ZeMystic Posted May 22, 2022 (edited) Vicarious is a limit-removing wad for Doom 2 set in a medieval city. I started this wad around last October, where I worked on it for a few months off and on. I haven't had the motivation to make more levels for it, but didn't want to just scrap it all together. So I compiled all the resources and decided to release it to the public. It's mostly inspired visually by the Elden Ring Trailer that came out some time around last year, as well as Scythe 2 and @Egg Boy's Cold Front. Map List: MAP01: Shedungent MAP02: Ballista MAP03: Pax Gehenna Special thanks to @Egg Boy and @Bobby "J for testing. Download: vicar.wad - idgames download! Edited June 24, 2022 by ZeMystic 48 Quote Share this post Link to post
Bobby :D Posted May 22, 2022 Holy shit you finally release one of these cursed sets. Congrats! 2 Quote Share this post Link to post
Gothic Box Posted May 22, 2022 Very nice short levels! Quite aesthetically pleasing as well 1 Quote Share this post Link to post
Egg Boy Posted May 22, 2022 This wad just emanates fall. The palette, the skies, especially the music. This is definitely one for the "Halloween Wad Playlist." 5 Quote Share this post Link to post
Astro X Posted May 22, 2022 (edited) I played it on UV. First map, I skipped the rev/Archie ambush by climbing back up the lift because that felt unnecessarily unfair. You kill like eight revs with limited ammo and arsenal just to see them all get resurrected. Second map was cool, challenging in a clever way. The traps were very predictable at this point though. Third map I suddenly got thrown some slaughter right on my face. I didn't die in the last two maps. Even though I liked the last map, I found myself hunting down the secret for minutes, when I finally decided to give up just to learn the secret was the last sector in the map. Didn't feel good about that. But overall, nice little episode. Edited May 22, 2022 by Astro X 1 Quote Share this post Link to post
Lippeth Posted May 22, 2022 This was a lot of fun! The medieval style is great and the challenge felt right for a three map arc. It didn't take too long to finish and there were only a few spots I had to keep quickloading until getting through it, but it all felt justified. I really like how the sky gets darker with each map, and the palette's bold colors are nice. Putting this in the "Halloween vibes" folder. Great job! 2 Quote Share this post Link to post
eternalegg Posted May 22, 2022 I very much enjoyed the 3 maps. i would rank them 1,3,2 from best to worst. I might be loving map01 a bit much but I do like punching some skeletons its quite fun lol. Map03 was really good I would only doc it for the ending seemed unnecessary to me but everything up to that I really like, the 2 archvilles was a highlight. also being able to go up the elevator to the upper portion after getting the bfg makes it a bit trivial for the last wave. Map02 overall was fun just nothing really sticks in my mind about it so rated it last, was still a blast. also it should go without saying but the aesthetics of these maps is phenomenal been my favorite play the last week. 2 Quote Share this post Link to post
SuperPecanMan Posted May 22, 2022 Played through the maps on UV, they were fun and I really loved the visuals. Would be happy to see more! If you're looking for suggestions, I have some for each map that I came up with post-recording: Spoiler MAP01 - Maybe reverse the order of the pinky/spectre waves and/or make the second wave bigger? MAP02 - Maybe add a second monster closet that attacks you from behind when the arch-vile at the end gets released? MAP03 - Everything after the big BFG fight is a little too easy, I'd advise having extra enemies teleport in at the same time as the spider mastermind. And please make the starting sector a secret instead of the last one. 1 Quote Share this post Link to post
ZeMystic Posted May 22, 2022 9 minutes ago, SuperPecanMan said: Played through the maps on UV, they were fun and I really loved the visuals. Would be happy to see more! [Video] If you're looking for suggestions, I have some for each map that I came up with post-recording: Hide contents MAP01 - Maybe reverse the order of the pinky/spectre waves and/or make the second wave bigger? MAP02 - Maybe add a second monster closet that attacks you from behind when the arch-vile at the end gets released? MAP03 - Everything after the big BFG fight is a little too easy, I'd advise having extra enemies teleport in at the same time as the spider mastermind. And please make the starting sector a secret instead of the last one. Hey SuperPecanMan! Thanks for recording a playthrough, that was really entertaining to watch. As for the suggestions, Spoiler MAP01 - That's an idea I haven't thought about, I'll play around with it and see how I like it for RC2 MAP02 - Definitely going to do that, will make it more interesting then Archie Exit No. 54632 MAP03- I'll play around with what I can do for the combat after the BFG fight. Also yeah, definitely switching secret sectors that had to be painful looking around for that secret lol. 0 Quote Share this post Link to post
TheCyberDruid Posted May 22, 2022 First of all: Thank you for making these maps and for implementing lower skills :) Played this on ITYTD first and except for maybe removing one of the two archviles on map 3 (and a few revenants in the final battle) it was very well balanced. The visuals are great and I really enjoyed how the music matched the atmosphere. Also had a quick go at HMP afterwards and really enjoyed that as well. Great set of maps! 2 Quote Share this post Link to post
Biodegradable Posted May 22, 2022 A daring and ambient little WAD with spooky music and spicy combat. You had me on the ropes most of the time, but I still had a lot of fun with it. Great work, fam! 2 Quote Share this post Link to post
