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[Community Project] Cleanout – A slaughterish Boom compatible Ultimate Doom megawad [ALL SLOTS TAKEN!!!]


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On 11/14/2022 at 3:28 AM, R0rque. said:

Oh. @DavidN@Philnemba, @clamgor and @AnArchaicApparatus, do you want me to do the music for your maps ? I want to have "Cleanout" as a complete Original Soundtrack you know. If you disagree it's okay, this is not the end of the world. :P

Eooo speaking of that, now that theres a big chance that I will make E1M9  you can do the music for it too. If you want heh.

You can talk to me in PM so we can talk about that heh

Edited by Herr Dethnout

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@R0rque., @DavidN, @Herr Dethnout, @clamgor, @Philnemba, @AnArchaicApparatus listen up! I've got 4 announcements (some big and some small ordered from most to least important…) so here they are:

The first one is as follows:

I've recently figured out that I will, due to a multitude of reasons (the amount of work I still have left with my maps, all the stuff I still need to do to put this project together into a standalone and fully functioning megawad and all the exams I'll have to worry about in the next month and a half for my university studies) be unable to finish everything and release this by December 10th as was originally planned.

Because of this I have decided to return the deadline for you guys to send me your fully finished maps back to where it used to be before - December 30th, and therefore push the release date to New Year’s Eve (December 31st). If all goes well this will therefore go on to be one of the last if not the last wad released this year…

It’s a huge extension so I wanted all of you to hear about it. Also please don’t forget about this project because of this, as I don’t intend to let that happen on my watch! (I might just start throwing pings around if anyone starts slacking…).

In fact, because there is now so much extra time and no extra maps for you guys to worry about, I expect quality!

 

The second one is that I’ve recently decided that it would be nice if there were transitions between the levels in which the exit of every level would tie in with the entrance of every next one so:

 

-Herr Dethnout:

Spoiler

 

Besides the transition from your level to R0rqu.’s that you’re already making I’d like to alert you to the transition between your secret level (P1M9) and my level that follows it (P1M4) for which I’d like you to teleport the player into a direct copy of this area that can be found at the end of P1M3:

121705165_2022-11-16(2).png.4d1b7db39c6fd0c7a113ea6069095163.png

I’d also suggest that you make P1M9 start on a Plutonia styled exit teleporter such as the one I decide to use for the secret exit of P1M3:

327805973_2022-11-16(1).png.314346e644233f4b432c7be1a71d3151.png

Also, if you’re really as unattached to this level and as willing to drop it as you’ve given me the impression you are, than you could also drop it and make a Plutonia styled level instead (if you’re interested).

Or you can just stick with the level and give it the Plutonia styled exit teleporter I talked about earlier. Either way works for me…

And please don’t forget to put in your player 2-4 starts (I’ve seen your P1M1 and P1M9 previews, and I noticed those starts aren’t currently there… I’ve also included both of these preview’s into cleanout.wad)

 

 

-Philnemba:

Spoiler

 

I was wondering if you could finish your level on a long stone textured tunnel with a door3 texture door at the end of it that would act as the levels exit (as this would tie it in nicely with start of P1M7…). I’m myself am thinking of something like this:

2022-11-16.png.12bad95a3a3884cb9c4e1c84683c516b.png

https://www.dropbox.com/s/eaaoi8qet0ak336/long stone-y halway.zip?dl=0

You can make something different if you have a better idea though…

 

 

-AnArchaicApparatus:

Spoiler

Since your level ends in a drop down into the void exit and I will be asking DavidN to take this into account in his level, you don’t really need to do anything unless you want to (get in touch with him if you do…).

 

-DavidN:

Spoiler

 

The level after your’s (one of my levels called the prison, that if you’ll remember is one of my levels from RAMP1) starts the player off in a jail cell within a big hole in the ceiling (see below attached screenshot…)

{insert screenshot}

so, I was thinking it would be nice if your level ended with a similarly shaped & sized hole but with it being in the floor rather than the ceiling (a drop down into the void exit like in AnArchaicApparatus’s map)

Also, since AnArchaicApparatus’s level ends on a drop down into the void exit I was thinking you could maybe include a hole in the ceiling above where the player start is and have the ceiling of said hole be the sky. If you wanted your room transformation trick to still work after this however you would need to add a donut shaped sector around it that would have the same ceiling height as the spider mastermind area’s (the one you’re trying to raise your starting room’s celling height up to).

