RockyGaming4725 Posted January 23, 2022 (edited) Now on idgames! A wad I made showing myself learning Ultimate Doom Builder with no help from outside sources such as YouTube, the built-in guide, people, etc. (other than properly texturing doors). 17 maps, maps 1 through 15 and two secret maps. Some maps were me actually learning, others were some random stuff I put in so I had enough maps, or to get better practice for setting up switches, etc. Aims for a Noye/D5DA feel. Does not aim to be a proper or "good" wad. No custom graphics (except title screen and intermission screens), music, or enemies/weapons. Plays in complevel 9, iwad is doom2. Tested with DSDA Doom 0.21.3. Please let me know if there are any bugs or sequence breaks, and your general thoughts. Thank you to everyone who playtested and left feedback! Phew, hopefully v1.3 is the last! (It wasn't) v1.1 Changes - Fixes linedef issues in map 13, making it more intuitive and prevents the player from skipping a portion of the map. v1.2 changes - Added 4 player co-op starts, not tested and not recommended, but now it's there. Changed textures of map 2. Added some health and armor bonuses to map 14. Added some random multiplayer only items on very few maps I don't even remember. v1.3 changes - Adds a megasphere to map 11. Adds an SSG and some shotgun shells on map 11. Adds a soulsphere at the secret exit of map 31. Fixed some texture mistakes in maps 2 and 32 from v1.2. Adds a shotgun to map 7 at the start, making map 8's shotgun at spawn less annoying for full game playthroughs. v1.4 changes - Fixes 4 player co-op spawns on map 32 Adds a shotgun to map 14 at the start, making map 15's shotgun at spawn less annoying for full game playthroughs. Zip (v1.4 - FINAL release) - RLDB_v1.4.zip Zip - RLDB.zip Zip (v1.1) - RLDB_v1.1.zip Zip (v1.2) - RLDB_v1.2.zip Zip (v1.3) - RLDB_v1.3.zip Screenshots - Spoiler Edited February 8, 2022 by RockyGaming4725 Added idgames link 20 Quote Share this post Link to post
Korozive Posted January 24, 2022 (edited) By the look of the screenshots (12 Cybies in a room) I take it this is slaughter.../o\ At any rate always nice to see new mappers. You do you and I hope you have fun doing it. :o) Edited January 24, 2022 by Korozive 0 Quote Share this post Link to post
RockyGaming4725 Posted January 24, 2022 13 minutes ago, Korozive said: By the look of the screenshots (12 Cybies in a room) I take it this is slaughter.../o\ At any rate always nice to see new mappers. You do you and I hope you have fun doing it. :o) Not quite, although there is a mini slaughter map elsewhere :) 0 Quote Share this post Link to post
Meowgi Posted January 24, 2022 The screenshots give enirvana vibes; Time to dive in! 1 Quote Share this post Link to post
Meowgi Posted January 24, 2022 Just played through it, this was a treat. A mix of enirvana and d5da with a touch of noye <3 the only note I have is on MAP13: Spoiler After you telefrag the cyber using the casual route, I instinctively ran towards the middle of the room, which doesn't cross a line to open the door. I would box this around the player so it can't be missed. Otherwise, I loved it and can't wait to run it! 1 Quote Share this post Link to post
DuckReconMajor Posted January 24, 2022 the maps seem to work on skill 2 (continuous at least) https://www.mediafire.com/file/ge0zjec3ufybb43/RockyLovesBrutalDoom-skill2.zip/file 0 Quote Share this post Link to post
RockyGaming4725 Posted January 24, 2022 27 minutes ago, Meowgi said: Just played through it, this was a treat. A mix of enirvana and d5da with a touch of noye <3 the only note I have is on MAP13: Reveal hidden contents After you telefrag the cyber using the casual route, I instinctively ran towards the middle of the room, which doesn't cross a line to open the door. I would box this around the player so it can't be missed. Otherwise, I loved it and can't wait to run it! Thanks for the feedback, this is the exact kind of thing I was looking for because I needed some runners who haven't played the wads before :) 1 Quote Share this post Link to post
Spendoragon Posted January 24, 2022 Got through it with no major issues. Relying on archviles to open doors for you is fucked, definitely the worst map to run. Might run some of these other ones. Thanks for making it. 2 Quote Share this post Link to post
ScrappyMcDoogerton Posted January 24, 2022 There are a few playable maps here, namely 03, 07, 08, 10, 12, 14, 15. The rest either have gameplay that is way too easy, non-existent, or indecipherable. Not too bad for a first wad. Map01 - A horseshoe shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Difficulty: 1/10 Map02 - A rectangular shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Walk into the far wall to be teleported to a death exit somehow. Difficulty: 1/10 Map03 - A long rectangular hallway with 5 rooms connected by doors. Each room has a unique texture theme as well as a combat theme(punch demons, SSG revenants, etc.). No variation in sector height or lighting. Difficulty: 3/10 Map04 - A *trick* map. I could not figure it out as you die about 2 seconds after the map starts and the map is again just a rectangular