StoopidBoiEthan Posted October 22, 2022 (edited) GREG'S GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGE (Or Greg's Glory for short) is a set of 10 (well currently 9 but soon to be 10) UDMF OTEX maps designed with a slightly modified version of Tango's Supercharge. (which you should all play as soon as humanly possible if you haven't already.) Each map is designed for pistol start and to be unique and easy to differentiate, at least among its peers. Each map takes about 20 - 25 minutes to beat and has it's own slight gimmick. MAP01, has a poison theme and is meant to ease the player into Supercharge's custom mechanics. Map02 has a city theme, and starts introducing more Supercharge stuff and turning up the challenge, MAP03 is primarily puzzle/arena fights with huge groups of enemies, etc. I can't really describe the maps any better than that with just words, so all I can recommend is downloading the maps, playing them, and telling me how much of a waste of time this was. This project is currently in an late beta state, and only maps 1 to 9 are done, and things are likely to change in the future. SCREENSHITS: Spoiler - MAP01: WHY THE FUCK DO YOU LIVE IN THIS IRRADIATED SHITHOLE? - MAP02: THE MOST PEACEFUL DAY IN DETROIT. - MAP03: GOOD GOD WHAT THE HELL IS THIS PINK SHIT? - MAP04: DEFEND THIS POINT SO HELP ME GOD. - MAP05: IT'S TIME FOR SOME DIABOLICAL ARCH-FUCKERY. - MAP06 - WRATH OF THE UNSTOPPABLE BONER ARMY. - MAP07: THE FLORIDA MAN EXPERIENCE. - MAP08: JUST ANOTHER STOCK TECHBASE LEVEL. - MAP09:THEMATICALLY RELEVANT POST TRAUMATIC STRESS DISORDER. - MAP10: OH BOY ITS THE SUPER BIG END SLAUGHTERMAP. (will be added when map is finished) STORY THAT NO ONE CARES ABOUT: Spoiler - The year is 2033 or some shit. - The UAC is experimenting with genetic modifications in order to create a badass super soldier program. Not to help with the demon invasions that happen like twice a week, but just so they can get away with cutting down spending on existing security. They could probably just get the Doomguy's help if they asked him nicely enough, but Hamuel Sayden is still pissed about him breaking all his cool argent energy stuff so that's not going to happen. - The experiments don't go particularly well since none of the thousands of super genius scientists in the UAC bothered to study human genetics or anatomy, they only have PHDs in stupid shit like AI, weapons of mass destruction, robotics, AI for robots who are also weapons of mass destruction, as well as one guy who read too much about SCPs and lost his mind. - Several months of abducting homeless people off the streets (because no one in their right mind would consent to being tested on by a megacorporation that opened portals to hell on several occasions.) and injecting them with random chemicals they just had laying around only ended up producing an ungodly amount of dead homeless people and exactly one person who could theoretically be called a success. - Only referred to as "Greg" since nobody had just thought to just ask him his name, he was the only survivor of all the ridiculous experiments and tests, and by the end of it all Greg had gained superhuman strength and speed, practically infinite endurance, and the odd ability to use any firearm with near perfect skill only seconds after picking it up. - Though Greg was only a theoretical success, since the experiments had several mildly inconvenient side effects. For example, Greg’s diet had violently changed. He had gone from the standard UAC food cubes which tasted like nothing to exclusively consuming chocolatey candies, raw meat, whole monster energy drinks (including the can) and baked Lays chips. (The only person to ever attempt giving him the standard ones was found dead in toxic waste a week later.) His personality and intelligence also changed drastically, with the 30ish year-old man suddenly acting like a 15-year-old who had never gone outside and thought he could solve all his problems by shooting or punching them repeatedly. The few psychologists in the UAC had attempted to diagnose his condition, but an hour within the first session and every single one of them had decided to jump into the same pit of toxic waste that killed the lays chip guy. Greg’s IQ was estimated to be somewhere