This would look something like this:

1629029626_2022-11-16(4).png.ff3cc629967aacab14dddbe8068eeedb.png

 

You could also alternatively design a separate outdoor starting area and teleport the player into this starting area you have now…

Also don’t forget to put in your player 2-4 starts (I’ve watched your videos, so I know you haven’t put them in yet…)

 

 

-Clamgor:

Spoiler

 

I was thinking it would be cool if, in your level, you had the player start off on this same teleporter that he ends up entering your level from the secret exit of P2M7 (merely a suggestion):

1883274317_2022-11-16(3).png.e128b02bd390c06781b0d04a12d86b82.png

And if you’re into the esthetic (of this secret exit room) and you haven’t made the start of your level, yet you could even design your level’s starting room to look like it… (just a thought – feel free to disregard it if you think it’s a bad idea…)

I’d also ask that your level ends on a teleporter exit (ideally a different one than the one found in the secret exit of P2M7 that I suggested you replicate at the start of your level here…).

 

 

And if any of you should find yourselves not knowing how to make these transition than have a look at how I did it in the levels I had recently finished for this project and put said transitions into, which then naturally leads me to my third announcement:

 

I’ve currently got 11 of my 20 maps for this project fully finished, have put them all into update 20 (which is also attached in this post for your convenience…) and that I’ve decided that it’s about time I ask someone for playtesting, so before I go searching for play testers elsewhere, I thought it would be apt if first I ask you guys if any of you want to do some playtesting. The maps ready for playtesting are:

P1M3 (15-minute-long map, with 2 exits – a normal and a secret one),

P1M4 (25-minute-long map),

P1M7 (35-minute-long map),

P1M8 (30-minute-long map),

P2M3 (25-minute-long map),

P2M7 (30-minute-long hardcore slaughter map – 1000+ monsters, with 2 exits – a normal and a secret one),

P2M8 (15-minute-long map),

P3M1 (15-minute-long map),

P3M4 (15-minute-long map),

P3M6 (45 to 50 minutes, with 2 exits – a normal and a secret one) &

P3M7 (20-minute-long hardcore slaughter map – 1000+ monsters).

Here is the update in which you'll find them:

https://www.dropbox.com/s/g4lqo2xqfn1dys2/Cleanout_20.zip?dl=0

And if you’re going to playtest these I’d encourage doing so on lower difficulty’s and on a source port other than GZDoom as I’ve already play tested these to death on UV there…

Also, since this wad is not currently playing nicely with OTEX in Boom and related ports, you’re going to have to use something else…

Also please keep in mind that these length estimations are probably a bit too long as they are how long I needed to UV max these maps, while at first avoiding secrets until I’ve killed everything and was ready to exit and only then going back and all finding the secrets (I wanted to balance these around the premise that whoever will be playing these will be unable/unwilling to find most of them…).

The finally the fourth announcement is this:

I’ve now mostly finished fleshing out the story for this megawad, by deciding what I want in and writing down the story text that plays after you beat the bosses in P1M8 and P2M8 so if any of you are interested in reading them you can check them out (I would mostly suggest checking them out as it might provide context for your maps…) :

Spoiler

 

End of phase 1 intermission:

intertext = "  After fighting your way through all those demons, killing all",

 "  those masterminds and finding your way to the portal you expect",

 "  to return home a hero, but the sight that makes itself visible on",

 "  the other side is far from what you expected to see. You are back",

 "  on your home planet of earth, that much is clear, but this is",

 "  nothing like the earth you remember.",

 "  What you see before you is an apocaliptic wasteland. You see a",

 "  smoke filled sky and a city ingulfed in fire and ruins. You hear",

 "  screams of human pain and agony, and you smell the awfull stench",

 "  of rotting flesh.",

 "  The demons must have been here a long time, you think to youself as",

 "  you suddenly witness a huge explosion off in the distance.",

 "  You see an entire hill explode to mere dust and boulders behind",

 "  the city in front of you and realize you need to go and investigate - ",

 "  only human technology could do something like that!"

End of phase 2 intermission:

intertext = "As the last cyberdemon guarding the portal to Deimos",

 "dies the portal opens and the way to Deimos becomes visible.",

 "You do not like the prospect of traveling through this portal",

 "though, as you know it is where all the hordes of demons you had",

 "to fight your way through came from. But you also know that this",

 "is the only way to close the portal as there doesn't seem to be",

 "any way to close it from this side - the people of earth already",

 "tried to blow it up and it didn't seem to effect it much afterall,",

 "so you grit your teeth and bravely step through the portal, only",

 "to dicover the awfull truth: Deimos floats above hell itelf!"

