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[Released & updated] Infection


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Just blasted through this. 
I had a lot of fun, experienced no major or game-breaking issues during my playthrough. (DSDA-doom)

 

I'm very fond of the architecture in this wad. I kept getting strong JP1 InGen vibes for some reason, maybe it was the concrete+foliage thing going on.

 

I also quite enjoyed the change in gameplay around mid-episode. It felt like the episode -and myself as a result- had switched gears, while the mapping style remained cohesive between levels. I don't think I've experienced a shift quite like that before. Maybe your specific focus on building the levels around consecutive play has to do with this?

 

In regard to balancing, I'm a bit of a lower-tier UV player, I found health and ammo to sit in a comfortable spot. 
Health may have been a bit low in the first 4-or-so levels, often was sitting at >50%, but that also lent itself positively in making the combat feel urgent. 

With that in mind I'd personally consider it well-balanced.

This is a fine set of levels, exl, I really enjoyed starting the weekend off with it and a couple of cups of coffee.

Edited by kwc

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4 hours ago, exl said:

All skills levels are present.

 

I'm curious, how doable was it from a pistol start? I imagine its mostly the lack of weapons that could be a problem.

 

I thought it was doable for the most part early on - just finding a shotgun, chaingun or even the first berserk allowed me to get by.  I think it was map05 where something started to seem really off because there were heaps of rocket and cell boxes but no weapons for them.  Admittedly it made me wonder if the weapons should just be given anyway if there's so much ammo available since the map is set up assuming that you brought them from previous maps.

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19 hours ago, Vile said:

I thought it was doable for the most part early on - just finding a shotgun, chaingun or even the first berserk allowed me to get by.  I think it was map05 where something started to seem really off because there were heaps of rocket and cell boxes but no weapons for them.

 

Same here, Im currently on map04 and despite the challenge I think Im going to play continuous for the rest of the set.

I forgot to read the full description because of those fancy screenies.

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Really great sets of maps! As someone who prefers pistol starts this was a major change of pace to me. I probably played too cautiously because you seemed to give ample rockets and cells. Somehow the set got easier as it went along for me even tho the monsters were getting tougher. Somehow the ending felt slight anti climactic cause the final final after blue key fights were not too bad. My fav most memorable thing was the stuff in map six, not to spoil it but that was clever interesting stuff. I hope more ppl play 

 

Ps I got stuck in trees a few times lol 

 

Also thanks for many secrets my jam - I love it - complete package of awesomeness

 

 

 

Edited by Clippy
⭐⭐⭐⭐⭐

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Thanks for the feedback again! I've uploaded another RC. Mostly some changes to MAP07 difficulty and I did some minor shifting around of items in the other maps.

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3 hours ago, Pistoolkip said:

I just discovered these aren't meant to be pistol started. I found out the hard way.

 

After watching your 2 videos I've been making some small adjustments to cater for pistol starts, since you're not the only one not used to playing these in order. It'll be more difficult but still possible.

 

Edit: uploaded RC4 that should be fully pistol-startable, with tight ammo availability though.

Edited by exl

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19 hours ago, esselfortium said:

If you add these two lumps to the wad, it should work in Eternity, instead of having unknown-thing <!> icons wherever autosave spots or light beams are placed.

 

eelumps.zip

Those work perfectly, thank you! I hadn't tested with Eternity because the latest release doesn't support UMAPINFO, but in testing with the latest dev build from march 13 I can see it now works correctly.

 

2 hours ago, Pistoolkip said:

Last video on RC3

More infection, less ammo

 

Impressive you got through MAP04 from pistol start! I couldn't manage so added a few odds and ends of it for a next version.

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Just played this map pack coop with a friend. I gotta say, this is an impressive set of maps! We had a lot of fun, and I noticed that these work really well in multiplayer, since the maps are non-linear, so we could split up and complete different sections simultaneously.
The ambient sounds are not compatible with Zandronum, they just show up as unidentified objects/exclamation marks. I'm just mentioning this, but I guess the WAD wasn't meant to be played on that sourceport.

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Played RC4 UV-max pistolstart.

Great work here!

Spoiler

Those glitched monster really caught me off-guard!

 

Also, on map2, in the final secret near the exit - if you enter into the secret sector, and it closes, you can't open it from the inside and get out.

 

Screenshot_Doom_20220324_223728.png

Screenshot_Doom_20220324_223734.png

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On 3/24/2022 at 10:08 PM, NinthBurn said:

Just played this map pack coop with a friend. I gotta say, this is an impressive set of maps! We had a lot of fun, and I noticed that these work really well in multiplayer, since the maps are non-linear, so we could split up and complete different sections simultaneously.
The ambient sounds are not compatible with Zandronum, they just show up as unidentified objects/exclamation marks. I'm just mentioning this, but I guess the WAD wasn't meant to be played on that sourceport.

How was health\ammo in coop? I only placed coop starts so maybe that would need work for proper coop support. Also Zandronum doesn't support DEHEXTRA, so all the new things (vegetation and ambient sounds) show up as exclamation marks.

 

On 3/24/2022 at 11:05 PM, unraveler said:
  Reveal hidden contents

Those glitched monster really caught me off-guard!

Also, on map2, in the final secret near the exit - if you enter into the secret sector, and it closes, you can't open it from the inside and get out.

Good catch. Also seems like a nice spot for an easter egg...

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5 hours ago, exl said:

How was health\ammo in coop? I only placed coop starts so maybe that would need work for proper coop support. Also Zandronum doesn't support DEHEXTRA, so all the new things (vegetation and ambient sounds) show up as exclamation marks.

We had no issues whatsoever. There was plentiful of both ammo and health. Maybe it's because we split up on every map? Who knows.

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Played through the whole thing with PrBoom+ on UV in one sitting, and look forward to playing with Eternity in a later release and again with GZDoom and all it's bells and whistles. I have the feeling that this is the type of wad that only gets better each time you play it. I found almost none of the secrets while playing naturally, which is a good thing and makes hunting for them more fun with later play throughs. The only technical issues I ran into were a few minor slime trails here and there in the last two maps, but given the whole vibe of the second to last map, it almost goes with the theme. All in all, perfect length with good momentum, nice color palette, challenging combat without being cruel, an art style and direction completely saturated with atmosphere, and a cool story that makes it feel like even more's going on. 10/10!

Spoiler

This was the only slime trail I was able to find after hunting for them. Map 07

fyyf0cx.png

 

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5 hours ago, st0jan said:

 

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glitching on map 06 and textures also?

 

Yes, intentionally. I feel like there's more to be done with that concept, but not in this WAD.

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8 hours ago, exl said:

Yes, intentionally. I feel like there's more to be done with that concept, but not in this WAD.

 

That glitch infection is really fucking cool, mate. It freaked me out a fair bit when I first saw it hehe.

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This is absolutely incredible. I'm playing it slowly on HMP, I love the level design. The way you wind the maps around is really inspired. I was looking for a map like this, the levels are lovely, and good fun!

 

My only slight gripe is the music on the first level, but it's a minor gripe. Loving the music on the second level.

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The use of ambient noises and the running water really adds something to this map. I greatly enjoyed the audio portion of it, especially the fan and machine hum, it really adds to the ambience. I had to update to the latest version of GZDoom, I was on the last major version and a lot of these didn't work out of the box.

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