around 65, though nobody knows for sure since anyone who attempted to give him an IQ test was dead or begging to be dead within 15 minutes. - After spending several months, and billions of dollars on a super soldier program that ended up with several hundred casualties and one stupid piece of shit, the UAC had deemed the program a failure and just went with the plan B of making an army of terminator rip-offs. But Greg was still inside an active UAC base and killing a lot of people over random accidents and inconveniences. They tried to kill Greg, but nothing worked. Their most dangerous poisons only pissed him off, the electric chair only knocked him out for a couple minutes, and God help the poor bastard who said, “Why don’t we just shoot him a bunch?”. They could have sent him into a portal to hell, but if Doomguy could go there and back like it was nothing, Greg wouldn’t have much issue either. - After hours of deliberation, the UAC decided to send him to an abandoned base in an unknown location on Earth, that was deemed too unsafe for (normal) humans due to a demonic chemical attack about 20 years prior. After literally baiting Greg there with a trail of M&M’s, the promise of very low rent and a half decent internet connection, the UAC had left him there and prayed to whatever god that cared enough to listen that Greg was too distracted by funny YouTube videos and blasting racial slurs on Discord and Twitter to notice. He sure as hell wasn’t going to die in there, but long as he didn’t leave, that was fine by them. Weeks passed, and the only memory of Greg’s very expensive and painful shenanigans was the occasional bills sent for YouTube premium and Discord Nitro, alongside packages of food sent by remote controlled helicopter. - Then yet another fucking demon invasion happened and the UAC and Doomguy had to get back to work preventing billions of deaths, and sealing the portals to hell and ripping and tearing and all that other boring stuff. While Greg sat around in his bunker, perpetually dicking around on the internet and picking his nose for 72 hours a day. - Then some dumbfuck zombie tripped on his antenna next to his bunker, broke it, and his internet went out. - Greg was damaged, broken, even. Now he no longer had the ability to avoid being productive like the plague. Now he could no longer watch questionable pornography 72 hours a day until he died of old age. He had lost everything, and he would make the demons pay in full. (At least he could do that until his internet came back in a few hours, he might as well go outside and touch some grass, or possibly even get some bitches). TECHNICAL STUFF AND CREDITS: Spoiler Name: GREG'S GARGANTUAN GADVENTURE OF GLORY, GAFFES, AND GARBAGEMap Format: (UDMF)Ports Tested: (GZDOOM 4.8.0, should work on any GZDOOM, up to 4.11.0, where you will need the weatherless version)IWAD: (Doom 2)Maps: (Currently MAP01-MAP09, will eventually go up to MAP10, plus an endmap on MAP11)Music: (*Clears Throat*) - TITLE : Jimmy's remix of "What Even is Going on?" by Kate Fox - INTERMISSION : "a dumb fat orange cat" by Stewboy - TEXT SCREEN : "NEUROAK" by Yakfak - MAP01 : (Midi title unknown) by Chuck Dodgers - MAP02 : "River" by Stewboy - MAP03 : "Egypt" by Ribbiks - MAP04 : "Aztec Gods" by Jimmy "Crawler" by AD_79 - MAP05 : "Simple Solutions" by Mark Klem - MAP06 : "Subjugator" by Jimmy (UPDATED to "Apostate_rbk" by Ribbiks and "Anubis" by Zach Siegel) - MAP07 : "Land of Able" by Mark Klem and "Do Not The Horse (Horseless Edition)" by Dragonfly - MAP08 : "Bang_extended" by Ribbiks (UPDATED to "The Demons Dead, Baby" and "Exorcism Weather" by MTpain27 and "Abhorrent" by Dragonfly) - MAP09 : "The Collector" by Jimmy - MAP10 : "Exodus" by Dragonfly - MAP11 : "Menu Music" from Pebble Beach Golf LinksGameplay: (Single play)Difficulty Settings: (ITYTD to UV completed, also a UV+/Nightmare setting with new enemy placements for maps 1-4)Multiplayer Placement: (No)Build Time: (So far, on and off since may of 2022, so well over a year)Textures/Resources: (*Clears Throat Again*) - Supercharge : Tango, (plus the railgun that I stole from Ar Luminae, by Aurelius) - OTEX : Ukiro - Voxel Vehicles : NerdKoopa - Weather effects : Boondorl - Skies: Mek's Box of Skies and MummipackV2 - R667 