 

 

I also just realized that I had forgotten to officially welcome DavidN and Philnemba to the project, so consider this your welcome!

Edited by epicyolomaster420
reincluded long stone-y halway zip and cleanout_20 zip via dropbox links

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55 minutes ago, epicyolomaster420 said:

-Herr Dethnout:

  Hide contents

 

Besides the transition from your level to R0rqu.’s that you’re already making I’d like to alert you to the transition between your secret level (P1M9) and my level that follows it (P1M4) for which I’d like you to teleport the player into a direct copy of this area that can be found at the end of P1M3:

 121705165_2022-11-16(2).png.4d1b7db39c6fd0c7a113ea6069095163.png

I’d also suggest that you make P1M9 start on a Plutonia styled exit teleporter such as the one I decide to use for the secret exit of P1M3:

327805973_2022-11-16(1).png.314346e644233f4b432c7be1a71d3151.png

Also, if you’re really as unattached to this level and as willing to drop it as you’ve given me the impression you are, than you could also drop it and make a Plutonia styled level instead (if you’re interested).

Or you can just stick with the level and give it the Plutonia styled exit teleporter I talked about earlier. Either way works for me…

And please don’t forget to put in your player 2-4 starts (I’ve seen your P1M1 and P1M9 previews, and I noticed those starts aren’t currently there… I’ve also included both of these preview’s into cleanout.wad)

 


Oh yeah, I add the teleport on the large hall before the Start door. I will not drop E1M9 until someone appears to claim it, so don't worry about that. :P

In the case of the level end for E1M9, I was thinking into put a teleporter exit rather than a follow up transition, like this level is disconnected from the rest (something that has sense since it's a secret level). I will add the Coop starts after finishing the level :P

 

Quote

Also, since this wad is not currently playing nicely with OTEX in Boom and related ports, you’re going to have to use something else…


I plan to add all the textures and flats used with OTEX in my wad after finishing the map. :P
 

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You're giving me a workout here! That entrance/exit sounds good to me, I think it should be fairly easy to incorporate it, and fortunately this change comes at a time when I'm about to try to finalize the general map layout.

 

Part 5!

 

I'll also take some time to look at combining the TEXTURES/patches from Doom 1 and OTEX this week - should be some fun byte-level reading stuff :)

Edited by DavidN

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Quote

@epicyolomaster420 said: was wondering if you could finish your level on a long stone textured tunnel with a door3 texture door at the end of it that would act as the levels exit (as this would tie it in nicely with start of P1M7…). I’m myself am thinking of something like this:

 

Sure, I'll use this hallway as the exit for my map for map progression purposes ;)

 

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8 hours ago, DavidN said:

You're giving me a workout here! That entrance/exit sounds good to me, I think it should be fairly easy to incorporate it, and fortunately this change comes at a time when I'm about to try to finalize the general map layout.

 

Part 5!

 

I'll also take some time to look at combining the TEXTURES/patches from Doom 1 and OTEX this week - should be some fun byte-level reading stuff :)

Great! I also just realized I forgot to give you this screenshot:

10 hours ago, epicyolomaster420 said:

The level after your’s (one of my levels called the prison, that if you’ll remember is one of my levels from RAMP1) starts the player off in a jail cell within a big hole in the ceiling (see below attached screenshot…)

{insert screenshot}

so here it is:

Spoiler

2022-11-17.png.b2b333cf300035a5d02dfc38e66b3dd3.png

Also, Happy Birthday!

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40 minutes ago, epicyolomaster420 said:

I just made this really cool looking erupting volcano for P3M5, that I'm really proud of:

  Hide contents

1060499066_2022-11-17(2).png.1b03ee1451d514a8d32ed238bf9ac725.png

What do you guys think?

(this along with the finished map will be coming out in update 21...)


Looks good!, though I would change the SP_ROCK texture for one from OTEX, the stock ROCK textures from UD doesn't look very well on tall structures IMO :/

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4 hours ago, Herr Dethnout said:


Looks good!, though I would change the SP_ROCK texture for one from OTEX, the stock ROCK textures from UD doesn't look very well on tall structures IMO :/

That SP_ROCK fence is just a placeholder for now anyway. I plan on replacing it with sky wall. Thanks for the suggestion though!

Edited by epicyolomaster420
forgot to include some information...

