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[now on /idgames!] Hardfest (Boom Community Project)


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3 hours ago, NoisyVelvet said:

 

Thelokk's took about 1 hour with saves for me.

 

Have no fear, for RC2 I reduced the teleporting linedef count for the final fight, so the fun will last even longer ;-)

 

"Rocketing imps for all eternity - pog" - some streamer

Edited by Thelokk

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FDAs (cl13 with saves) for @El Inferno @RockyGaming4725 @HiRon

 

noisy_hardfest_rc1_3_m11-15-17.zip - The usual disclaimer: these might not be worth watching...

 

Map11 (40mins; DNF): cool stylish map.  everyone likes shiny curves.  I got kinda lost so I quit for now.  'Might revisit this one later after the final release and figure out how it is supposed to work in full.

 

Map16 (1hour): fun series of small cramped popup fights.  I got "softlocked" in a room somewhere, but it was a timed conveyor sequence which suggests to me the following: Complevel 13 does conveyors different/slower than Boom...  Conveyor belt weirdness was present in Map10's exit too, so I guess my method of "just record in lowest complevel that supports saves" is even more flawed now.

 

Map17(1:20; DNF): cool fights.  each fight, but also the whole map seems to favor preplanning and puzzle-solving instead of just drilling into it like I did.  It seems to reward foresight and resource management of what resources you save from one room to another overall too.  There were human errors in my play here, but I also feel like I saved myself into a corner, so I tapped out of this one.

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Hello again!

 

Thanks to everyone who's given the set a go already, and for anyone who's reported bugs or other oversights we missed in the first RC. The next major update, RC2, is now available here:
https://drive.google.com/file/d/1HigcWNXusXstgFH-1gZMQEgGGK6_Uy0a/view?usp=sharing

 

Changelog:

Spoiler

-Updates to Map01, 05, 08, 09, 11, 13, 14, 16 & 19

- Swapped out Map09 and Map12's MIDIs for the correct ones

- Added a new MIDI for Map05

- Colour remap on the SFALLs to make them look a bit better

- Reworked COLORMAP so the greens don't diminish into greys in certain circumstances

- Fixed MAPINFO so GZDoom players can get to Map21 without warping (edited)

 

Please continue to post about any errors you find in your playthroughs, there's still a few MIDI tracks to be completed so the final release is still a bit away.

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FDA for @finnks13 on RC 1.3 (prboom+ complevel 13 with saves; about 1h10m)

noisy_hardfest_rc1_3_m18.zip

 

This is one of my favorites in the set so far.  It reminds me of when I played through Time of Death's ESP a while back.  Playing it also felt like chomping into a fresh iceberg lettuce after a series of salty, greasy chewy ones, the way everything rinses down so easily.  I'm gonna pretend that makes sense.

 

I'll download RC2 and maybe play the last 2 maps

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FDA for @KineticBeverage and @Dan87 (RC2; complevel 13 with saves... lots and lots of saves)

 

noisy_hardfest_RC2_m19_20.zip

 

Map19 - (2 hrs) - Hard map.  I "think" I eventually came up with a winning strategy for each area? dunno.  The last two fights almost had me throw the towel in, tho.

Map20 - (1 hr; DNF) - Hard map.  I gave it a good go though and had fun.  I don't wanna force myself anymore and risk not having fun, so I'll wrap up my playthrough of this set here.

 

Sorry I didn't finish every map.  

I probably won't touch this set again until idgames, but thanks for the set.  Congrats again for a successful community project.

Edited by NoisyVelvet

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  • 2 months later...

Aphelion Epic stuff resembles some maps from Flotsam or Abandon Beta wad.First part labirint room.Middle descent in funny corridors.Final battle easy appreciate through balance cell ammo.Honestly I expected more but interest was alive.                                                                                 

 

Hardfest20x1002.zip                                                                                                                                                                                 

                     

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  • 4 weeks later...

Asymptone splatter speed map.Warrior citadel.                                                                                                                                                                  

 

Hardfest18x1505.zip                                                                                                                                                                                 

 

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  • 3 weeks later...

I've been playing Hardfest since around Christmas, a few hours here and there. I just finished the whole set on UV and I must admit I had some fun playing it. For me, the real fun kicked in around map12. I think I'm more of a slaughter map fan than anything else so it really suited me more. I tried map 10 a bit but ended up skipping it and same thing for map 11. This type of map really isn't the kind I like but otherwise they were really well done. I think I will try them again someday just to say that I have done them all.

 

Thanks to everyone who contributed to this project! :)

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  • 3 weeks later...

Hey everyone, just want to announce that Hardfest is finally on /idgames! So, if you were waiting until then to play it, then go nuts :P

 

GET IT HERE:

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfest

 

Sorry for the long wait, we wanted to have a complete soundtrack before this final release, but it's done now and goes insanely hard (not biased, I promise!) 

Listen to it here (thanks to @Korp for making the soundtrack video!):

 

 

And, while I've got you here, if you're interested in mapping for the sequel, check out the announcement thread for more info: 

 

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  • 3 weeks later...

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