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Overboard - 6 map island hopping adventure (now on idgames!)


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Another vid - this time with some guests - and a new Clippy HUD by @DiR - amazing! Also I see this map inspired another which my vid come out shortly - or see links in description

 

good times - this map was wild and amazingly designed to allow the enemies to have free range and the most frantic map I played in a while lol

 

thrilling & exhilarating! No time breathe or think or admire my new hud - just shoot shoot shoot survive run ahhhhhhhhhhhh!!

 

Marvelous

 

 

Edited by Clippy

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Been replaying some of the maps and this guy can't seem to come out in map 11:

Spoiler

kBoGHEh.png

 

Played it twice, happened both times, so this seems to be reproducible

Edited by taviow

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Wow, thanks for gifting us with these maps!

 

I finally got around to playing -- every single map was a blast to play with tons of memorable jokes and silly moments ... I'm really impressed with how densely you pack cool, unique ideas (and baddies) into your maps. This is definitely going on my list of wads for a quick shot of Doom fun. It's great stuff.

 

And of course, if you do pick up regular mapping again, I look forward to playing more!

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Thank you for the amenities, this is already proving to be much better than fire festival in the toilet department.

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8 hours ago, taviow said:

Been replaying some of the maps and this guy can't seem to come out in map 11:

  Reveal hidden contents

kBoGHEh.png

 

Played it twice, happened both times, so this seems to be reproducible

Re-download version 08-08 to fix that. I might post a new update soon anyway though.

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7 hours ago, skillsaw said:

Wow, thanks for gifting us with these maps!

 

I finally got around to playing -- every single map was a blast to play with tons of memorable jokes and silly moments ... I'm really impressed with how densely you pack cool, unique ideas (and baddies) into your maps. This is definitely going on my list of wads for a quick shot of Doom fun. It's great stuff.

 

And of course, if you do pick up regular mapping again, I look forward to playing more!

Cheers mate!

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This is on my list for the future.

I am working through a specific set of WADs now but looking forward too getting to this at some stage.

However, I love the buzz this release has created and enjoyed watching different playthroughs. They are so well crafted and so much fun! Hats off for creating a brilliant, fun and engaging set of themed maps! It had been really fun to see the details and encounters explored and the awesome reactions to the nuances of the maps!

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Oh man... First when I clicked on this topic, I didn't knew you were the creator of Going Down (that I enjoyed). I started to play this WAD and was like "uh, this music ? this level design ? it remind me something but I don't know what..." then I remembered everything ! You have a very unique sense of humor :)

Edited by Briøche

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I guess I’ll wait for idGames release, but man am I excited :-) When I got back to dooming precisely a year ago, Going Down was one of the first pwads I wanted to play, and it still remains one of my favourites. From what I’ve seen in streams, I’m convinced I won’t be disappointed this time either!

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Considering that Going Down got me intoactually wanting to try mapping, you bet I'm gonna be trying this out very soon.

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Love it. I've been throwing it into Project Brutality. The detector triggers easily break which is why I didn't do Map05. I espically love Map06 with storming, then taking the fort, only to be stormed by an army of angry imps.

 

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By the way I forgot to mention, these maps have multiplayer functionality but its completely untested, and I dont play multiplayer doom so no idea how broken they might be. If anyone has a burning desire to play this in co op or deathmatch then i cant guarante it will be fun, but let me know if there are any technical issues.

 

Gameplay mods like the one above might cause problems on a couple of the maps, due to some of the monster trigger setups I use, so i should also mention that.

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I'm back and I survived! I mean I didn't 

 

But then I did 

 

Interesting arena and action as always 

 

 

 

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Phenomenal mapset! As of right now, I havent played Going down; Ive only seen other ppl play. But the gameplay in overboard was just as action packed as I want from an easier mapset and filled with so much detail and quirks that Im highly impressed, and Ill play going down very soon. 

 

I appreciate the existence of SKY3 as an upside-down sky solely for the effect in Archi-pelago 

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11 minutes ago, David Asaad said:

Phenomenal mapset! As of right now, I havent played Going down; Ive only seen other ppl play. But the gameplay in overboard was just as action packed as I want from an easier mapset and filled with so much detail and quirks that Im highly impressed, and Ill play going down very soon.

Cheers, people have remarked that its a bit less brutal than going down, which is exactly what I was aiming for. The final version will have difficulty settings for the new game plus maps, but the only difference will be more power-ups/weapons on lower settings.

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These were LOVELY and also the first map set I've beaten UV Max no saves in some time. I had to open doom builder for the secret in map 1 because I am a moron and I 1000% thought it was something that would open the door on the boat, rather then checking behind the thing in the basement.

 

What does the toilet on the sub actually do?

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17 minutes ago, ChaosSmurf said:

What does the toilet on the sub actually do?


Using it unleashes the ”depth charge”? :P (Sorry, haven’t played it myself, but saw it in a stream and it spontaneously crossed my mind).

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First time i'm playing one of your mapset but I was thoroughly entertained. Chaotic enough while never being unfair. In the second map I remember fleeing from the first onslaught of Revenants just for the island to keep expending with more monsters, so I went "FINE, I'll kill them all then". Very creative and detailed while retaining excellent gameplay. Just look at Doomguy in the intermission screen, he's having a blast! You know he was like "Gee, sure wish that cruise got invaded by demons!" By the way, is that an imp falling off the boat at the start of MAP02? Totally that same imp surfing right behind you at the end.

 

Thank you for the maps, loved my time with them and I may try NG+ at one point. I understand why people are happy with you returning to mapping and i'm looking forward to what you'll make next.

Edited by Shanoa

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3 hours ago, ChaosSmurf said:

What does the toilet on the sub actually do?

Flushing that toilet blows up a cheeky imp who is hiding in the wall. You may choose to spare his life in which case you will meet him later in your boat. What you do with him then is up to you.

 

1 hour ago, Shanoa said:

By the way, is that an imp falling off the boat at the start of MAP02? Totally that same imp surfing right behind you at the end.

I have a feeling it could also be the same imp that is flushed down the toilet in map03. Quite the adventure he is having

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1 hour ago, mouldy said:

Flushing that toilet blows up a cheeky imp who is hiding in the wall. You may choose to spare his life in which case you will meet him later in your boat. What you do with him then is up to you.

 

I have a feeling it could also be the same imp that is flushed down the toilet in map03. Quite the adventure he is having

Damn I almost feel bad for having shot him at the end...but then again with how it end when you do.

I had it coming.

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A small request: Remove the W1 Crusher for the Cacodemons in maps 5 and 12. They tend to die a gruesome death under certain gameplay mods.

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I'd just like to say, very entertaining so far. It takes everything I loved about Going Down and freshens it up with a new theme. Lots of creativity and the fights are a good combination of shock value and fun.

Spoiler

My only complaint is I wish I knew this came out before I posted a new map; nothing else is gonna get played by the community for the rest of August.

 

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11 hours ago, L0l1nd3r said:

A small request: Remove the W1 Crusher for the Cacodemons in maps 5 and 12. They tend to die a gruesome death under certain gameplay mods.

Can you explain why that's happening?

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7 hours ago, mouldy said:

Can you explain why that's happening?

Project Brutality uses hitboxes to determine damage. Cacodemons are 100% head hitbox so they take double damage. Afrits have a chance to replace cacodemons and they always survive due to having more hp and a normal hitbox. Also the viles have a chance to be replaced by a slightly bigger vile (the hellion) and they can't move from the starting area due to having a slightly larger radius. Basically they need a little bit of wiggle room.

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