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9 hours ago, DavidN said:

@epicyolomaster420 Here's Cleanout E2M2! https://files.teamouse.net/doom/wads/cleanout/cleanout-e2m2.wad The last couple of videos are pending now - it was a great chance to make a map that was out of my usual zone. Let me know if any adjustments need to be made.

Great level! I really liked it! It's dificulty is on the high side but I like that too. This is Cleanout afterall. It's suppose to be dificult!

As for the map itself I didn't find much wrong with it. There were 2 minor things, but they were so easy to fix that I decided to fix them myself! I've attached them in hidden contents in case you're curious what they were:

Spoiler

 

This doortrack missing it's doortrack texture:

1150979558_2022-11-22(2).png.7a93b55da839ae2e9785b0323f06f8db.png

(I gave it the same doortrack texture as the one already on the other side) &

This pointy bit rediverting you off the straight path, that you need to stay on to pull off the glide (to get to the secret...): 

744326831_2022-11-22(3).png.ac021cf2f6cdf97f05305daa57e496ae.png

(I pulled it a few map units to the right...)

 

Apart from those the map is fine and has been included into cleanout.wad. It'll be included in update21 so watch out for that...

I did notice another problem in the doom 1 adaptation of OTEX you sent me through discord that I used to test this map though:

The OTEX switches do not animate!

Spoiler

 

544024189_2022-11-22(1).png.93f312cf3487284d9117110b89bd525f.png

383607728_2022-11-22(4).png.88b238acd659c37d6e41219839790157.png

757861175_2022-11-22(5).png.5e12118adf9dae503ba44299f0e7333c.png

(I've activated all of these in game already...)

 

 

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I also have an announcment for the people still making their maps for this project (@Herr Dethnout, @Philnemba & @clamgor):

I've recently realized that even finishing up my maps and everything else needed to finnish this project till the new extended release date (december 31st of this year) will not be possible for me as I've recently realized that the amount of work I've been doing to lead this project and finish my maps to make the deadline has been so excesive that it's started getting in the way of my university studies (as my test grades have been plummiting and I most likely failed a test for the first time this year just yesterday) and stressing me out (when you add it up with all the studying...).

As such I've decide to push the release date to a yet unspecified date into the near future (as this whole situation has reminded me that I'm kind of horrible at realisticly estimating just how long I need to actually finish something - may that be studying or doom mapping...) and giving you guys the option of asking for a map submission deadline extension if you'll need it... 

Edited by epicyolomaster420
fixed typo

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Thanks! I'll have another try at making TEXTUREx, PNAMES, etc lumps for Cleanout... it looks like combining the ones from Doom 1, OTEX and the custom ones from Cleanout will be a bit more involved, but I'm pretty sure I can write something to do it.

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Hello everyone working on this! I'm throwing my hat into the ring here, will be taking E1M9. I'll try hard to bring a quality map along with everyone!

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16 minutes ago, Razza said:

Hello everyone working on this! I'm throwing my hat into the ring here, will be taking E1M9. I'll try hard to bring a quality map along with everyone!

Oh welp, great news, this means that everybody involve will make 1 map each (excepting the Epicyolomaster cuz duh), @R0rque. welp, I suppose that the e1m9 song will be for Razza now(?)

Speaking of that @epicyolomaster420, have you considering reopening some slots?, I see that some maps are actually in barebones, and you will reduce you work. IDK, but at least I have more time to release one secret project of mine (and finish my university work) :P

 

 

On 11/21/2022 at 11:27 PM, DavidN said:

@epicyolomaster420 Here's Cleanout E2M2! https://files.teamouse.net/doom/wads/cleanout/cleanout-e2m2.wad The last couple of videos are pending now - it was a great chance to make a map that was out of my usual zone. Let me know if any adjustments need to be made.


Great map my man, the only thing that I don't like is the use of OTEX liquids flats (I didn't like it, it looks so "fake", I prefer the stock ones heh)

 

Spoiler

Screenshot_Doom_20221121_235522.png.530c3e40b9dca093f156d1fe588388e3.pngMy fav part :P

 

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5 hours ago, Herr Dethnout said:

Oh welp, great news, this means that everybody involve will make 1 map each (excepting the Epicyolomaster cuz duh), @R0rque. welp, I suppose that the e1m9 song will be for Razza now(?)

