Egg Boy Posted April 29, 2022 (edited) Pagodia is a vanilla compatible episode for Doom 2 featuring varied, japan-inspired settings. The wad is split into 3 distinct themes: Village, Techno-shrine, and Cyberpunk City. Difficulties are implemented. Mouselook, jumping, and crouching should be disabled if you're playing on a port with those features. If you are playing on Chocolate Doom, you can load the Dehacked normally, or use the "-dehlump" command to load it directly from inside the WAD. A full map list and more can be found in the text file. Note: When running in chocolate doom, please use the "-merge" command. Map List: Map01 - Lean Machine by @Egg Boy Map02 - Tozan by @T.Will Map03 - Triple Threat by @Bobby "J @Egg Boy @ZeMystic Map04 - Grimy Waifu by @Egg Boy Map05 - Spaghetti Complex by @T.Will Map06 - Nojisumire by @Aurelius Map07 - Concrete Swan Dive by @ZeMystic Map08 - Tiny Tokyo by @Skronkidonk Map09 - Mass Production by @Juza Download: https://www.doomworld.com/idgames/levels/doom2/p-r/pagodia ----- OTHER SQUONKER JOINTS Spoiler 2021 Squonker 3 2022 Moonlit District Vigor Mayan Reynolds Pagodia What Remains Edited June 5, 2022 by Egg Boy 138 Quote Share this post Link to post
Biodegradable Posted April 29, 2022 Them boys from Squonkville are at it again! 5 Quote Share this post Link to post
NightFright Posted April 29, 2022 (edited) Widescreenified statusbar: pagodia_wide.zip Edited April 29, 2022 by NightFright 14 Quote Share this post Link to post
Thelokk Posted April 29, 2022 Just finished my run on HMP. Visually stunning, really digging the color palette and the use of the baby cyberdemon. Gameplay wise it's a bit too 'more of the same' for my taste, but I guess this BTSX-ish run n' gun is the squad's signature style by now. Liked Mayan Reynolds a bit better, but nice job nonetheless. 3 Quote Share this post Link to post
Bobby :D Posted April 29, 2022 7 minutes ago, Thelokk said: Gameplay wise it's a bit too 'more of the same' for my taste You are going to regret those words :D 3 Quote Share this post Link to post
Thelokk Posted April 29, 2022 5 minutes ago, Bobby "J said: You are going to regret those words :D Don't know. As I said, visually ups the game big time, but I could see the gameplay formula shaken up a bit. If that's what's brewing, looking forward to it! 2 Quote Share this post Link to post
Pixel Fiend Posted April 29, 2022 (edited) Great menu design and charming maps with custom textures that have a characteristic style of Egg Boy's releases. I really dig this. But I wanna ask, why is the Grimy Waifu banner glitching like this? EDIT: I'm guessing it's transparency lines inbetween that don't make it glitch in some high resolutions? Spoiler And the best thing - cacodemons are on steroids! Is it the only monster that introduces a gameplay change? Edited April 29, 2022 by Pixel Fiend 2 Quote Share this post Link to post
TheCyberDruid Posted April 29, 2022 (edited) Presentation is a 10/10. The visuals, textures and music are all amazing. Love the cacodemons as they increase the difficulty just enough. Some of the maps are a bit cramped though and on the other hand map 9 is just... big. Got lost after getting the blue key and after 10 minutes I still have no clue where to go. Some of the monster trap-teleports (in map 3 or 4) are a bit tedious. Spawning a revenant between you and cover isn't that much fun (yes, when you know it you can sprint past him, but still ;). Also loved how there are bits of environmental storytelling and easter eggs thrown in. Really cool stuff! Edit: Checked it in Doom Builder and then remembered that there was a blue door behind the red door... nevermind. Edited April 29, 2022 by TheCyberDruid 2 Quote Share this post Link to post
Biodegradable Posted April 29, 2022 Yeah, get your squonk on, maaaaaate! Despite my anguish at points, I'm already really enjoying myself. It has the Squonk™ mark of quality for sure ;^) 3 Quote Share this post Link to post
pavera Posted April 29, 2022 OOOOOOOOOOOOOOOOOOOOOOOOOOOOO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA egguboi and friends delivers again! Can't wait to play. 4 Quote Share this post Link to post
Egg Boy Posted April 29, 2022 6 hours ago, Pixel Fiend said: And the best thing - cacodemons are on steroids! Is it the only monster that introduces a gameplay change? Ah, you've encountered the "crackodemons!" There are 3 changes to the beastiery including them, the green cyberdemon, who has significantly less health and can be revived by archies, and the lost souls being nerfed so that it only takes a single shotgun blast to kill them. 5 Quote Share this post Link to post
