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GREG'S GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGE v0.60 - MAP09 IS HERE


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Finally got around to playing MAP07. Another great map, how grimly predictable. A couple bits of feedback I want to give though.

 

First, by the time I had reached the conveyor belt area I only had a few rockets left to my name and at a few points in that area I was completely out of ammo with enemies left to kill. I managed to dance around and save scum and scrape up what little ammo there was to get through it but it was tough. If that area had like 8 more shells or 50 more bullets in it, it would be a very welcome change.

 

Second, phase two of the fight in the room furthest to the northeast (the one with the central yellow waterfall and all the little rectangular alcoves around the sides) is insane. So many enemies with AOE damage and so little room to maneuver, by far the most difficult fight in the entire map. I couldn't beat it legitimately, I couldn't even beat it by cheating to give myself full health again going into it. Could probably stand to be tuned down a little bit if you want it to be in line with the rest of the encounters.

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On 1/13/2024 at 8:47 AM, Sikreci said:

Finally got around to playing MAP07. Another great map, how grimly predictable. A couple bits of feedback I want to give though.

Thank you very much for the comments, and yes i will absolutely be nerfing that northeast fight, or just reworking it entirely since I'm not particularly satisfied with it.

Ammo might be increased a bit, although you should be able to rely on berserk for most of the lower tier enemies.

 

 

So map08 is about 80% content complete, but will still need a bit of time for playtesting and changes between difficulties, and alongside it will be several fixes and changes for map07, and the nightmare difficulty replacements for map08

Here's a screenie to hold you guys over.

Spoiler

map08screenshot1.png?ex=65b6e733&is=65a4

 

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Yeah the problem I had with the berserk in that area is that I was pretty much out of ammo by the time I got to it and those melee guys (I think they use the fighter sprite from Hexen?) are fast enough and hit quickly enough that you can't do the pinkie dance with them and taking one or two hits in the process of killing them seems unavoidable (and I was at pretty low health by that point). I ended up running around and using the lifts to avoid them while scavenging enough ammo to kill them from a safe distance. Of course, if you want that area to be dangerously tight on ammo that's a valid choice too. For me at least it never reached the point of being frustrating, just very stressful.

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  • 1 month later...

UPDATE TO 0.50 - YET ANOTHER MID TECHBASE MAP

 

After yet another short purgatory sentence, i have finally gotten off my ass and pushed out MAP08, alongside the nightmare replacements for MAP04, and some desperately needed balance changes for map07. Thanks to Ginc and Sikreci for telling me how to not suck at mapping.

 

COOL PICTURES OF MAP08

Spoiler

map08screenshot1.png?ex=65dbd133&is=65c9

 

map08screenshot2.png?ex=65e11423&is=65ce

 

map08screenshot3.png?ex=65e11425&is=65ce

 

In all seriousness, this project is probably only a year out from completion, which is both amazing and terrifying to think about. I have a few plans for smaller and less difficult to create concepts, but I'm going to leave them relatively vague for now, just for the hell of it. Next on the factory line for GG is obviously map09, alongside the Nightmare changes for map05, and probably a ton of balance changes for map08.

 

LOG OF CHANGES AND STUFF

Spoiler

    VERY IMPORTANT NOTE:
        This mod does not work with gzdoom 4.11.0 or above due to changes in the universal weather mod that I used, and I cannot currently be arsed to port the new version, especially since that would break everything BELOW 4.11.0. Apologies for any inconvenience.

    

    - WEAPONS:
        - very slightly decreased the minigun's windup time, and added a few BRIGHT frames because i noticed it didn't have any.


    - MONSTERS:
        - some minor changes to the fleshwizard
        - fallen are now immune to damage from pyrodemon floor fires, I don't know why i didn't implement this earlier
        - gave the agathodemon it's raisestate back, since that is needed for one fight in map08
        - significantly decreased the damage of all of those gas cloud things (the ones specifically placed in the level, not spawned by tormented souls)


    - MAP01:
        - greg no longer starts with the pistol, and now needs to go to the kitchen, and grab it off the counter, and more ammo has been added to compensate
    
    - MAP04:
        - IMPLEMENTED TWITTER MODE
        - moved a ton of those red gas things into less inconvenient areas, since after testing they were far more dangerous and annoying then expected
        - Fixed like 1 misaligned ceiling

 

    - MAP05:
        - fixed some fucky texturing on the ceiling in the center area      

 

    - MAP07:
        - added 16 shells and several clips to the conveyor belt area
        - nerfed the top right fight (the really cramped one with the lavafall in the center)
            - cut down the number of tortured souls on every difficulty
            - added 4 stimpacks to the center
            - extended the sides out a bit
        - made some changes to the penultimate fight
            - cut down the number of fallen/tortured souls a bit, and made their closets open a bit later
            - massively extended the timer for the exit to open so you can't just bitch out and cheese everything from the door
            - attempted to fix some stuck pyrodemons
        - added something extremely important to the central area

 

    - OTHER:
        - made some changes in order to fix a few UDB errors, which probably shouldn't make any significant changes but who knows

      

Download link in first post as always, have fun and give me any feedback you want.

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I was told that MAP08 is "yet another techbase map", but it is in fact not another techbase map. I won't spoil the rest.

 

DM'd my feedback on Discord, but this is a good, fun, sometimes frustrating map with solid trolling.

Edited by ginc

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UPDATE TO 0.55 - BALANCE UPDATE FOR MAP08

 

Just some minor fixes to MAP08, alongside a few changes to a new enemy to make him less bullshit (if you played then you know the one)

Massive thanks to ginc for recommendations and feedback

 

CHANGEBOG:

Spoiler

MONSTERS:
    - Several major changes to the [REDACTED]
        - replaced the exile flame attack with a line of Avatar Lightning,
        - replaced the twitchy, broken homing projectiles with one big slow projectile that explodes into several smaller ones, 
        - slightly increased it's pain chance and made it bleed more
        - slightly increased it's health, and added more ammo to the encounters with it to compensate
    - removed one attack from the nightmare avatar because it was more annoying than dangerous

MAP08:
    - un ambush-only'd a pair of agathodemons in the diabolist closet, making 100% kills possible
    - removed some blocklines in blue key fight, and rearranged several enemies to improve the combat flow
    - put up a fence next to the fusionite by the blue skull door
    - decreased the frequency of the floor movement in the final fight's room
    - froze the player during a certain cutscene to prevent several issues
    - fixed some texture alignment errors
    - made an instant death pit behind the blue key door deal 20 damage and teleport you away instead
    - fixes to the raising and lowering platforms after the blue key door

Download link in first post as always, have fun and give me any feedback you want.

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  • 3 months later...
Posted (edited)

UPDATE TO 0.60 - MAP09, NOW WITH EXTREME NOSTALGIA BAIT

 

I'm so mad that I thought this would be quick, but it's done. map09, and the nightmare difficulty for map05 have finally been finished.

This wad will probably be 100% content complete by late fall, which is really weird to think about

 

CHICKEN LEG:

Spoiler

    - MAP09:
        - exists now

    - MAP05:
        - added twitter mode

    - OTHER:
        - about two dozen extremely minor visual fixes for every existing map

      

Download link in first post as always, have fun and give me any feedback you want.

Edited by StoopidBoiEthan

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Posted (edited)

ULTRA MINOR UPDATE:

 

just added an alternate version of the wad that does not have the weather effects, for those who really want to play on GZ 4.11 and above.

I will eventually update the mod to be properly compatible, but want to wait until its content complete first.

Download is in the same place as the main mod

Edited by StoopidBoiEthan

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