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Anomaly Report - Released! A new 33-level megawad for vanilla Doom II.


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More widescreen goodies. Don't ask me how I did BOSSBACK and INTERPIC - I used some really ugly tricks there. ^^

(CREDIT isn't based on the same picture since I didn't have the screenshot it's based upon. However, it looks very similar and uses many parts of the original image. I also took the opportunity to center the text a bit.)

 

TITLEPIC.png

INTERPIC.png

BOSSBACK.png

CREDIT.png

Edited by NightFright

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Having a lot of fun so far!  I really like the sky texture (have I seen it before?) and the layouts of each map.  The length of each map feels just right.

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1 hour ago, Robo_Cola said:

Having a lot of fun so far!  I really like the sky texture (have I seen it before?) and the layouts of each map.  The length of each map feels just right.

I was just gonna say, I'm in love with that sky. It's wonderful.

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Hey I played through the first couple of levels and I liked them a lot. I tend to find modern megawads a little too challenging but on Hard this was pretty comfortable & fun. I don't love linedefs opening hidden things around you but I get they were a part of era of Doom you took inspiration from.

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Weird, the launcher comes with DSDA-Doom 0.19.7 can't recognize AR.wad, and if you renamed it to something else, then it can be recognized. Maybe ar.wad is a name reserved for a built-in WAD or something?

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Congrats on the release and a bit belated happy birthday.

 

Great opportunity to finally give this wad a go on TNS which I believe you don't need any introduction to :)

You never really stopped mapping but it's extraordinary to see you release another full megawad after a decade.

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  • 2 weeks later...

I'm up to Map 16, "Wrecking Base," and really enjoying the wad so far. The first ten maps went by in a blur of low-level enemies falling to the chaingun and the super shotgun. I expected the rest of the wad to stay in that vein of power fantasy, but Map 11, "Countdown," really opened up the game. I've enjoyed Episode Two's more freeform level design, particularly Map 13, "The Crucible," and its nastier combat, particularly the battle with the horde on the staircase in Map 15, "Colosseum." Nice work all around, and a lot of fun to pistol-start. Excited to see how Episode Three steps up from this.

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I just finished playing through this megawad. I indeed enjoyed it, won't repeat the same what was already said by others.

But what I wanted to highlight: I especially enjoyed its music. I recognized many favourite tracks from Memento Mori and Memento Mori 2 which I liked back then when playing those, and I was very delighted with relistening them again with new map content. Those were my biggest favorites:

MAP12: Gerbert (Memento Mori) - Mark Klem (https://soundcloud.com/hisymak/mark-klem-gerbert-from-memento-mori-map14)

MAP13: Give In (With Pleasure) (Memento Mori II) - Mark Klem (https://soundcloud.com/hisymak/memento-mori-2-map03-hisymaks-genmidi-demo)

MAP15: The Wind (Memento Mori) - Mark Klem (https://soundcloud.com/hisymak/mark-klem-the-wind-from-memento-mori-map10)

MAP22: Path of Destruction (Requiem) - Mark Klem

MAP26: Nothing So Cruel (Memento Mori II) - Mark Klem

Intermission: Hydroponics (Icarus: Alien Vanguard) - Jeremy Doyle
Title Screen: Tempter (Memento Mori II) - Mark Klem

 

I only missed this track. I hoped to hear it in one of your maps, but unfortunately that did not happen:

"Midnight Call" by Mark Klem (Memento Mori II map07): https://www.youtube.com/watch?v=yIFKqh_9hTA

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Great maps. Excellent music selection, well known songs from 1990's megawads.

 

My favourite songs are in MAP03, 15, 16, 20, 21, 29, 31, 32.

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Just gone done with this .WAD.  It's really good and does the "vanilla style" well with a modern touch that keeps everything cohesive.  Can't say there's a bad level here, but I guess for a stand out level I'd pick "The Trenches" for it's well-rounded take on Plutonia's most infamous foible.

 

Spoiler

That arachnotron teleport scare on Nightfire got me pretty good too...most devious.





 

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Really quite an amazing WAD. Everything is so carefully assembled - the detail is great, without it looking 'non-vanilla' - there are lots of memorable locations in this mapset. I especially loved The Colosseum - reminded me of a much older WAD called Warcade 1. I felt the difficulty on UV was fair, and that the monster placement was stellar. I encountered no 'annoying' moments in this project.

 

Awesome work, everything came together so well.

 

 

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  • 1 month later...

I only just finished the megaWAD last month and now it's on the Unity port. Big hearty congratulations, Valk! It's a great neo-classic map set and you should be proud of your work, mate. 10/10

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Ive been playing a bunch of Valk's wads on and off in the last year (loved Oceanside <3), and now I have another megawad for the backburner.

 

On 4/11/2022 at 2:07 PM, valkiriforce said:

I noticed ZDoom/GZDoom seem to like showing the E1 sky on MAP33 and without music for some reason. Not sure why...

 

I looked into it and its because there is no MAPINFO/ZMAPINFO to define Map33 for those ports. Unlike a bunch of ports, the ZDoom family doesn't seem to handle Map 33 onwards natively at all, and will default to 'Unnamed' maps with no music and the first sky, this happens in Hadephobia too with its three bonus maps. In addition, I spotted a mistake in your DEHACKED; to get Map33 showing up in Boom-onwards ports, ie embedded Dehacked/Bex, you have to actually use the Plutonia strings, ie PHUSTR. You referenced a string that doesn't exist :p

 

I fixed the DEHACKED and also wrote xINFOs for the other modern ports; Map 33 should now be supported as a menu entry in ZDoom family ports, Doomsday and UMAPINFO-supported ports. Eternity and Crispy Doom are also supported, although they lack custom episode definitions (Ive tried looking into it for Eternity, it does my head in). I also added NightFright's widescreen graphics to a wad to be loaded alongside the statusbar

 

Anomaly Report Fixes

 

I also made patches like this for Pulse and Vispire (and many many other classics), keep up the classic style mapping dude! Im a big fan of it.

Edited by Devalaous

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W

On 7/5/2022 at 9:02 PM, Cammy said:

 

Well, would you look at that! Congratulations on the Official Add-on support, @valkiriforce!


I kinda like this new status bar more than the original : ( why did it change, by the way ?

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Really enjoying these, even though I don't play a lot of vanilla stuff you made some really impressive levels within those constraints.  Lots of style and thematic character, even with the techbase parts but especially with theme levels like the tanker ship and suburbs.  I'm loving the gameplay too, definitely accessible difficulty comparable to the iwads to start but often quite open and interconnected levels which allow some freedom to explore which really flows well.  I can see why Bethesda chose this one so congrats, you earned it!  Looking forward to playing through the whole thing!

 

 

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Don't know how I missed this, loved the Doomcore trilogy. And now I can play this on my Switch too. Awesome mate, thanks, love your work.

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Finally finished this one. Great little wad, maps NEVER outstay their welcome, the pace is brisk, and the maps are fun. I am fond of the early 2000s aesthetic, reminds me of stuff like Scythe and Revolution, but with a slightly more modern bend on the gameplay side of things. Really enjoyed.

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