my own fault, but with GZDoom 4.7.0 on linux, I see this when loading the WAD: MAP01 - Fallen Unknown middle texture 'BRICXTAN' on first side of linedef 2853 Unknown middle texture 'BRICXTAN' on first side of linedef 2896 Unknown middle texture 'BRICXTAN' on first side of linedef 2901 Unknown middle texture 'BRICXTAN' on first side of linedef 3467 0 Quote Share this post Link to post
Murdoch Posted February 20, 2022 21 hours ago, Bri said: I was initially afraid of going too hard with HMP, so I was trying to restrain myself a lot, but it may have come out too easy. Although, in some other areas (like MAP01's final fight) it's probably a bit too much too soon. But I can definitely tinker and readjust these things. It can be a difficult balancing act. Attack on Io was definitely more on the brutal side even on HMP but you struck a good balance with the resources to hand based on feedback. And that in turn may have coloured my perceptions for this episode. 1 Quote Share this post Link to post
Bri Posted February 21, 2022 16 hours ago, i suck at nicknames said: Finished the episode, and I have to say, I feel you pulled some punches towards the end there. Maybe this is because this is the first episode of your wad, but even though the finale for this episode was striking, I felt it was much easier than some of the maps which proceeded it. Hoping you have a coop mode for this wad ready :p True, I was holding back a bit. I thought MAP06 would give people a bit more trouble though. But I'm glad you liked it! 0 Quote Share this post Link to post
CrueCut Posted February 21, 2022 Just finished this on HMP, which turned out to be the right difficulty setting for me. These maps were a whole lot of fun, especially the last one (map 6). Fair traps, good monster use, and I personally appreciated the (relatively) plentiful ammo supply on the later maps. Thanks for making this. Look forward to ep2. 1 Quote Share this post Link to post
Bri Posted February 21, 2022 Thanks @CrueCut! Glad you enjoyed it. 0 Quote Share this post Link to post
Snark Posted February 21, 2022 That was awesome You bastard Now my life will be ruined by constantly waiting for the next episode(s?). I personnaly like wads to be on the gentler side, as I found it on HMP, I'd rather you didn't change your direction in difficulty. I absolutely loved the "intro" part of the Lost Village", I found the mood rather unique, which is perhaps my most sought for quality in a wad. Found no bugs or softlocks, nothing bad to say that I noticed. I kinda got OTEX fatigue but liked the way it was used here. Thanks a million. 2 Quote Share this post Link to post
Bri Posted February 22, 2022 Thanks a lot, @Snark! Yeah, Otex is a bit ubiquitous these days. But it's such a great texture pack; it's hard to pass it up. 0 Quote Share this post Link to post
KingDoom Posted March 23, 2022 Hate to say it again, but lack of co-op really hurts the wad. Like Attack on IO they're beautiful maps, but almost impossible to play with friends. All you would really need to do to fix co-op is make gates and doors that close behind the player openable from the other side. That, and add additional co-op start spawns. 1 Quote Share this post Link to post
Deviatrix Posted April 19, 2022 Pretty nice WAD! I thoroughly enjoyed playing it. Setting is pretty nice with beautiful greenery and celestial monastery/cathedral structure above and dark dungeons, torture rooms, quarries with rivers of blood bellow. Enemy placement and level progression is right on the spot. It starts slowly and fairly easily and later it picks its pace until the very end, with some surprises here and there. Secrets are not insanely hard to find. Overall pretty good singleplayer wad for newcomers and veterans. I highly recommend playing it! 3 Quote Share this post Link to post
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