room with STARTAN2, FLOOR0_1, CEIL1_1, and no clues about how to succeed. No variation in sector height, texturing, lighting. This map may not be working as intended. Difficulty: 11/10 Map05 - A tiny blue rectangle. That's it. What. Difficulty: 0/10 Map06 - You are standing next to a switch. Everything else about this map is a mess. Perform a zero press to exit. Difficulty: If you can perform a zero press 1/10, if you do not understand zero press 11/10 Map07 - A tiny room with 6 hell knights, ssg, megasphere. No default textures. Difficulty: 5/10 At this point, the maps are still constructed in the most basic way possible, but the combat challenges start getting more interesting. Map08 - Despite this map continuing the tradition of very basic sector shapes and texturing, in an astonishing twist this map has combat that is engaging and challenging. Difficulty: 7/10 Map09 - A 64x64 room. Press the switches to exit. OK. Difficulty: 0/10 Map10 - A map with a title that you think is a joke but the twist is it isn't. Or is it? What? Difficuly: 5/10 Map11 - A map with an archvile. How do you beat it? What do I look like some kinda spoilerer? No. Difficuly: 2/10 Map12 - A bit like the last map except more. Success on this map is completely reliant on RNG because if the archies don't do the thing you want them to do you cannot succeed. Difficuly: RNG Map13 - Press switch, exit map. Oh and dodge 12 cybers while you do it. Difficulty: 2/10 Map14 - This map features the first appearance of sectors of differing heights, and it even has a lift! The combat just barely rises above enemies randomly scattered about, but it still managed to be fun, with a nice climax. Difficulty: 6/10 Map15 - A few square rooms with a few random enemies and then REVENANTS. Difficulty: 5/10 Map 31 - A small room with STARTAN2, FLOOR0_1, CEIL1_1, a BFG, and 45 enemies. The most low effort map possible. Difficulty: 2/10 Map32 - A semi-large outdoor map with a broken skybox, lots of missing textures, and 68 enemies you can maybe stroller your way past to the exit switch. Difficulty: 1/10 3 Quote Share this post Link to post
Meowgi Posted January 24, 2022 4 minutes ago, ScrappyMcDoogerton said: There are a few playable maps here, namely 03, 07, 08, 10, 12, 14, 15. The rest either have gameplay that is way too easy, non-existent, or indecipherable. Not too bad for a first wad. Map01 - A horseshoe shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Difficulty: 1/10 Map02 - A rectangular shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Walk into the far wall to be teleported to a death exit somehow. Difficulty: 1/10 Map03 - A long rectangular hallway with 5 rooms connected by doors. Each room has a unique texture theme as well as a combat theme(punch demons, SSG revenants, etc.). No variation in sector height or lighting. Difficulty: 3/10 Map04 - A *trick* map. I could not figure it out as you die about 2 seconds after the map starts and the map is again just a rectangular room with STARTAN2, FLOOR0_1, CEIL1_1, and no clues about how to succeed. No variation in sector height, texturing, lighting. This map may not be working as intended. Difficulty: 11/10 Map05 - A tiny blue rectangle. That's it. What. Difficulty: 0/10 Map06 - You are standing next to a switch. Everything else about this map is a mess. Perform a zero press to exit. Difficulty: If you can perform a zero press 1/10, if you do not understand zero press 11/10 Map07 - A tiny room with 6 hell knights, ssg, megasphere. No default textures. Difficulty: 5/10 At this point, the maps are still constructed in the most basic way possible, but the combat challenges start getting more interesting. Map08 - Despite this map continuing the tradition of very basic sector shapes and texturing, in an astonishing twist this map has combat that is engaging and challenging. Difficulty: 7/10 Map09 - A 64x64 room. Press the switches to exit. OK. Difficulty: 0/10 Map10 - A map with a title that you think is a joke but the twist is it isn't. Or is it? What? Difficuly: 5/10 Map11 - A map with an archvile. How do you beat it? What do I look like some kinda spoilerer? No. Difficuly: 2/10 Map12 - A bit like the last map except more. Success on this map is completely reliant on RNG because if the archies don't do the thing you want them to do you cannot succeed. Difficuly: RNG Map13 - Press switch, exit map. Oh and dodge 12 cybers while you do it. Difficulty: 2/10 Map14 - This map features the first appearance of sectors of differing heights, and it even has a lift! The combat just barely rises above enemies randomly scattered about, but it still managed to be fun, with a nice climax. Difficulty: 6/10 Map15 - A few square rooms with a few random enemies and then REVENANTS. Difficulty: 5/10 Map 31 - A small room with STARTAN2, FLOOR0_1, CEIL1_1, a BFG, and 45 enemies. The most low effort map possible. Difficulty: 2/10 Map32 - A semi-large outdoor map with a broken skybox, lots of missing textures, and 68 enemies you can maybe stroller your way past to the exit switch. Difficulty: 1/10 You should play this so you understand the inspiration for making some of these maps the way they are: https://dsdarchive.com/wads/d5da Let people live lol. 2 Quote Share this post Link to post