Fleshspawn : Vader - R667 Avatar : Tormentor667 - R667 Suicide Bomber : Tormentor667 - R667 Butcher : Ghastly Dragon - R667 Fallen : Tormentor667 - R667 Hierophant : Eriance - R667 Fleshwizard : Gez, with several sound replacements by Cturix - Striga : Amuscaria, with several sound replacements by Cturix (More custom monster credits will be added as those monsters are introduced.) - R667 Decorative resources: Ozymandias81, Lucario, Captain Awesome, Captain Toenail, JoeyTD, Mor'ladim, DavidRaven, Gothic, Mancubus, Jimmy, ChronoSeth and probably a few more that I missed or forgot about. - level text thingy at the beginning of each map blatantly stolen from DUMP 2Requirements: (No Jumping or crouching, enabling freelook, disabling infinitely tall monsters, and using pistol starts are highly recommended) MORE SPECIFIC DESCRIPTION OF THE SUPERCHARGE CHANGES I MADE: - Changed the pistol's clip size from 8 to 12 and the AR's from 30 to 50 because I hate reloading. - Increased the damage of the AR to 22 and the damage of the minigun to 25 per bullet (also gave the minigun cool new firing sprites by Arkore.) - Blatantly stole the Railgun from Ar Luminae, but that won't appear until MAP10. - Found some extra enemies sitting in the files and decided to use them. The Machinegunner appears in MAP02 and fires in bursts of 3. The Agathodemon has been modified to have a fuckton of health and spit hilarious amounts of projectiles, and it appears in MAP04. - Stole the Fleshspawn from the R667 repository. I changed it's blood color so it works with Supercharge's gore system and increased it's health a bit so it acts like a standard lost soul with a projectile attack. It gets introduced in MAP03. - Stole the Avatar from R667 and massively buffed it so it's actually challenging to fight one on one. It appears at the end of MAP03. Prepare thine anus. - Stole the Butcher from R667, and fed it several hundred more health points and enough adrenaline to kill a horse. Appears in MAP04. - Stole the Suicide Bomber from R667, sped it up a bit, and gave it just a little bit more blood. Appears in MAP04 - Stole the Fallen from R667, and gave it a bit more health, faster movement, and several very dangerous attacks. Appears in MAP07 - Stole the Hierophant from R667, and massively buffed it's attack, speed, health and more, so it functions as an actual boss. Appears at the end of MAP07 - Nabbed the Striga from Amuscaria's Hellforged 2, and sped it up A LOT. - Stole the Fleshwizard from R667, and made absolutely no changes whatsoever :) - Made my own semi-custom enemy called the Zetagunner (stupid name, I know) It's a grey version of Supercharge's shotgunner that acts like a Scythe 2 evil marine, with just a bit less jank. Appears in MAP02. - (yet more monsters will be added, but not until I finish their corresponding maps.) DOWNLOAD: Spoiler VERY IMPORTANT NOTE: If you use GZDOOM 4.11.0 or above, use the alternate "weatherless" version (GGNoWeather.pk3), since the weather mod i used does not work on GZ 4.11.0, I will update it for those versions eventually but i want to wait until the mod is more or less content complete And also don't load this alongside other mods, at least ones that change doom's monsters or weapons. And and also also these levels are designed around pistol starts,(there is an option to toggle these on and off, it shouldn't be too hard to find.) You can do continuous play if you want but things will feel really weird if you do so just trust me please. https://mega.nz/folder/DTIiwA5D#3Votb62y3fBFZrg3y25khg Also, as random and pointless shilling for other stuff I spent far too much of my free time on, if you like these maps, I recommend also playing SUPERCHARGED RADIATION FACTORY and THE DEMENTED TRIALS, which are like these maps but generally painfuler and boringer. This is currently an alpha and some things are set to change, so please throw me whatever critiques you have, and I'll see what I can do. :) Edited June 17 by StoopidBoiEthan added weatherless version 45 Quote Share this post Link to post
