Arsinikk Posted November 1, 2022 (edited) >>>>>>>>>>>>>>>>>>> DOWNLOAD WAD <<<<<<<<<<<<<<<<<<<<< Boxcutter E1 is a start of a Scythe-like Megawad focused on short and quick maps all using an Eternal Doom coat of paint. The WAD has been designed to work with Vanilla Doom II (with some minor dehacked changes). It is designed primarily for singleplayer, but co-op starts are included. All skills are implemented. Currently only the first episode is available (~MAP10). The entirety of the first episode was made during NaNoWADMo 2022. This wad will work on most any port (-complevel 2) that supports Vanilla (+DEHACKED) Compatibility. Spoiler MS-DOS (Doomhack.exe) Boom.exe Chocolate Doom Crispy Doom Bethesda Unity Port (compat version here) DSDA Doom (complevel auto applied) PrBoom Plus (-complevel 2) ZDoom-based ports Woof-based ports Eternity Engine Dev Build (stable build is broken) Doom Retro ...and more Google Drive: Download Boxcutter E1 (v1.2) Spoiler Mapping Credits: All maps by Arsinikk Graphic Credits: All new graphics (TITLEPIC, INTERPIC, etc) by Arsinikk Music: TITLE: "Destron" - Mark Klem INTERMISSION: "8.mid" - Mark Klem READ ME: "Killzone 07" - Mark Klem MAP01: "Gravestones" - Mark Klem MAP02: "Time x Time = Time" - Mark Klem MAP03: "The Unjolly" - Mark Klem MAP04: "Evil Is" - Mark Klem MAP05: "Demon Waltz" - Mark Klem MAP06: "Spelling Trouble" - Mark Klem MAP07: "Even Worse" - Mark Klem MAP08: "Strange Beginnings" - Mark Klem MAP09: "Influxuation" - Mark Klem MAP10: "Fear Eater" - Mark Klem MAP11: "Doctor Defiant" - Mark Klem Coding Credits: All MAPINFO, DehackEd, Decorate, ACS, and port specific code by Arsinikk Texture credits: Includes textures, flats, graphics, and SFX from Team TNT’s RETRES (The Return / Eternal Doom) resource pack Extra textures and flats by Arsinikk Sprite credits: New monster sprites from Realm667 Widescreen Eternal Doom HUD by NightFright Playtesting Thanks: NinjaDelphox finnks13 Joe-Ilya MAP09 has some minor drawsegs overflow. I doubt anyone will notice it. Edited May 24, 2024 by Arsinikk 47 Quote Share this post Link to post
Codename_Delta Posted November 1, 2022 Ooh Scythe themed wads, I'm currently playing scythe for the first time, so this'll have to wait until I beat it. 1 Quote Share this post Link to post
Firedust Posted November 1, 2022 Glad to know more people are giving ED textures the love they deserve! 1 Quote Share this post Link to post
RataUnderground Posted November 1, 2022 I don't feel these maps are "scyte-like", apart from being short. I like them in their own way but I feel like in scyte there was a lot more emphasis on incidental combat than basing the entire map on a puzzle. Also, did I broke something in the third map? I couldn't finish it. 2 Quote Share this post Link to post
Arsinikk Posted November 1, 2022 5 hours ago, RataUnderground said: I don't feel these maps are "scyte-like", apart from being short. I like them in their own way but I feel like in scyte there was a lot more emphasis on incidental combat than basing the entire map on a puzzle. Whether it's "Scythe-like" or not, is gonna vary from person to person. I appreciate your honesty though. I always considered Scythe maps to be a bit of a "combat puzzle" with short maps. I will admit that some of the "Scythe"-ness has been blended with the light puzzle nature of "Eternal Doom", so perhaps the "Eternal Doom" influence is a bit strong. Then again, I am also my own mapper with my own mapping style, so perhaps that factors in as well. 5 hours ago, RataUnderground said: Also, did I broke something in the third map? I couldn't finish it. When getting to where the chaingunner and the chaingun is (after the forcefield is deactivated), there are 2 doors - a large cargo door and a small rusty door. Interacting with the large cargo door progresses the map. In the vid, you only interacted with the small door. I've updated the wad to make interacting with the small door also progress the map. 1 Quote Share this post Link to post
RataUnderground Posted November 1, 2022 34 minutes ago, Arsinikk said: When getting to where the chaingunner and the chaingun is (after the forcefield is deactivated), there are 2 doors - a large cargo door and a small rusty door. Interacting with the large cargo door progresses the map. In the vid, you only interacted with the small door. I've updated the wad to make interacting with the small door also progress the map. OH. That was it! xD sorry, I didn't undestood what was that texture, and since the map shows no space for a room behind that wall, It didn't occur to me. 1 Quote Share this post Link to post
