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[GZDoom] Hellhole -- Run-n-gun mostly-normal DooM II level with modded surprises (35 mins playtime)


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Some tweaks to the base game formula, some new stuff that's better left unspoiled -- it's all intended to be self-explanatory and get encountered as you go.

 

  • Mouselook required, jump/crouch no
  • GZDoom (tested on version g3.2.1)
  • Somewhat modded, mostly normal; a few new sprites/textures/sounds/gameplay tweaks
  • Autosaves implemented
  • Difficulty settings implemented (TNT/Plutonia ish)
  • 18 secrets including a secret exit
  • 35 mins playtime, 100+ hours dev time, 50 kb of acs scripts
  • Kickass music

 

Current version 1.0, no known bugs

 

Download: https://wadhosting.com/Wad/4765624015E4CD30A388B9941387156F26C433A8

 

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Download: https://wadhosting.com/Wad/4765624015E4CD30A388B9941387156F26C433A8

 

 

Edited by Thinkmeats

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Disclaimer: I was a beta tester.

 

This wad is worth it just for the moment when you rip the modded gun out of... Well, where it is resting, so as to not to spoil much. That scripted scene, damn does it feel good.

 

I don't want to say much because I never played anything quite like it, even if some parts do feel like mid 2000s ZDoom levels, but it's good stuff.

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There were enough interesting things here to keep me playing, however I encountered 2 different softlocks during my playthrough. The first, Screenshot A, is a room you teleport into but cannot exit, and the second, Screenshot B, after getting the yellow key I couldn't get back up to the doors.

 

 

A:

  Reveal hidden contents

 

B:

  Reveal hidden contents

 

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Some very nice tweaks, although I got the impression you were meant to use the modified jumping physics in tandem with the plasma rifle replacement in spots but it's not exactly clear how, since I mostly just flew into the void.

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  On 10/4/2022 at 4:13 AM, ScrappyMcDoogerton said:

There were enough interesting things here to keep me playing, however I encountered 2 different softlocks during my playthrough. The first, Screenshot A, is a room you teleport into but cannot exit, and the second, Screenshot B, after getting the yellow key I couldn't get back up to the doors.

 

 

A:

  Reveal hidden contents

 

B:

  Reveal hidden contents

 

Expand  

 

Thanks for giving it a play!

 

This is why mouselook is required to be on -- the modded gun can be used to toss yourself up; the first room is meant to force the player to learn this before they can proceed. Maybe I should add an in-game messages making the mouselook requirement explicit at the beginning and in that first room... also, I wonder if there's a way to just turn it on in ACS?

Edited by Thinkmeats

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  On 10/4/2022 at 5:23 PM, LadyMistDragon said:

Some very nice tweaks, although I got the impression you were meant to use the modified jumping physics in tandem with the plasma rifle replacement in spots but it's not exactly clear how, since I mostly just flew into the void.

Expand  

 

It's a simple as tilt camera up, shoot gun, get pulled up and toward -- anywhere you need to be able to jump to has nice big surfaces to target that will get you there, either through under the hood magic or simple geo.

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  On 10/4/2022 at 10:48 PM, RED77 said:

That's a trippy map! Loved it. Especially those mini viles. 

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Thanks ^^! They were the inspiration for the whole thing. I always figured the viles would be more fun as a low-health high-threat enemy, and eventually realized there wasn't anything stopping me from just making a map that's all about minor QOL systems tweaks.

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