Speaking of that @epicyolomaster420, have you considering reopening some slots?, I see that some maps are actually in barebones, and you will reduce you work. IDK, but at least I have more time to release one secret project of mine (and finish my university work) :P

 

 


Great map my man, the only thing that I don't like is the use of OTEX liquids flats (I didn't like it, it looks so "fake", I prefer the stock ones heh)

 

  Reveal hidden contents

Screenshot_Doom_20221121_235522.png.530c3e40b9dca093f156d1fe588388e3.pngMy fav part :P

 

 

Ja, indeed. I hope he will like it tho. If the answer is "no", I can make another track for his level. ;)

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@Razza since you've now got P1M9 and I've asked this of all my mappers thus far I was wondering if you could tie the start and end of your level in with the levels before and after it by doing the following:

Spoiler

 

1) Starting your level on a Plutonia style exit teleporter such as the one I gave to the secret exit of P1M3 (the level the player will get into yours from):

1425078709_2022-11-16(1).png.cc4383154853348d04c9a6bf32c0d8c9.png

and maybe (what follows is only a suggestion and not a request - roll with it if you like and ignore it if you don't...) even make parts of/the entirety of your level Plutonia styled if you like the idea... (which, if you were to decide to do, would account for the gimmick of the level mentioned in the requests in the OP and release you of the obligation to put another one in...)

2) At the end of your level teleporting the player into an exact copy of this room (that can also be found in P1M3):

363192425_2022-11-16(2).png.3f5a061a77a1ea8679946822ff97f308.png

because this is meant to be the starting room of P1M4 that you don't actually get to see in said level because you had by the time it starts already opened and walked through the door (in this room)...

Hope that made sence... 

 

Also @Herr Dethnout:

11 hours ago, Herr Dethnout said:

Speaking of that @epicyolomaster420, have you considering reopening some slots?, I see that some maps are actually in barebones, and you will reduce you work. IDK, but at least I have more time to release one secret project of mine (and finish my university work) :P

as much as I would want to reopen some slots and in so doing reduce my workload, the problem is that these "maps in barebones" that I'd assume are reffering to P1M5, P2M5, P2M6 and possibly P3M8, which out of all my levels best fit this description, are the very maps that I have by far the greatest and grandest vision for and are therefore ones I can't let go off...

 

And as for me letting go of any of my other maps goes, well... it's not going to happen (they're all like at least 67% done already...)!

Edited by epicyolomaster420

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12 minutes ago, epicyolomaster420 said:

as much as I would want to reopen some slots and in so doing reduce my workload, the problem is that these "maps in barebones" that I'd assume are reffering to P1M5, P2M5, P2M6 and possibly P3M8, which out of all my levels best fit this description, are the very maps that I have by far the greatest and grandest vision for and are therefore ones I can't let go off...

You still have the Episode 4, now that theres a yet unspecified dates.

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42 minutes ago, Herr Dethnout said:

You still have the Episode 4, now that theres a yet unspecified dates.

Yea but I do still want to wrap up the project as soon as possible and I don't think adding a 4th episode is the best way to do this (there may be trouble getting mappers again, new mappers requesting more and more extensions due to signing up late...).

Also if all goes as planned phase 3 (which I'm developing solo) will be tough to follow up (mostly due to it's dificulty and number of monsters in the last 2 maps...)... 

Edited by epicyolomaster420

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@Herr Dethnout, @Philnemba, @clamgor, @AnArchaicApparatus, @DavidN, @Razza, @R0rque. I've recently gotten feedback on some of my maps from a guy who happens to know me from my participation in the 2 RAMP projects that told me I used  too many bullet spongy enemies (probably cacodemons and especially barons...) and that this makes these maps boring.

This then got me thinking if this is also true for my other maps he had not yet tested and made me realize that this is actually a systemic and all present problem (present in all of my maps - finished or not...).

I then got to thinking how I might be able to fix this problem without having to radically redesign all of my maps and got a great idea:

Why not, instead of replacing dozens if not hundreds of cacodemons and barons, make said enemies have less hitpoints via dehacked and to compensate for this make these enemies a bit more dangerous (and in the case of the baron give him a reskin)?

More speciffically I was thinking of reducing the barons hit points from 1000 to 750 (as lets face it: the baron has always had too much HP), making him shot out a second baron fireball on the attack frame before the one on which he currently launches his one and only baron fireball, making him look like this:

BOS3A1.png.6c2689713e4a0b7a9a01871005790d9d.png

(a recoloration of the belphegor (a custom baron monster from Realm667) that I did myself)

reducing the cacodemons HP from 400 to 375, and reducing the length of time it (the cacodemon) needs to launch it's fireball from 15 game tics to 9 (a 40% decrease).