Tango Posted October 23, 2022 (edited) On 10/23/2022 at 7:07 AM, StoopidBoiEthan said: due to some technical fuckups that I honestly just don't feel like fixing, this mod is broken up into both a WAD and PK3 do things still break if you put the wad file directly in the root of the pk3? that's the strategy I've been using, and it generally seems to work ok edit: doing things this way means you don't have to break up your maps into separate wad files inside of the pk3/maps folder, you can just stick the whole wad in the root double edit: these maps look cool as hell :D Edited November 14, 2022 by Tango 3 Quote Share this post Link to post
StoopidBoiEthan Posted October 23, 2022 8 hours ago, Tango said: do things still break if you put the wad file directly in the root of the pk3? that's the strategy I've been using, and it generally seems to work ok edit: doing things this way means you don't have to break up your maps into separate wad files inside of the pk3/maps folder, you can just stick the whole wad in the root When I started making the levels, I for some insane reason, decided to use BOTH the OTEX pk3 and the OTEX WAD, and attempting to remove either one broke a whole bunch of textures. I could go back and replace all of those individually, but I decided not to just for the sake of getting this out in some form as soon as possible, even if it is technically broken in some form. although after thinking about it for more than 2 seconds, it probably would be a really good idea to fix this now, instead of stalling for however long, and exponentially increasing the tedium as I create more new maps, so I should probably get on that. 3 Quote Share this post Link to post
Misty Posted October 24, 2022 I feel with such thread title you're simply underselling yourself - genuine effort needs better title with less self depreciation. It can still remain silly and playful on words - that way more people will inclined to check out. 4 Quote Share this post Link to post
StoopidBoiEthan Posted October 24, 2022 7 hours ago, Misty said: I feel with such thread title you're simply underselling yourself - genuine effort needs better title with less self depreciation. It can still remain silly and playful on words - that way more people will inclined to check out. I actually have a small update with some fixes and a name change planned, there are just other things that I need to do first. 0 Quote Share this post Link to post
Johnny B. Getgoode (The Guy) Posted October 24, 2022 Those screenshots are yummy. I'm liking this just for the aesthetic direction alone. God, I love the Doom community. So much cool content to play, so little time. 4 Quote Share this post Link to post
StoopidBoiEthan Posted October 24, 2022 (edited) Small update: Spoiler - Changed the old name to something less meaninglessly self deprecating but still just as stupid. - Merged everything into one PK3 for ease of use. - added a sort of "preview room" for map04 that has the custom monsters added for it. Edited December 6, 2022 by StoopidBoiEthan Threw stuff into a spoiler to reduce word vomit 1 Quote Share this post Link to post
StoopidBoiEthan Posted October 25, 2022 Another Small update: - Fixed the terrain lump so the cool splashy water effects actually work now. 0 Quote Share this post Link to post
StoopidBoiEthan Posted October 29, 2022 (edited) Yet another small update: Spoiler MAP01: - fixed that one missing sky texture - added blocking lines around the voxel vheicles that you can walk into - opened up the upper cave area so it should be easier to walk through, and changed the chaingunner ambush at the end to revenants. MAP02: - fixed that one dormant revenant - added some fences to the central area with the minigun, and hopefully fixed a major sequence break - make sure none of those road cones can be pushed around - added blocking lines to the voxel vehicles that you can walk into - fixed several small texture areas - added some rubble to stop a group of zombies in the south half from getting shot in the back - completely reworked the final fight, should now function much better as a final challenge MAP03: - fixed the the possible skip on the southern fight - extend the triggers on the second to last fight so it will start even if you don't go on the platform - fixed the blocking lines on the exit so you can't just - set the final fight to lock the player in as the cybers lower down, then open it back up when the avatar dies Download in OG post. MAP04 is in full production, will be released within the next couple months, please let me know of any other bugs or fixes you know of. Edit: Massive thanks to @ginc for letting me know of almost all of these issues. :) Edited December 6, 2022 by StoopidBoiEthan 2 Quote Share this post Link to post