Daytime Waitress Posted May 22, 2022 (edited) 2 hours ago, TheCyberDruid said: First of all: Thank you for making these maps and for implementing lower skills :) Seconding this appreciation. Just finished HNTR and I'm looking forward to coming back to this sombre little episode. The aesthetic choices commingle really well across these three maps: the drab pallette, the gloomy music and the blocky architecture together create a very cohesive whole, a real sense of place and continuity. You've shown such a talent for worldbuilding here that it's definitely a shame that it sounds like you're not going to continue to hurl the player through these particular Quake portals. Those look grand, by the way. There were certainly some difficulty spikes, but outside of those, I felt that gradually escalating pressure was well spread out throughout the WAD. Some of the traps had really neat little touches, like Spoiler the pinkies spawning right where the player would be if they made a beeline for the shotgun in Shedungent and Spoiler the whole blue key switch area in Pax Gehenna And whilst I bit it quite a few times until I remembered what crowd shaping was, I didn't entirely mind the sudden switch to slaughter there at the end. A delightful slice of melancholia, all told! EDIT: I think I encountered a bug at the end of Pax Gehenna, but I'm not sure: Spoiler The big spider didn't want to come out and play. Edited May 22, 2022 by Daytime Waitress Bug hunting 3 Quote Share this post Link to post
RataUnderground Posted May 22, 2022 Really nice three maps! I died two times in each map, but they're just in my range of difficulty to be enjoyable. I smiled when I saw the lantern in the floor scyte 2 secret : ) Thank you! Spoiler 3 Quote Share this post Link to post
Breezeep Posted May 22, 2022 Cool little set! Really liked the visual theme for these, especially with the first map's sky. I might steal that sometime. Also, I've noticed some midtextures bleeding through the ceiling here: 3 Quote Share this post Link to post
MFG38 Posted May 22, 2022 Cool little maps here. Loved the visual style and the atmosphere, and the music choices complemented each map pretty well here. MAP03 was perhaps my favorite from a gameplay standpoint - packs a punch but isn't excessively unforgiving. 1 Quote Share this post Link to post
Maribo Posted May 22, 2022 Agree with Egg Boy and Lippeth's observation, fits very nice in the "around Halloween" time period. Map03 was my favorite, great use of Halo music. Solid use of Archviles in all maps as well. FDAs: vicarious_fdas.zip 3 Quote Share this post Link to post
Arwel Posted May 22, 2022 Enjoyed playing this on UV a lot. Compact but very well polished, also nice music and visuals. 1 Quote Share this post Link to post
The_SloVinator Posted May 22, 2022 Good stuff! Short, challenging, eye-candy... Maybe one day, you'll get the urge to continue mapping for this. 1 Quote Share this post Link to post
Wilster_Wonkels Posted May 22, 2022 The first level is maybe a bit too tight on ammo, there are two arch-viles reviving enemies but only so many bullets, other than that this was challenging but overall fair I'd say. Architecture, texture work, layout, and overall atmosphere was great. Really good maps. 1 Quote Share this post Link to post
galileo31dos01 Posted May 22, 2022 This is great stuff. Loved the setting and music, in particular the second. I entered the first map knowing ahead of time about the ammo spoilers, then finnished the map with 50 shells lol. Anyways, good seeing you found your style over the time, please keep it up! 1 Quote Share this post Link to post
ZeMystic Posted May 22, 2022 Hey all! fixed a few things and uploaded RC2. 1 Quote Share this post Link to post
Vile Posted May 23, 2022 Solid mapset, had fun playing it earlier! 2 Quote Share this post Link to post
ZeMystic Posted May 23, 2022 6 hours ago, Vile said: Solid mapset, had fun playing it earlier! Hey! Thanks for playing! I caught the VOD and I'm glad you had fun. 0 Quote Share this post Link to post
LadyMistDragon Posted May 24, 2022 This is RC1, played in complevel 2. Nice short and spicy maps. That BFG slaughter section at the end was completely unexpected! Spider Mastermind gave me so much trouble near the end, RNG probably just fragged. lmd_vicarious.zip 1 Quote Share this post Link to post
baja blast rd. Posted May 24, 2022 Nice little wad. Reminds me of the work of Eggu Alm. 4 Quote Share this post Link to post
LadyMistDragon Posted May 24, 2022 25 minutes ago, baja blast rd. said: Nice little wad. Reminds me of the work of Eggu Alm. Wait sorry, where does Eggu come from? Is that like eric in another language? It looks like finnish, but i doubt it is. 2 Quote Share this post Link to post
Pirx Posted May 25, 2022 12 hours ago, LadyMistDragon said: Wait sorry, where does Eggu come from? Is that like eric in another language? It looks like finnish, but i doubt it is. the egg of Grogu. 3 Quote Share this post Link to post
Pistoolkip Posted May 25, 2022 Nice maps! Good visuals and texture usage, but the use of lighting could be a little better, and the combat is leaning too much on revenant and AV ambushes. Try diversifying those combat scenario's a little. That said, these maps were a lot of fun. 1 Quote Share this post Link to post
ZeMystic Posted May 28, 2022 (edited) Hey all! RC3 should now be out for testing! Fixes: - Improved combat in Map03 - Added Ammo in Map03 - Fixed Skyhacks Edited May 28, 2022 by ZeMystic 1 Quote Share this post Link to post
Average Posted May 28, 2022 Can I ask, what are the changes from previous builds? 0 Quote Share this post Link to post
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