Lucius Wooding Posted November 1, 2022 I'll make a longer post with more thoughts, but I found an apparent softlock in map 09: Spoiler -Get Blue Key as normal -Go to -1B -Raise the platforms -Go to -1250 -Enter the Blue Key Door -Voila, I can't find a way out without noclip or jumping I think you could archvile jump out but they seem to be deaf or require a trigger of some sort to awaken. I don't see why you made the door taller in that era, in the others I don't think you can enter with the stairs raised. Considering the trees block your escape/entry, it would make sense to place some extra way out like maybe a lift in the tunnel leading to the trees, a teleporter, or make the secret bookcase contain an extra switch or make that one side of the offending platform able to be triggered from inside the blue door just in case. Given how ambitious and interesting the concept is, I'm not at all surprised something like this exists. Let me know if I've missed something, but I did my due diligence aside from checking it in the editor. 1 Quote Share this post Link to post
Arsinikk Posted November 1, 2022 29 minutes ago, Lucius Wooding said: I'll make a longer post with more thoughts, but I found an apparent softlock in map 09: Yupp. That's definitely a softlock. lol like you said, I'm not super surprised that it exists. Spoiler I guess I never ran into that issue with testing, since to get the blue skull key, you must lower the platforms. The only way to get softlocked is to purposely go back and raise the platforms again right after and then enter the blue door. The reason the Door in -1250 is taller was to accommodate the height of the door texture which is much taller than the doors in the present and +5 eras. I purposely made sure you couldn't get softlocked with the other doors, but completely forgot about the blue door in -1250. Thanks for letting me know. I'll see if I can come up with a solution. To be honest, I'm impressed that the map doesn't have more softlocks, with how complicated it is. :P 0 Quote Share this post Link to post
Arsinikk Posted November 1, 2022 Made a minor update to MAP09 that prevents a softlock. Thanks @Lucius Wooding for letting me know about it. The link in the original post has been updated. More info: Spoiler - MAP09: The player will now be unable to enter the blue key door while the platforms are up. 1 Quote Share this post Link to post
Lucius Wooding Posted November 1, 2022 So having played everything on UV, I can say this mapset is a blast and quite addictive to blow through. I generally prefer short maps and I'd say aside from map 9 which was more of a routing puzzle, the rest were fairly blind friendly and had some cool fights. Visually it was solidly done, and although I'm not someone who puts a huge emphasis on music it felt fitting. The overall pace of the maps was pretty quick, not only because of the smaller monster counts, but also the fairly clear progression and compact layouts. Quite fittingly for a near Halloween release, it played like a bag of candy; short and sweet and hard to put down. A few of the secrets were a bit obscure but generally they were pretty rewarding to hunt down and not too numerous. Giving myself an automap and taking some time to think things out was usually enough, I never needed to use the editor or anything. I think map 3 stood out as a cool gimmick, it was a bit different and still very well executed. Overall you were pretty fair with health and ammo and still made good use of the lower monster counts. Archvile placements were usually pretty reasonable since you didn't overuse them; I personally like archviles but most of these were not too mean so it helps keep it accessible to newer players. Comments on map 9, since it stands out from the rest in terms of style and the general comments don't apply: Spoiler It was ambitious and had a really solid execution. It’s definitely a routing puzzle kind of map and probably would take multiple attempts to clear, but is fairly intuitive and has a pretty small scale. The same style of map would be an absolute chore if it were an hour long but this one was fun to figure out and had some clever ideas. I like that it told a bit of a story; most of the others were straightforward kick in the door type of gameplay, but the change of pace in what was