StoopidBoiEthan Posted December 3, 2022 (edited) After about 2 months of stalling and pain, MAP04 has been finished. UPDATE 0.23 CHANGELOG Spoiler - MAP04 - MAP04 added - MAP04 Midi changed to "Crawler" by AD_79 - Butcher health decreased to 550 - Butcher now moves forward a bit when he attacks so you can't just step one pixel back and avoid the attack entirely - Agathodemon health decreased to 675 - Agathodemon no longer side dodges like a goddamn SSBM character on crack - Suicide bomber now has 65 health and their death explosion now deals a bit more damage - MAP03 - added some pink shit fountains to most of the pools of pink shit - added a wicked sick new sky, thanks to Mummipackv2, and replaced the screenshits in the post - upgraded the avatar so it shoots a ton of cacodemon projectiles alongside his red lightning attack. - WEAPONS - Assault rifle damage updated to 22 so its exactly as efficient as the pistol per bullet - Minigun damage updated to 25 so its actually an upgrade to the AR - MISC - Updated the difficulty text for UV to dissuade first timers from playing on that skill, but it probably won't mean anything Edited December 6, 2022 by StoopidBoiEthan See above 2 Quote Share this post Link to post
Tango Posted December 4, 2022 those map04 shots look so good mate!! 3 Quote Share this post Link to post
StoopidBoiEthan Posted December 5, 2022 (edited) Yet another another other minor update: UPDATE 0.24 CHANGELOG Spoiler - TLDR : Added a double damage powerup ripped from R667 and threw them into existing maps because I thought having just soul pheres and blue armors in secrets is kinda boring - MAP02 - moved some gore off of blue key portal thingy so it doesn't suddenly jump up when it starts lowering I don't think that's how physics works - fix the alignment of a fence next to the minigun switch - added a double damage and some extra fodder to the start of the minigun section - MAP03 - replaced the secret Scrapgun with a double damage powerup - MAP04 - replaced the blue armor secret at the start with a double damage because power armor is for pussies idk - replaced the soulsphere secret at the red key with a switch that lowers a double damage in the blue key arena - added extra script triggers so hopefully the weather change at the end actually works consistently - fixed a broken celling cube in the ending sequence that chances are nobody will notice - merged the 4th and 5th waves of the final fight, replaced half of haedexabuses with wickeds, and set the bars to lower after both half of the agathodemons and both masterminds are dead Hopefully ill be able to get a decent amount of work done on MAP05 over this month, since my college classes are done for the time being and I have way more free time. Thanks for playing and please send any feedback. :) Edited December 6, 2022 by StoopidBoiEthan See above 2 Quote Share this post Link to post
StoopidBoiEthan Posted December 6, 2022 It never stops: UPDATE 0.25 CHANGELOG Spoiler - MAP02 - Very small texture alignment fix on the red key building - MAP03 - Added a cool music change for the avatar boss ("vol_6" by Ribbiks) - messed with the attack RNG so he isn't as likely to spam the blue ball attack - Very small texture changes for the final arena - MAP04 - Fixed an unintentional progression break next to some stupid ass boxes - Added some blocking lines above the suicidebomber-soulsphere trap - Fixed the little gate thing next to the first Agathodemon fight - removed some extra weapons that were used for testing - fixed a major progression break after first Agathodemon fight and added some minor decoration for kicks - Fixed a softlock by the van in front of the second UAC building. Thanks again to @ginc for feedback on MAP04 2 Quote Share this post Link to post
Custom Longplay Posted December 11, 2022 (edited) Doom 2 - [Greg's Glory] - Map: #01 - [4K60ᶠᵖˢ] - [100%] Doom 2 - [Greg's Glory] - Map: #02 - [4K60ᶠᵖˢ] - [100% Secrets] Doom 2 - [Greg's Glory] - Map: #03 - [4K60ᶠᵖˢ] - [100%] Edited December 12, 2022 by Custom Longplay 0 Quote Share this post Link to post
