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ABSCISSION - Dark, Atmospheric Doom II Megawad [32 Vanilla Maps] Now On IdGames!


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7 hours ago, Snaxalotl said:

I really appreciate the glowing reviews and general feedback, thanks for playing everyone :>

Additionally I've updated the wad with quite a few minor fixes, almost all are cosmetic with a few notable exceptions. Still feel free to keep me posted on any other issues or just tell me how you felt about the wad, I check this thread regularly.

Major Fixes
-Map10 no longer can be softlocked by pressing the red key switch multiple times
-Map29 doesn't end prematurely on gzdoom anymore
-Map30's blue key door actually requires the blue key instead of the red key now
-The high quality music pack no longer has any silent gaps when looping songs

I have created a Chocolate Doom music pack for Abscission to enjoy the high quality eerie soundtrack while playing vanilla. It has quite the size, so I hope the download works: https://drive.google.com/file/d/1x_L_hbHroWV4TJA327mLDJQ4FBOguKo0/view?usp=sharing

You will need to extract the file in Chocolate Dooms music pack directory. It replaces all DOOM2 *.mus files and plays the Abscission soundtrack instead.

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Commander keen is missing in map 31 (Shows only 111 monsters in UV), and therefore the secret exit can't be access.

I've tried it in DSDA-DOOM -cl 2, GZDoom, and Eternity.

Edited by unraveler

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4 hours ago, unraveler said:

Commander keen is missing in map 31 (Shows only 111 monsters in UV), and therefore the secret exit can't be access.

I've tried it in DSDA-DOOM -cl 2, GZDoom, and Eternity.


I'm glad you caught this! I first made map16 a month or two ago and very recently used dehacked changes for commander keen. Unfortunately I overlooked that the map31 commander keen wouldn't function properly as a result, the wad has now been updated with a fix :>

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Hi all,

 

really enjoying this so far, I have a question:

Spoiler

I'm playing Map 13 with Fast Monsters enabled (I'm a masochist). I've noticed towards the end of the map that Ghost Monsters are appearing. Is this intended? Or is it a quirk of so many monsters being spawned? I've been playing the map with Saves so maybe this has something to do with it?

 

Would love to know what's happening here if anyone could explain. Being chased by a ghost pinkie with fast Monsters is nightmare fuel 😂

 

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I can confirm that’s intentional. The only defense is speeding around, an RL, and a wall nearby to the ghost monsters!

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8 minutes ago, Doomkid said:

I can confirm that’s intentional. The only defense is speeding around, an RL, and a wall nearby the the ghost monsters!

 

Fantastic, thank you Doomkid. Much appreciated 😄

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My first (successfully-recorded) DOOM video in a little while, and omg what a WAD to start with!  I'm only two maps in so far and I already love it!

 

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On 11/22/2022 at 3:03 AM, Snaxalotl said:

The difficulty is slightly above average - expect difficult fights that don't become tedious or frustrating.

That sounds very much like my kind of megawad! :D

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Question:

 

Spoiler

Are the Wolfenstein SS and the Commander Keen supposed to be replaced by invisible zombiemen that make Icon of Sin pain sounds when hit?

 

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2 hours ago, Rudolph said:

Question:

 

  Hide contents

Are the Wolfenstein SS and the Commander Keen supposed to be replaced by invisible zombiemen that make Icon of Sin pain sounds when hit?

 


Yes that is intentional.

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In MAP05, I have noticed a Cacodemon being stuck at this location.

 

I suspect it was roaming around and tried to go up the shaft, only to get stuck there.

 

Stuck cacodemon MAP05.jpg

Edited by Rudolph

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I just started playing this for my channel. Really fun stuff so far (and the ambient soundtrack is fantastic)! :D

 

I'm looking forward to playing through more of this.

 

 

 

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In MAP08, the two candles on each side of the secret BFG starts levitating once you lower the column where the BFG is located.

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Out of curiosity, why have you picked "Abscission" for the title?

 

Since the megawad seems to be a darker reimagining of Doom II, I am surprised you have not named it accordingly.

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Huh, these were surprisingly nasty, despite low monster counts and obvious references to stock Doom 2 maps. Which is to say: good work! I played the RC1 version on UV in GZdoom 4.10.0 and I noticed some problems:

 

MAP15: arachnotron 187 can't teleport out. Teleport linedefs around sector 2 are facing the wrong way.

 

MAP17: sector 654 shouldn't be secret.

 

MAP19: not sure if intended, but there are small HOMs at linedefs 2440 and 2442. Similar HOMs are at about 5 places around stair sectors 323 etc.

 

MAP21: HOM at linedef 2253 after the stairs activate. It's hard to get 100% kills because imps in sector 580 usually stay out of view.

 

MAP22: small HOM at linedef 584 when the wall/lift is down. Theoretically, it's possible to become stuck in blue door area if the player doesn't have the key.

 

MAP27: in GZdoom, the blue key is mid-air when the lift goes down. Imp 385 is rather well hidden and makes it a bit hard to get 100% kills.

 

MAP28: the only way to reach the secret is archvile jump?

 

MAP29: teleport sector 306 doesn't work, it seems it's set to a wrong destination.

 

MAP32: it's impossible to kill any monsters in this map?