Sena Posted April 29, 2022 enjoying the gendo for the level end-o 4 Quote Share this post Link to post
rzh Posted April 29, 2022 I'm getting "R_InstallSpriteLump: Bad frame characters in lump 3089" trying to run it in Crispy. It works in other ports though, like Woof. Not sure why. 1 Quote Share this post Link to post
Egg Boy Posted April 29, 2022 9 minutes ago, rzh said: I'm getting "R_InstallSpriteLump: Bad frame characters in lump 3089" trying to run it in Crispy. It works in other ports though, like Woof. Not sure why. Maybe it’s not reading the dehacked? 1 Quote Share this post Link to post
rzh Posted April 29, 2022 (edited) 29 minutes ago, Egg Boy said: Maybe it’s not reading the dehacked? Strangely enough, Choco Doom also does not have this issue, but when trying to launch the first map I get "Z_Malloc: failed on allocation of 14156016 bytes". Just to clarify, this were the results using a local truecolor build of Crispy Doom from the latest commit, and standard Chocolate Doom 3.0.1. This happens regardless of whether I use -deh or -dehlump Edited April 29, 2022 by rzh 1 Quote Share this post Link to post
T.Will Posted April 29, 2022 4 minutes ago, rzh said: Strangely enough, Choco Doom also does not have this issue, but when trying to launch the first map I get "Z_Malloc: failed on allocation of 14156016 bytes". Just to clarify, this were the results using a local truecolor build of Crispy Doom from the latest commit, and standard Chocolate Doom 3.0.1. This happens regardless of whether I use -deh or -dehlump Do you possibly have anything in the autoload folder? If so, try running the -noautoload parameter for Crispy. 3 Quote Share this post Link to post
rzh Posted April 29, 2022 3 minutes ago, T.Will said: Do you possibly have anything in the autoload folder? If so, try running the -noautoload parameter for Crispy. That fixed the issue, the only things I have are the Doom Minor Sprite Fix project files (.wad and .deh) - which are most likely the culprit, widescreen assets lifted from the Unity port and the SC55 music pack. I assume there's a conflict somewhere between the custom palette, the extended dehacked changes and the Sprite Fix files. 1 Quote Share this post Link to post
Doomkid Posted April 29, 2022 Yes! I love the purple and green vibes.. Been keeping a close eye on this one 👀 1 Quote Share this post Link to post
Average Posted April 29, 2022 2 hours ago, rzh said: I'm getting "R_InstallSpriteLump: Bad frame characters in lump 3089" trying to run it in Crispy. It works in other ports though, like Woof. Not sure why. I'm getting the same error in Doom Retro (PLAYPAL instead of "lump 3089") I don't have anything autoloading. Just thought I'd let you know. 0 Quote Share this post Link to post
Egg Boy Posted April 29, 2022 Just now, Average said: I'm getting the same error in Doom Retro (PLAYPAL instead of "lump 3089") I don't have anything autoloading. Just thought I'd let you know. Didn’t test in doom retro so unfortunately I don’t know anything about that 0 Quote Share this post Link to post
i suck at nicknames Posted April 29, 2022 Came for the Eggboy/Skronkidonk/Squonk, stayed for the Japanese aesthetic. よくやった! :) 2 Quote Share this post Link to post
deathz0r Posted April 29, 2022 13 hours ago, Pixel Fiend said: But I wanna ask, why is the Grimy Waifu banner glitching like this? EDIT: I'm guessing it's transparency lines inbetween that don't make it glitch in some high resolutions? Reveal hidden contents A quick cursory glance through TEXTURE1 shows that the width of EB_014 is not at a power of 2, but that doesn't explain why that texture (EB_012) is glitching in the screenshot. 1 Quote Share this post Link to post
Egg Boy Posted April 29, 2022 26 minutes ago, deathz0r said: A quick cursory glance through TEXTURE1 shows that the width of EB_014 is not at a power of 2, but that doesn't explain why that texture (EB_012) is glitching in the screenshot. its simply the lower resolutions having trouble rendering, nothing is wrong with the graphic itself, you can see this sort of thing in Auger;Zenith as well. 0 Quote Share this post Link to post
Meowgi Posted April 29, 2022 Awesome stuff! Love the aesthetic, would love to see more stuff made in this style 6 Quote Share this post Link to post
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