essentially the centerpiece of the wad made for a standout map. It also cultivated a bit of atmosphere and was very well done from a technical mapping standpoint; this kind of stuff isn't easy to pull off, even with the one softlock there's a lot to plan for and some vision is required. Some things I didn't like: Spoiler -A few pop up monsters were used, not a huge deal though since they weren't too unfair. They generally made for decent jump scares but I dislike them on principle. I actually like the usage early in map 3 because of how it's meant to be played in a run and gun style. -OK I know the plasma troopers weren't your invention, but they ruin every map they appear in for me; they're an absolute sin. In this set it mainly just applies to map 7, that swarm of them was like a 40 on 1 deathmatch. The movement speed is the main culprit; I think Lunatic used plodding burst fire variants which were far less egregious even if their damage may have been high. I knew as soon as they appeared what kind of bastards must have killed me, even though I never saw them before dying a second and a half after they spawned. IMO the difficulty of that half of the fight just totally stuck out compared to the rest of the wad because of those dudes. The rest of the maps were very accessible to anyone who can beat Plutonia-ish difficulty and I beat probably half of them blind despite not being a really accomplished player, but even with the secret plasma those dudes wrecked my ass when I replayed it at the end to give it another chance. I forgive you for this one since the rest of the set was a very good experience, and fortunately it was the only map you spammed them. -The last map with the Ifrits had me worried for a moment, but I was aggressive with rockets early on and I think that getting rid of half the fliers made the rest less of an issue. It's still deadly if you make a mistake, but it's absolutely circle strafe/figure 8 fodder and the infantry monsters don't really do the trick IMO. Maybe restricting the arena a bit with different monsters, an archvile, or platforms or the like would have kept the player more honest, but I generally just did 500 laps and wore down the HP of the Ifrits. It may have been harder if I'd played safe at the beginning and had to deal with all 4 at once, but for a boss map I think it could've had a bit more teeth or at least thrown in something unexpected. However I almost always hate boss battle maps fwiw. A few more possible mapping issues/comments that I probably should have included in my last post: Spoiler -It's possible to return from the exit area in map 1 to backtrack, but I got stuck and couldn't reenter the exit apparently. I'm pretty sure it happens when you trigger the blue door from the rear side; it seems to function as a regular door where the front side is probably a S1 stay open type. This means if it closes automatically after 5 seconds from the rear trigger, the front can't activate. I'm pretty sure I double pressed on the lift after I was on it and hit the door on my first playthrough, and ended up triggering the door and softlocking myself although I had beaten the map at that point and was going to IDCLEV to pistol start anyway. Probably best to just remove the line special from the other sides of that door just in case. -Also some random lost soul in map 1 is stuck in a monster closet sometimes, but on my initial playthrough he died somehow. Not sure what that's about but whatever. -In map 8, the secret berserk at the start can be grabbed through the barred window without opening the secret; not sure if it's intended but it's certainly a big help at least. It happened accidentally and I couldn't even find that secret for the longest time. -I'm not sure if I missed something on map 8 with that plasma and megaarmor non secret; the only way I could figure to get it is via a hard to set up archie jump, since the monsters are prevented from passing that corner near the exit. It's not an issue or anything I'm just curious since it screams mystery to me. Overall, I'm very excited for episode 2 when that comes, this kind of style is usually a winner for me. 1 Quote Share this post Link to post