StoopidBoiEthan Posted January 2, 2023 Here's a work in progress screenshit of map05. Yes this map will be exactly as painful as it looks. Progress with it is going along nicely, though will probably slow down a bit when my college classes start up again next week. Currently expecting to have this done by mid to late February. 2 Quote Share this post Link to post
OtherSpenny Posted January 3, 2023 (edited) Played maps 1 and 2 so far, mowing down enemies with the Supercharge mods is very enjoyable. The rooftop fight for the blue key in Map 2 was a doozy, that took a couple reloads to get some good infighting. The passageway that opens when you after getting the blue key was missing some textures. Tried to get a screen shot, but it just showed the titlepic. Edited January 3, 2023 by OtherSpenny 1 Quote Share this post Link to post
StoopidBoiEthan Posted January 3, 2023 (edited) 3 hours ago, OtherSpenny said: Played maps 1 and 2 so far, mowing down enemies with the Supercharge mods is very enjoyable. The rooftop fight for the blue key in Map 2 was a doozy, that took a couple reloads to get some good infighting. The passageway that opens when you after getting the blue key was missing some textures. Tried to get a screen shot, but it just showed the titlepic. Thanks for the feedback, I just fixed the texture bug on those boxes, but I probably won't bother pushing an entire update for just that tiny fix, at least not yet. I probably do need to tone down that blue key fight but I'm not 100% sure how while still incorporating those grenadiers. I'll come up with something eventually. Edit: What difficulty were you playing on? I'm assuming UV, but i might as well ask just to be sure. Edited January 3, 2023 by StoopidBoiEthan 0 Quote Share this post Link to post
StoopidBoiEthan Posted February 15, 2023 OH BOY AN ACTUAL UPDATE FOR ONCE: WE GOT A WHOLE ASS NEW MAP Spoiler WEAPONS: - added some awesome new chaingun firing sprites, by Arkore MISC: - added a new player death sound that will hopefully be funny for more than 2 seconds MAP01: - Moved the platforms in the big poison pool area up a bit so you cant just run over them and skip that section - fixed the yellow door only opening once (NICE ONE DUMBASS) MAP02: - Fixed a missing texture on some boxes. - fixed that grenadier/imp encounter that i broke in a previous update. - reworked the blue key fight to hopefully make it just a little bit easier. - reworked the final fight to make it a bit harder. MAP03: - Added some extra decorational stuff. - changed the avatar's homing skull attack into something slightly less bullshit. MAP04: - added some cool looking statues and other decorational stuff. MAP05: - now exists. HAVE SOME SCREENSHITS TOO: Spoiler Download in OG post, please tell play and me how much I suck at mapping 2 Quote Share this post Link to post
StoopidBoiEthan Posted February 15, 2023 Minor hotfix update to 0.301 because I accidentally left a few dormant enemies in monster closets that weren't supposed to be, making the final fight incompletable on certain difficulties. 0 Quote Share this post Link to post
StoopidBoiEthan Posted March 27, 2023 (edited) Progress on map06 is going along very nicely, in terms of visuals and layout it's about 90% done, and most of the work is just going to be scripting the encounters, putting together the final arena and scripting that fight, and about 3 life sentences worth of playtesting. With any luck I'll be done in mid-late April. And here be ye obligatory screenshit: Edited March 27, 2023 by StoopidBoiEthan 6 Quote Share this post Link to post
StoopidBoiEthan Posted May 3, 2023 UPDATE TO 0.35 - THE BONERS ARE UPON US Spoiler MAP05: - fixed the Archviles not teleporting in silently in the second to last battle. MAP06: - is in a practically complete and relatively polished state, but there are a few things I really wanna go back and rework at a later point MISC: - Zetagunner health dropped to 150, for the sake of more consistent SSG 1 shots and just killing it faster in general HAVE SOME SCREENSHITS TOO Spoiler 3 Quote Share this post Link to post