 

IF I DO DECIDE TO DO THIS HOWEVER THEN THIS, DUE TO THE WAY DEHACKED CUSTOM MONSTERS WORK, WON'T JUST REPLACE THE BARONS AND CACODEMONS WITH THESE CUSTOM ONES IN MY MAPS BUT IN YOUR MAPS AS WELL. I AM THEREFORE PUTTING THIS IDEA UP FOR DEMOCRATIC VOTE (I'D LIKE YOU GUYS TO TELL ME IF YOUR IN FAVOR OF THIS OR NOT...)

 

What do you guys think (I wanted to run this by you all due to the obvious gameplay and balance changes it will result in if it gets included in)?

 

P.S. : I've included the dehacked file with these exact changes, the wad with the recolored baron sprites, and the most recent version of cleanout with both said dehacked file and said recolored sprites already included in to help you decide (if you've already finished your map for the project then I suggest you run this most recent version of cleanout to retest it, and if you haven't then I suggest you use the dehacked file in conjuction with the recolored sprites wad instead...):

https://www.dropbox.com/s/tzctf8fajy1yi8w/cleanout dehacked.zip?dl=0

 

https://www.dropbox.com/s/4zn3ttcx4pz3j4o/recolored belphegor wad.zip?dl=0

 

P.P.S. : I also don't just like the idea of doing this because it fixes my problem, but because it, in my opinion, makes Cleanout even more unique and interesting...

Edited by epicyolomaster420
repaired broken image

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On 11/24/2022 at 2:30 AM, R0rque. said:

 

Ja, indeed. I hope he will like it tho. If the answer is "no", I can make another track for his level. ;)

Do you have a link to the music for e1m9? I would love to give it a listen, but i cant see if you linked it in a previous page (I could just be being blind though).

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21 hours ago, epicyolomaster420 said:

@Herr Dethnout, @Philnemba, @clamgor, @AnArchaicApparatus, @DavidN, @Razza, @R0rque. I've recently gotten feedback on some of my maps from a guy who happens to know me from my participation in the 2 RAMP projects that told me I used  too many bullet spongy enemies (probably cacodemons and especially barons...) and that this makes these maps boring.

This then got me thinking if this is also true for my other maps he had not yet tested and made me realize that this is actually a systemic and all present problem (present in all of my maps - finished or not...).

I then got to thinking how I might be able to fix this problem without having to radically redesign all of my maps and got a great idea:

Why not, instead of replacing dozens if not hundreds of cacodemons and barons, make said enemies have less hitpoints via dehacked and to compensate for this make these enemies a bit more dangerous (and in the case of the baron give him a reskin)?

More speciffically I was thinking of reducing the barons hit points from 1000 to 750 (as lets face it: the baron has always had too much HP), making him shot out a second baron fireball on the attack frame before the one on which he currently launches his one and only baron fireball, making him look like this:

BOS3A1.png.d5983508a87abda3f68f01abfc3ebadf.png

(a recoloration of the belphegor (a custom baron monster from Realm667) that I did myself)

reducing the cacodemons HP from 400 to 375, and reducing the length of time it (the cacodemon) needs to launch it's fireball from 15 game tics to 9 (a 40% decrease).

 

IF I DO DECIDE TO DO THIS HOWEVER THEN THIS, DUE TO THE WAY DEHACKED CUSTOM MONSTERS WORK, WON'T JUST REPLACE THE BARONS AND CACODEMONS WITH THESE CUSTOM ONES IN MY MAPS BUT IN YOUR MAPS AS WELL. I AM THEREFORE PUTTING THIS IDEA UP FOR DEMOCRATIC VOTE (I'D LIKE YOU GUYS TO TELL ME IF YOUR IN FAVOR OF THIS OR NOT...)

 

What do you guys think (I wanted to run this by you all due to the obvious gameplay and balance changes it will result in if it gets included in)?

 

P.S. : I've included the dehacked file with these exact changes, the wad with the recolored baron sprites, and the most recent version of cleanout with both said dehacked file and said recolored sprites already included in to help you decide (if you've already finished your map for the project then I suggest you run this most recent version of cleanout to retest it, and if you haven't then I suggest you use the dehacked file in conjuction with the recolored sprites wad instead...):

Cleanout-custom monsters.zip

cleanout dehacked.zip

recolored belphegor wad.zip

P.P.S. : I also don't just like the idea of doing this because it fixes my problem, but because it, in my opinion, makes Cleanout even more unique and interesting...

 

Ja. I think this will be cool and will change what we usually see in the original Doom. ;)

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