Arsinikk Posted November 2, 2022 (edited) @Lucius Wooding Thanks for the kind feedback! I'm glad you enjoyed the mapset for the most part. I will agree that MAP09 is a bit of an outlier in this string of maps. It actually was meant to be in the MAP05 slot, but because of what it became I decided to make it the penultimate episode ender. The mapset structure and difficulty is highly inspired by Scythe, meaning that this episode is what I'd consider the easiest episode. The later two episodes, while still having relatively short maps, will increase in difficulty, size and monster count in quite the same way as Scythe. As for the secrets and overall progression, I took more inspiration from Eternal Doom than I had originally thought, taking a bit more obscure puzzle like aspects. However, I wanted the main progression to not get too confusing or frustrating. Here are some of my comments on the more spoiler-y aspects of the episode: Spoiler 3 hours ago, Lucius Wooding said: -A few pop up monsters were used, not a huge deal though since they weren't too unfair. They generally made for decent jump scares but I dislike them on principle. I actually like the usage early in map 3 because of how it's meant to be played in a run and gun style. I cannot guarantee that I won't use pop up monsters in future maps. I would consider my mapping in this episode to be rather nice, while the future episodes will start to pick up with more difficult encounters. I generally try to be not too dick-ish with my ambushes, but especially in episode 3, the training wheels will come off. 3 hours ago, Lucius Wooding said: -OK I know the plasma troopers weren't your invention, but they ruin every map they appear in for me; they're an absolute sin. In this set it mainly just applies to map 7, that swarm of them was like a 40 on 1 deathmatch. I will mention that I spent quite the amount of time getting these plasma sergeants to a state where I thought they were actually fair and not BS. These versions are significantly nerfed from Scythe 2 plasma troopers, in that they have the health around that of a pinky, their speed is significantly lowered, and instead of shooting plasma continuously, they shoot in bursts of 3. Specifically in MAP07, you can blame my friend finnks13 for that. Originally the plasma sergeants teleported near the centre of the arena after the mastermind died. However, finnks13 complained that made the fight too circle-strafe-to-win, and so I instead made them teleport from the edges of the arena. I'll agree that that ambush does slightly spike in difficulty, but it does kinda give a little bit of a glimpse of what is to come in the harder episodes. 3 hours ago, Lucius Wooding said: -The last map with the Ifrits had me worried for a moment, but I was aggressive with rockets early on and I think that getting rid of half the fliers made the rest less of an issue. It's still deadly if you make a mistake, but it's absolutely circle strafe/figure 8 fodder and the infantry monsters don't really do the trick IMO. It's sorta strange to see this complaint after the last point above. I felt that while this fight is circle-strafe-to-win, it is still dangerous that the player must keep moving to avoid the revenant rockets. This map is a riff off of Scythe MAP10 "The Lords", which my testers said this was an infinitely better boss map. I feel this map is more to introduce the player to the new enemy which will then become more commonplace in the later maps. IMO it does what a boss map should do, introduce a new enemy to shake up the player's regular playing. It starts off with just the new enemy, and then starts adding other monsters to add more threat. I feel adding too many problematic monsters would make the map more annoying and frustrating. The goal of the map isn't to be very difficult, it's more of an introduction to the new threats. And here is my comments about possible mapping issues: Spoiler 3 hours ago, Lucius Wooding said: -It's possible to return from the exit area in map 1 to backtrack, but I got stuck and couldn't reenter the exit apparently. I'm pretty sure it happens when you trigger the blue door from the rear side 3 hours ago, Lucius Wooding said: -Also some random lost soul in map 1 is stuck in a monster closet sometimes, but on my initial playthrough he died somehow. Not sure what that's about but whatever. This is very much intentional. It is possible to beat MAP01 in 6 seconds. When the player fires a shot, a lost soul opens the blue door from one side and then it closes in around 5 seconds. The player can use this to beat the map very quickly. When the lost soul opens the door, it'll teleport away. it gets crushed to satisfy zdoom players where lost souls count towards the monster count. I will say that I should make the blue open door SR to avoid that softlock. Many of these maps have speedrunning tricks that can make it possible to beat the map extremely fast. MAP02 allows for the player to hit the switch to lower the exit while on the stairs. MAP03 can be beaten if you can get around the original pinkies, hit a switch and then go straight to the exit. MAP05 can be beaten in less than 10 seconds by sr40 or sr50ing to the rocket launcher and rocket jumping straight into the exit. MAP04, MAP07, MAP09, and MAP10 are probably the only maps that don't have a super quick shortcut. 