Sikreci Posted May 4, 2023 Gonna be real for a sec, if you hadn't posted this in the Entryway Discord and asked for playtesting I would never have even looked twice at it. I'm glad I did though. A glance at the title makes it look like a memey cringe edgelord mod but it's actually a lovely piece of parody that's almost indistinguishable from the real thing. Underneath the veneer of self-effacing humor and crass Gamer styling there's a carefully studied and practiced reverence for so many of the things I enjoy most about Doom and the Doom modding community, and then all those things are cranked right up to the precipice of "too much" without ever stepping over. I find myself just flowing through these maps like water, never really knowing or worried about where I'm going but loving the ride and still always ending up right where I need to be. I've never really enjoyed any mods that changed the vanilla balance of the weapons or monsters of Doom, and I absolutely loathe Brutal Doom, but I'm having so much fun with this. "Greg's Glory: It's like if Brutal Doom had a brother that, instead of dropping out to sell meth and steal car stereos, went to trade school and got HVAC certified" - Me, 2023 3 Quote Share this post Link to post
StoopidBoiEthan Posted May 15, 2023 UPDATE TO 0.36 - GREG'S GLORY 0.36 - NOW WITH MORE UNNECECARY PARTICLES THAN THE FUCKING BEACH CHANGELOG Spoiler TL;DR : Several minor balance changes to MAP05 and MAP06, several miscellaneous changes to previous levels to make things look and sound better, and stuff in preparation for map07 MAP01: - fixed a potential softlock in the poison pit of the center cave area MAP03: - nerfed the double cyberdemon fight, by removing 2/3 of the fleshpawns and tossing all of the zetagunners and grenadiers, replacing them with a few HK's and revs instead - gave the avatar boss about 500 more health on every difficulty, dropped its pain chance a bit and removed some jank from its code, evening out the chances that it uses all 4 attacks MAP05: - Significantly decreased overall plasma and scrap ammo, and removed the backpack to hopefully emphasize using more than just the plasmagun - added way more ammo to the stomper secret and removed the megasphere - moved the megaarmor from the far right encounter to near one of the TP's and put a health bonus there instead, since if you went in there with full armor you couldn't start the encounter - attempted to make the symbols that mark your progress a bit more obvious MAP06: - fixed literally 2 misaligned textures - added several lost souls and a few extra fleshpawns to the red room fight because that needs some more chaos - also added some extra pillars and a few extra jump pads to the red arena to remove some softlocks - fixed a missing line trigger in the top blue portal, and added monster block lines to all of them just to be safe - made the player get stuck properly in the ending, and removed that preview of map07 because i decided I want to start that map differently - moved some of the stomper boxes in the white tower arena to hopefully make them easier to find - reworked the cyberdemons in the second wave of the white tower arena: now platforms raise up and they just walk on, instead of them getting thrown in by that script that only seems to work half the time - added some basic ambient sounds for all of the fire and lava, and made more ash fall from the sky - made the bars that block each tower lower as soon as you hit the switch, but more slowly to compensate - replaced the jump pads on each of the big towers with either stairs, or raising platforms, hopefully to make them more obvious to the player, but more importantly because my dumbass never actually introduced the concept of a jump pad before and introducing one now under pressure of 200 angry boners chasing you around isn't a very good tutorial MISC: - added code and sprites for the fallen - added code and sprites for the heirophant (plus the alternate versions for HMP/HNTR) - fixed the obituaries for the fleshspawn and diabolist - added some extra midis to be used for map07 and map08 later - made the overlay for the double and quad damage slightly less eye gouging and added "proper" messages for them - went through map01, 02, 04, and 06 and added ambient noises for stuff like computers running and lava flow (this will be significantly expanded later, i just need to find more sounds first) - also added toxic clouds (to map01, 04, and 06) and liquid bubbles/boils (every map except 05) for the same purpose AND NEW VERSIONS OF OLD SCREENSHITS Spoiler also, massive thanks to @GINC AND @SIKRECI for a lot of important feedback 3 Quote Share this post Link to post
