T-117 Posted April 1, 2022 (edited) **Update - 13 February 2024** Change Log Spoiler Re-recorded demos which had de-synced for some reason Simplified the switch shooting puzzle in map 2 Added monster variety at the beginning of map 3 Added ammo to map 6 to reduce some backtracking Changed some monster varieties on map 7 Added a progression indicator on map 9 to reduce confusion Removed the switch hunt puzzle timer on map 11 Added armor to map 13 and sped up the lifts New custom status bar! Various other small bug and quality-of-life fixes Seriously is a 15-map single-player (mega?) wad that contains 13 distinctly themed challenge arenas accessible through a central hub. Originally designed as a single large marathon map (MAP31), it is also playable as 13 individual maps (MAP02-MAP14). Make the choice in MAP01. The average playtime through the single large map will likely be around 5 hours. Jumping and crouching should be disabled. Free look is discouraged but optional if you just have to. Each map is designed to be played continuously from the previous map but does support pistol starts if that is your thing. Difficulty settings have been implemented and casual players should probably start on a lower difficulty the first time around. The behavior of every weapon and most monsters have been changed slightly to give a unique gameplay experience. The goal of this project was to keep things similar enough to vanilla doom to be familiar but changed in ways that make the experience feel new and exciting. Hopefully the maps will keep the player asking, "Seriously?" Map List: Spoiler MAP01 "Choices, Choices" MAP02 "Labyrinth" MAP03 "Fisticuffs" MAP04 "Boxed In" MAP05 "Infernal Spire" MAP06 "Halls Beneath" MAP07 "The Sanguine Path" MAP08 "Ghosts in the Machine" MAP09 "Circling Back" MAP10 "Keep it Irie" MAP11 "Run or Die" MAP12 "The Forgotten Way" MAP13 "Fountains of Pain" MAP14 "Get Serious" MAP31 "Seriously." Credits: Spoiler MAPPING T-117 SPRITES Jacolantern sprites by borogk Fireblu Caco ball by Anarki Beheaded Kamikaze from Realm667 by Tormentor667 and Captain Toenail Other custom sprites by T-117 SOUNDS Kamikaze by Croteam Plasma Rifle sound from Ancient Aliens Spectre sounds from Eviternity by Amuscaria and Eris Falling All other custom sounds by T-117 DECORATE Beheaded Kamikaze by Captain Toenail, modified by T-117 Various other monster, weapon, item code by T-117 MUSIC Title Music, Intermissions, MAP01: “Song of Technology” from Breath of Fire III by Capcom, composed by Akari Kaida and Yoshino Aoki, sequenced by SCT Central Hub, All Maps: “Rainbow Cemetery” from Castlevania: Symphony of the Night by Konami, composed by Michiru Yamane, sequenced by Jayster Pistol Area, MAP02: “Waves of Intrigue” by Kyle Dobson Berserk Area, MAP03: “The Instinct” from Killer Instinct by Nintendo Ltd, composed by Robin Beanland, sequenced by Shawn Holderfield <pearldrummer98@hotmail.com>, shortened for looping by Bofu Shotgun Area, MAP04: “New Junk City” from Earthworm Jim by Shiny Entertainment, composed by Mark Miller, sequenced and arranged by Teck Super Shotgun Area, MAP05: “Darkness Continues” by Bloo Chaingun Area, MAP06, MAP09: “Shhh, the Shadows Are Near” by decino Rocket Area, MAP07: “Magus’s Theme” from Chrono Trigger by Square, Ltd., composed by Yasunori Mitsuda, sequenced by Jorge D. Fuentes <Magus4600@aol.com> “Magus’s Theme techno remix” originally from Chrono Trigger by Square, Ltd., composed by Yasunori Mitsuda, sequenced by Jeff Tipps Plasma Area, MAP08: “Big Blue” from F-Zero X by Nintendo Ltd., composed by Yumiko Kanki and Naoto Ishida, sequenced by King Meteor, edited for looping by T-117 Red Keycard Area, MAP10: “Birdman” from Pilotwings 64 by Nintendo Ltd, composed by Koji Kondo, sequenced by DaGuy Yellow Keycard Area, MAP11: “One-Winged Angel” from Final Fantasy VII by Square Co., Ltd., composed by Nobuo Uematsu “J-E-N-O-V-A” from Final Fantasy VII by Square Co., Ltd., composed by Nobuo Uematsu Blue Skullkey Area, MAP12: “Tristram Village” from Diablo by Blizzard, composed by Matt Uelmen, sequenced by T-117 “Water Temple” from The Legend of Zelda: Ocarina of Time by Nintendo, Ltd., composed by Koji Kondo, sequenced by J Shep (V-O-O D-O-O) “Fin and Feather” from Ecco: Tides of Time by Novotrade International, composed by Attila Dobos, András Magyari & Andy Armer “Tides of Time” from Ecco: Tides of Time by Novotrade International, composed by Attila Dobos, András Magyari & Andy Armer Yellow Skullkey Area, MAP13: “Botpack 9” from Unreal Tournament by Epic Megagames, composed by Michiel van den Bos, sequenced by KDS <karandip95@yahoo.in>, track and channel fixes by T-117 Red Skullkey Area, MAP14: “Corridor of Death” from Serious Sam: The Second Encounter by Croteam, composed by Damjan Mravunac, sequenced by T-117 “Courtyards” from Serious Sam: The Second Encounter by Croteam, composed by Damjan Mravunac, sequenced by T-117 and SoberCake “Courtyards (fight)” from Serious Sam: The Second Encounter by Croteam, composed by Damjan Mravunac, sequenced by T-117 and SoberCake “Boss Fight 3” from Serious Sam: The Second Encounter