3 hours ago, Lucius Wooding said: -In map 8, the secret berserk at the start can be grabbed through the barred window without opening the secret; not sure if it's intended but it's certainly a big help at least. It happened accidentally and I couldn't even find that secret for the longest time. 3 hours ago, Lucius Wooding said: Spoiler -I'm not sure if I missed something on map 8 with that plasma and megaarmor non secret; the only way I could figure to get it is via a hard to set up archie jump, since the monsters are prevented from passing that corner near the exit. It's not an issue or anything I'm just curious since it screams mystery to me. This is a super secret non-secret area you can only get in the first 30 seconds of the map. First off, the item bumping the berserk in the beginning is intentional. The way to get to the secret area is to hurry through the map till you get to the red bars. You can bar glide through the red bars and then grab the SSG. If you bar glide before the first 30 seconds, there is a switch next to the slime gargoyle statue, that you can shoot (only with the SSG). Shooting this switch will spawn an Archvile behind the door next to the shotgunner. You can then use the Archvile to AV jump into the window. Then when you wait around 4 seconds (there's a texture that literally says that), the archvile will teleport away and get crushed. You get a mega armour and a plasma gun. If you don't do the secret, the archvile will get crushed unknowingly by a crusher for 100% kills. I deemed that secret too obscure and crazy to actually count towards the item/secret count, and so it's just a bonus super secret area. Edited November 2, 2022 by Arsinikk 1 Quote Share this post Link to post
Lucius Wooding Posted November 2, 2022 I'm impressed with your answers, I definitely noticed some fishy things here and there but I didn't realize it was mostly because you were going all 3D chess on us. I like including that kind of stuff, it could make it interesting to play a full episode single segment run just to see how differently it plays from blind pistol starting. If it gets harder and the maps get bigger in the next episode I certainly wouldn't mind, I expect episode 2 to be where I cross the line from cruising to getting my ass kicked a bit. I liked the original Scythe more than the sequel; something about the distinct tiers of difficulty made it kind of addictive to play since you get halfway in before you meet serious resistance, and by then you're invested enough to push through. 1 Quote Share this post Link to post
LSC Lasico Posted November 3, 2022 This mapset is pretty cool three maps in, might write a snarky review in the future. 1 Quote Share this post Link to post
ProfBloom Posted November 3, 2022 Downloaded this and played it to the end in one sitting, very fun map set! The secrets were all very logically hidden, and I liked the bite-sized nature of the maps. If you continue this, do you plan to treat it like Scythe 1 and gradually increase the challenge? Very fun set overall, loved it. 1 Quote Share this post Link to post
Arsinikk Posted November 3, 2022 1 hour ago, ProfBloom said: Downloaded this and played it to the end in one sitting, very fun map set! The secrets were all very logically hidden, and I liked the bite-sized nature of the maps. If you continue this, do you plan to treat it like Scythe 1 and gradually increase the challenge? Very fun set overall, loved it. Glad you enjoyed it! I'm a big fan of secrets, so I'm glad you found them not too cryptic. The structure of the WAD will be very much Scythe 1, with each episode increasing in difficulty and scale. I plan on releasing each episode as they are finished. :) 0 Quote Share this post Link to post