RockyGaming4725 Posted January 24, 2022 1 hour ago, ScrappyMcDoogerton said: There are a few playable maps here, namely 03, 07, 08, 10, 12, 14, 15. The rest either have gameplay that is way too easy, non-existent, or indecipherable. Not too bad for a first wad. Map01 - A horseshoe shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Difficulty: 1/10 Map02 - A rectangular shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Walk into the far wall to be teleported to a death exit somehow. Difficulty: 1/10 Map03 - A long rectangular hallway with 5 rooms connected by doors. Each room has a unique texture theme as well as a combat theme(punch demons, SSG revenants, etc.). No variation in sector height or lighting. Difficulty: 3/10 Map04 - A *trick* map. I could not figure it out as you die about 2 seconds after the map starts and the map is again just a rectangular room with STARTAN2, FLOOR0_1, CEIL1_1, and no clues about how to succeed. No variation in sector height, texturing, lighting. This map may not be working as intended. Difficulty: 11/10 Map05 - A tiny blue rectangle. That's it. What. Difficulty: 0/10 Map06 - You are standing next to a switch. Everything else about this map is a mess. Perform a zero press to exit. Difficulty: If you can perform a zero press 1/10, if you do not understand zero press 11/10 Map07 - A tiny room with 6 hell knights, ssg, megasphere. No default textures. Difficulty: 5/10 At this point, the maps are still constructed in the most basic way possible, but the combat challenges start getting more interesting. Map08 - Despite this map continuing the tradition of very basic sector shapes and texturing, in an astonishing twist this map has combat that is engaging and challenging. Difficulty: 7/10 Map09 - A 64x64 room. Press the switches to exit. OK. Difficulty: 0/10 Map10 - A map with a title that you think is a joke but the twist is it isn't. Or is it? What? Difficuly: 5/10 Map11 - A map with an archvile. How do you beat it? What do I look like some kinda spoilerer? No. Difficuly: 2/10 Map12 - A bit like the last map except more. Success on this map is completely reliant on RNG because if the archies don't do the thing you want them to do you cannot succeed. Difficuly: RNG Map13 - Press switch, exit map. Oh and dodge 12 cybers while you do it. Difficulty: 2/10 Map14 - This map features the first appearance of sectors of differing heights, and it even has a lift! The combat just barely rises above enemies randomly scattered about, but it still managed to be fun, with a nice climax. Difficulty: 6/10 Map15 - A few square rooms with a few random enemies and then REVENANTS. Difficulty: 5/10 Map 31 - A small room with STARTAN2, FLOOR0_1, CEIL1_1, a BFG, and 45 enemies. The most low effort map possible. Difficulty: 2/10 Map32 - A semi-large outdoor map with a broken skybox, lots of missing textures, and 68 enemies you can maybe stroller your way past to the exit switch. Difficulty: 1/10 Map 32 was intentionally like that, did you read the text before it? 2 Quote Share this post Link to post
DarkIceCyclone Posted January 24, 2022 (edited) GZDOOM v 4.7.1 Edit: All maps working as intended on this version as well. thanks @Meowgi for some help on map 2 and 4. Edited January 24, 2022 by DarkIceCyclone 0 Quote Share this post Link to post
msx2plus Posted January 24, 2022 (edited) took me more than a few tries to nail vroom vroom but this shit owns lol - i'm not your audience in terms of good runners but i do love playing this kind of shit. keep it up. ps. archvile door map best map lmao Edited January 24, 2022 by msx2plus 4 Quote Share this post Link to post
Meowgi Posted January 24, 2022 2 hours ago, DarkIceCyclone said: GZDOOM v 4.7.1 Map 1=Works Map 2= Can't end, because you die before romero dies.I'm probably doing something wrong. Same with map 4. Skipped the out bounds switch trick map. But the rest seem to work fine in GZDoom. I'm able to exit MAP02 on GZDoom v4.5, don't restart the level before the delay between the icon dying and the map ending. 0 Quote Share this post Link to post
Keyboard_Doomer Posted January 24, 2022 Quality meme maps. After the 1.1 update the only suggestion I have is to add some weapon or health to MAP11 to make it possible to max it non-TAS without an RNG miracle. 2 Quote Share this post Link to post
DarkIceCyclone Posted January 24, 2022 (edited) 8 hours ago, Meowgi said: I'm able to exit MAP02 on GZDoom v4.5, don't restart the level before the delay between the icon dying and the map ending. tried it, works now @msx2plus Best meme was revenants killing me all the time unti I learned to not wake them up xd Edited January 24, 2022 by DarkIceCyclone 1 Quote Share this post Link to post
Keyboard_Doomer Posted January 25, 2022 Minor issue in MAP32: there are two player 2 starts and no player 3 starts (results in a voodoo doll in coop) 3 Quote Share this post Link to post
stan1234 Posted February 9, 2022 (edited) A nice meme mapset, congrats on the release! Edited March 12, 2022 by scuffed 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.