Red Recluse Posted August 1, 2023 Thunderous among hell freeze my breath with beautiful doom. 2 Quote Share this post Link to post
StoopidBoiEthan Posted August 18, 2023 (edited) Okay, so its been a long ass time with absolute radio silence, and its half because of actual IRL stuff taking up a massive amount of time over the past few months and half because I spent like 8 fucking hours a day playing the new Zelda game and willingly kicked this can back for a hilarious amount of time. BUT I've managed to pull my shit together after moving into a new apartment for college and now have like an entire week to kill before classes start. I'm hoping that MAP07 will be finished by mid or late September, god willing. That update should also come with some minor changes to MAP06, the nightmare replacement being implemented for maps 1-3, and a few other small changes for the other maps. Then comes MAP08, which I'm really excited to get started on. Here's a few screenshits to hold you over until then. Have a good day. Spoiler Edited August 18, 2023 by StoopidBoiEthan 2 Quote Share this post Link to post
Kwisior Posted August 18, 2023 WHY THE FUCK IS EVERYTHING WRITTEN LIKE THAT???!!!?!?!? 1 Quote Share this post Link to post
StoopidBoiEthan Posted November 5, 2023 UPDATE TO 0.40 - BETTER A MONTH LATE THAN NEVER I GUESS yeah do you guys remember when i said this would be out in September? i sure as hell don't, but I got everything I wanted done, and hopefully to a good quality standard. MAP07 is now out, and the nightmare replacement for maps 1-3 is done. see post above for screenshits. CHANGELOOG Spoiler MAP01: - fixed one Mancubus that wasn't appearing on any difficulty - implemented TWITTER MODE (Nightmare difficulty replacement) - please note that other changes have been made to accommodate the new NM stuff, though most of it is to minor to bother listing MAP02: - added some pointless detailing to all of the outer buildings, that were previously just grey blocks - implemented TWITTER MODE (Nightmare difficulty replacement) - please note that other changes have been made to accommodate the new NM stuff, though most of it is to minor to bother listing MAP03: - fixed literally one texture misalignment on a ceiling in the boss arena - implemented TWITTER MODE (Nightmare difficulty replacement) - please note that other changes have been made to accommodate the new NM stuff, though most of it is to minor to bother listing MAP06: - made a very small fix to the ending sequence MAP07: - exists now MISC: - added an absolutely god awful ENDOOM screen just for shits and giggles - nabbed the BFG sprites from AR Luminae, and changed the projectile and other effects accordingly, just so i don't have to later On 8/18/2023 at 11:06 AM, Kwisior said: WHY THE FUCK IS EVERYTHING WRITTEN LIKE THAT???!!!?!?!? loud = funny 4 Quote Share this post Link to post
StoopidBoiEthan Posted November 15, 2023 UPDATE TO 0.45 - SOME MINOR CHANGES AND A TEST MAP CHANGELEG Spoiler - MAJOR STUFF: - added a test map where you can dick around with all of the weapons and enemies and stuff - go into console and type in "map gregtest" - added the sprites, sound and code for the striga (by Amuscaria, with sound replacements by Cturix) - added the sprites, sound and code for the fleshwizard (by Gez, with sound replacements by Cturix) - dropped the fallen's health to 225, so it works as more of a glass cannon MISC: - buffed the avatar boss on NM, now fires curse projectiles alongside his other homing attack and can teleport - nerfed the hierophant boss, all of the weaker versions now slightly longer windups on all attacks and fewer projectiles on the big homing stream thing - stole the tracers from godless night - stole the machinegun sounds from AR luminae Download link in first post as always, have fun and give me any feedback you want. 3 Quote Share this post Link to post
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