boltface Posted November 4, 2022 Played survival coop with zandronum. Lived up to its inspirations, so well done on that front. I liked it a lot, and the time travel puzzle was probably my favourite section. Sadly map07 broke and after killing all the imps nothing happened and map got stuck. Tested multiple times with different compat settings, namely vanilla, strict vanilla, boom, and with all compat flags turned off. Zandronum version was ZandroDev3.2-220904-2011, on windows. 1 Quote Share this post Link to post
Arsinikk Posted November 4, 2022 12 minutes ago, boltface said: Sadly map07 broke and after killing all the imps nothing happened and map got stuck. Tested multiple times with different compat settings, namely vanilla, strict vanilla, boom, and with all compat flags turned off. Zandronum version was ZandroDev3.2-220904-2011, on windows. I just tested the wad with Zandronum and it worked correctly for me. Did you play with any other mods? This mapset features a few new enemies. After killing the imps in MAP07, a mastermind enemy should raise in the middle. For the map to continue, that enemy must die first. If the enemy/actor was replaced by some other zdoom mod, then it would make sense the map wouldn't progress. The map currently only uses Dehacked for the new monsters, so if you're using other ZDoom mods, it's possible for the enemies to be replaced. I may see if I can try to create a more mod friendly version in the future. 0 Quote Share this post Link to post
boltface Posted November 4, 2022 (edited) I did further testing and it seems related to the survival cooperative gamemode specifically. It works just fine on normal cooperative, but in survival it breaks. Tested without any other wads or mods. Edit: after asking around, it is due to this bug. Edited November 4, 2022 by boltface Problem identified 1 Quote Share this post Link to post
Arsinikk Posted November 5, 2022 1 hour ago, boltface said: I did further testing and it seems related to the survival cooperative gamemode specifically. It works just fine on normal cooperative, but in survival it breaks. Tested without any other wads or mods. I'll be honest, I don't really know much about Zandronum's different multiplayer modes. So I'll ask a couple questions to try to narrow the problem. 1. When you kill the imps, does the arena change shape like it does when it works? Like pillars moving up and the centre area raising. (if this doesn't happen, then that gamemode is incompatible with voodoo dolls) 2. Does the mastermind show up at all? If it does, is the problem that nothing happens after it dies? (if that's the case then that gamemode doesn't support the mancubi and arachnotron death triggers) It's worth noting you are using a dev version of Zandronum, at least that's what I surmised from your previous post. It's possible there's something not working correctly in the port cuz of it being a dev version. 0 Quote Share this post Link to post
boltface Posted November 5, 2022 It's a bug where using barrel explosions to move voodoo dolls doesn't work online, and survival cooperative seems to bring this behaviour to offline play as well. As detailed in the bug tracker, it's been an issue since 1.0. 1 Quote Share this post Link to post
Arsinikk Posted November 5, 2022 13 minutes ago, boltface said: It's a bug where using barrel explosions to move voodoo dolls doesn't work online, and survival cooperative seems to bring this behaviour to offline play as well. As detailed in the bug tracker, it's been an issue since 1.0. Ah I see. I'll see if I can make a Zandronum patch that doesn't use a barrel conveyor. 0 Quote Share this post Link to post
Stabbey Posted November 5, 2022 (edited) Just finished the first 10 maps. I loved most of it. I was extremely impressed by the vanilla-compatible tricks you used, especially in MAP 07. I might use that method myself in future maps. I hated the new enemies on Maps 7 and 10, though. Level 7. The amount of fire coming from the plasma zombies kills you from 200/200 in a couple of seconds. I eventually managed to win by using rockets and moving so that they clustered in the center, but they still felt like bullshit. Level 10 Flying, super-high-damage, and tanky? It takes way too many rockets to kill them for something which deals that much damage. And when there are like 4-6 of them, in an arena clogged with imps and Revenants? It doesn't feel fair. Edited November 5, 2022 by Stabbey 1 Quote Share this post Link to post