by Croteam, composed by Damjan Mravunac, sequenced by T-117 End Sequence: “Credits” from Serious Sam: The First Encounter by Croteam, composed by Damjan Mravunac, sequenced by T-117 Misc: “Wind Sounds” by Mark DiAngelo from https://soundbible.com PLAYTESTING Bofu Kali Sierra Kgorob Tescari Vetramiga Screenies: Spoiler The maps have been tested to work with GZDoom 4.8.2 and DSDA Doom 0.24.3. Other ports that support MBF21 should also work. Map 31 is quite large and may have degraded performance with GZDoom on some machines due to map size and monster count. This map set is also likely not compatible with any mods that change weapon or monster behavior. Download. Seriously.zip (g-drive) OR on Id Games.PS: keep an eye out for easter eggs :) Edited February 14 by T-117 version update 19 Quote Share this post Link to post
Thelokk Posted April 1, 2022 Looking good! Will give it a spin this evening. 0 Quote Share this post Link to post
T-117 Posted April 1, 2022 7 hours ago, Thelokk said: Looking good! Will give it a spin this evening. Cool. I hope you enjoy it! 0 Quote Share this post Link to post
LadyMistDragon Posted April 5, 2022 Lol, starting this with a labyrinth where you spend time dodging Arch-viles and pushing switches is not really the smartest idea. It probably would be better in the middle. 0 Quote Share this post Link to post
T-117 Posted April 5, 2022 11 hours ago, LadyMistDragon said: Lol, starting this with a labyrinth where you spend time dodging Arch-viles and pushing switches is not really the smartest idea. It probably would be better in the middle. :) You'll notice that the first 7 areas each focus on a single weapon. That area is for the pistol, which, lets be honest isn't good for a whole lot. Placing it later would mean you'd have stronger weapons which could kill the AVs. Being able to kill them would pretty much trivialize the whole challenge. But I agree, the difficulty is on the higher side. 1 Quote Share this post Link to post
Thelokk Posted April 5, 2022 (edited) Still working through this one, though I'll mention that I tried to load the single map and my PC still glares at me when I pass by. Strong Cosmogenesis vibes. Edited April 5, 2022 by Thelokk 0 Quote Share this post Link to post
T-117 Posted April 5, 2022 For those that wish to play the large map, this post helped me increase performance a bit in GZDoom. From my own experience, if you are getting around 50fps using hardware rendering in the starting area of map31, it should be playable for you. 0 Quote Share this post Link to post
T-117 Posted November 9, 2022 This map set is being re-released after a sizable overhaul. All of the original Decorate behavior has been stripped out and replaced with an MBF21 compatible DEHACKED lump. This change was mainly to improve performance on the large map but along the way many other improvements were added as well. The original post has been edited with all the details. I hope everyone finds the new version both more accessible and more enjoyable! 1 Quote Share this post Link to post
bofu Posted November 10, 2022 You've worked hard on this. Looking forward to giving the new version a spin! 0 Quote Share this post Link to post
T-117 Posted February 2, 2023 The G-drive link has been updated to v2.2. I think at this point the wad is pretty much 'done' so I'll be submitting this version up to idGames to update the archived version which is still the old GZDoom-only version. I never did post an update here for v2.0 - 2.1 but I'll include a small change log for what has changed recently. Mostly it was bug fixes and small tweaks to existing content. Change log: Spoiler Map 4 - added a few monsters and updated a secret to be less obvious Map 8 - added a small closet for a jac-o-lantern Map 9 - fixed an issue with some monsters getting stuck and not teleporting in Map 11 - changed the encounter after getting the first invulnerability. It was not always possible to be consistent getting through the cybers. Also added some ammo to the final arena and a little easter egg in the platforming section. Map 13 - added a teleport mechanic to help with Arachnotron cleanup, changed how a secret is accessed and prevented a strategy for gaining early access to powerups. Also I toned down some of the Kamakaze spam. Plasma damage has been slightly increased so it becomes a more efficient cell use weapon The secondary BFG projectile ring damage has been reduced. It was still a bit over-powered. Of course all changes to individual maps have been merged into map 31. Special thanks to @mArt1And00m3r11339 for the videos which have help identify issues with the maps that I hadn't considered. 1 Quote Share this post Link to post
T-117 Posted February 14 (edited) I'm bumping this thread one more time to mention that version 2.4 has been released to the idGames archive. This version contains quite a few quality of life enhancements to gameplay and bug fixes. Also, a new custom status bar! I hope you enjoy it. Edited February 14 by T-117 Typo 1 Quote Share this post Link to post
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