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Proud to say I just (barely) managed to beat this wonderful mapset on a pistol start a few minutes ago.

I could summarize it as hard as nails (almost reaching Plutonia difficulty at times) with plenty of tense moments throughout.

Something I did like about the mapset, was that the end levels were shorter on average compared to the earlier and mid-levels.  But the difficulty remained somewhat consistent by about mid-way through.

My favorite levels were Map 6: "Slag Dump" and Map 24: "Abyssal Refuge."
The latter took me several tries, and when I finally beat it I was so tense and anxious I had to stop playing for a good day or so before picking it back up.

Overall, great stuff!

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I've updated the wad with a fair amount of small fixes and Abscission has entered RC2!

@RudolphThanks for the feedback! I didn't feel a need to title Abscission as a remake instead, its more than a doom 2 inspired wad to me. And map13 doesn't use a ":" because the name is at the character limit for dehacked, good catch though! I didn't think anyone would notice that lol.

@Caleb13 Thanks for finding these! A few of the things you listed were intentional but I still appreciate the help :>
-Map19 has some slight homs because of a software bug I used to get the glowing/scrolling trim at the top of the courtyard to not affect the lower part of the map.
-Map27's blue key not moving is intentional.
-Map28's secret does require an archvile jump.
-Map32 uses the intercept overflow bug which makes it impossible to kill demons.

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I guess my (to be fair, extremely minor) issue with the title is that I am not quite sure I understand what "Abscission" is supposed to mean here.

 

Anyway, the mapset is turning out to be a lot harder than I expected, but so far, it remains manageable.

 

Spoiler

I sure was not expecting MAP13 to be a gauntlet-style race against endlessly-spawning enemies! That is the first time I have played a map like this that was not MAP30.

 

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1 hour ago, Rudolph said:

I guess my (to be fair, extremely minor) issue with the title is that I am not quite sure I understand what "Abscission" is supposed to mean here.

 

The title relates to the story the wad has, and it's not being changed.

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15 hours ago, Snaxalotl said:

-Map32 uses the intercept overflow bug which makes it impossible to kill demons.

Interesting, it works only in vanilla? And what's the idea behind the map? The monsters can walk through walls? But why is the exit switch in the starting room?

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1 hour ago, Snaxalotl said:

The title relates to the story the wad has, and it's not being changed.

I know. Like I said, it is just an extremely minor issue I have with the mapset.

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2 hours ago, Caleb13 said:

Interesting, it works only in vanilla? And what's the idea behind the map? The monsters can walk through walls? But why is the exit switch in the starting room?


I believe the exit switch is in the room so if you’re playing in a non-vanilla mode like GZDoom you can exit the map and not get stuck. Since this is the only map that requires vanilla. Snax is that right? (And @Caleb13 in vanilla that switch doesn’t exit the map, I recommend trying it out in Crispy or Chocolate Doom)

 

I do wish there was an alt map 32 option as as an add on for non-vanilla ports since I mainly use GZDoom (and all my replays of maps here have been in GZDoom) but it’s also cool to see something different! But I assume a lot of people will run into confusion there since it’s the only map that requires vanilla gameplay. Interestingly map 32 doesn’t work in DOOM Retro. (It *does* work in Crispy, though.)

 

@Snaxalotl unless you decide to include some alt version of map 32 for non-vanilla ports, I’d recommend putting a pretty big disclaimer about that map just so people know what’s up from the start.

Edited by Captain Keen

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2 hours ago, Caleb13 said:

Interesting, it works only in vanilla? And what's the idea behind the map? The monsters can walk through walls? But why is the exit switch in the starting room?

 

Switches don't work after the intercept overflow occurs, so the exit switch only functions if being played in a port that doesn't have the all ghosts bug.

 

This is so the secret level is still technically beatable even if there is no way to activate the bug.

 

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16 minutes ago, Captain Keen said:

I do wish there was an alt map 32 option as as an add on for non-vanilla ports since I mainly use GZDoom (and all my replays of maps here have been in GZDoom) but it’s also cool to see something different! 

 

@Snaxalotl unless you decide to include some alt version of map 32 for non-vanilla ports, I’d recommend putting a pretty big disclaimer about that map just so people know what’s up from the start.

 

I'm not going to make an alternate map32 for vanilla ports. If it was a standard level I would understand, but I like having a secret level that doesn't adhere to normal mapping standards. it's not essential that someone plays it, it's a secret for those playing in a vanilla port.

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51 minutes ago, Snaxalotl said:

I'm not going to make an alternate map32 for vanilla ports. If it was a standard level I would understand, but I like having a secret level that doesn't adhere to normal mapping standards. it's not essential that someone plays it, it's a secret for those playing in a vanilla port.

Oh, so the map should be avoided if the mapset is played on non-vanilla port?

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7 minutes ago, Rudolph said:

Oh, so the map should be avoided if the mapset is played on non-vanilla port?

 

It doesn't need to be avoided, if it's a non vanilla port the exit switch in the first room will work.

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4 hours ago, Captain Keen said:

I’d recommend putting a pretty big disclaimer about that map just so people know what’s up from the start.

There is already a pretty big disclaimer tho?

7rJ9B2S.png

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