Arsinikk Posted November 6, 2022 (edited) I've released a minor update with some map fixes. There were minor softlocks in MAP01 and MAP09. Link updated in main post. @boltface I attempted a fix for Zandronum in MAP07, but that map relies on Voodoo Dolls. If this doesn't fix it, then I'm stumped. It uses a scrolling floor to move the voodoo doll in ZDoom ports now. @Stabbey Glad you liked alot of it. Regarding the new enemies, they are based off the enemies from Scythe 2, but were heavily nerfed for this mapset. They both have alot less health (both reduced more than 60% of their Scythe 2 counterparts). Their speed and firing rate was also decreased to a state where I considered them to be more fair. I can completely understand why you wouldn't like them. They do require the player to play a bit more aggressively than the traditional Doom roster. Changelog: Spoiler MAP01: Made it so you can't lock yourself out of the blue door by interacting with it on the backside. (Thanks Lucius Wooding) MAP07: Attempted to make a fix for Zandronum survival mode. Map requires voodoo dolls, so if this doesn't work, idk what to say (Thanks boltface) MAP09: Made it impossible to enter the blue key door while the platforms are raised. (Thanks Lucius Wooding) Edited November 6, 2022 by Arsinikk 3 Quote Share this post Link to post
boltface Posted November 6, 2022 map07 works now, thanks for the fix. 1 Quote Share this post Link to post
Andrea Rovenski Posted November 7, 2022 excited for this one! looks great. 2 Quote Share this post Link to post
Doomkid Posted November 7, 2022 I love the concept and the screenshots - Eternal Doom has some of my absolute favorite textures! The name couldn't possibly be more perfect, either. I briefly worked on but never completed a map in the visual style of SWTW called "Wade with the Guppies", tribute/inspiration projects with names like these just rub me the right way. 4 Quote Share this post Link to post
Custom Longplay Posted November 27, 2022 Project Brutality 3.0 - Doom 2 - [Boxcutter] - Map: #01 to Map: #11 - [4K60ᶠᵖˢ] - [100% Secrets] - Complete Episode. I really enjoyed this episode. Since I had the whole day yesterday, I played it all the way through. Unfortunately, some of the maps are not compatible with P.B. For this reason I played them with Doom 2 Vanilla. I would be interested to know what name you gave to Episode 1. In any case, I'm already looking forward to the following episodes! 1 Quote Share this post Link to post
Arsinikk Posted November 27, 2022 13 hours ago, Custom Longplay said: Unfortunately, some of the maps are not compatible with P.B. For this reason I played them with Doom 2 Vanilla. Sadly most of my WADs tend to have custom enemies and DehackEd tweaks that usually make them incompatible with gameplay enhancers such as P.B. 13 hours ago, Custom Longplay said: I would be interested to know what name you gave to Episode 1. I actually haven't given this much thought yet. Though I was planning on having a name for Episode 1 when Episode 2 eventually comes out. 13 hours ago, Custom Longplay said: In any case, I'm already looking forward to the following episodes! Thanks. I'm definitely still working on this, despite all the other projects I have in the queue :) 0 Quote Share this post Link to post
sandwedge Posted November 28, 2022 This definitely caught my eye with the Eternal Doom visuals, something I think ought to be used more. And you made a good call steering away from the overly cryptic puzzle stuff, the short punchy combat maps were a lot of fun and got to show off lots of different eternal visuals. The later dehacked changes got pretty spicy and the timetravel map was really impressive and well thought out. Also nice and bite-sized so should be accessible to a lot of people. Of the light puzzle stuff you did there were a couple that threw me for a loop for a bit - the crack in the wall on timeweaver felt a bit too towards eternal doom for my taste, but I did figure it out. All in all impressive and fun work and I hope more people use these resources, because you proved they can still work well today! 1 Quote Share this post Link to post
LSC Lasico Posted November 28, 2022 (edited) Ayo dude, i dunno if this is intentional, but the current version in the post replaces some chaingunners with afrits, there’s one in map01 and two in map04, where chaingunners should be. Is this intentional? or maybe it’s something on my end i dunno. Edited November 28, 2022 by LSC Lasico 1 Quote Share this post Link to post
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