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VALIS (32-Map Singleplayer Megawad)


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Finished this map set today. And it was really good!
Loved everything about it: Design, Encounters, Story and overall atmosphere of this WAD
Played this one with mods, so i can't really tell about balance and other stuff here

However, i've encounter some softlocks

Spoiler

 

Most of them based on switches like on map14
This is RED skull switch that don't want to interact

image.png.49e68a645775e4d83ea13aba91e9fc26.png

 

 

Overall, really decent mapset :)
Good job

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On 5/20/2023 at 2:32 PM, Journalist_Kuro said:

However, i've encounter some softlocks

  Reveal hidden contents

 

Most of them based on switches like on map14
This is RED skull switch that don't want to interact

image.png.49e68a645775e4d83ea13aba91e9fc26.png

 

 

 

Alright, so apparently you can´t interact with switches that have a scrolling texture right in front of them with the comp mode set to DOOM/DOOM(STRICT).

I would advise to set the comp mode to ZDOOM, since this is the only setting the wad was tested with.

 

Thanks for pointing that out.

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LOL, I'm at my wits' end trying to make progress in MAP02. The issue is the red key. At first I assumed there would be a switch somewhere to lower the column on which it's mounted, but can't find one anywhere. In desperation I tried jumping into the watery area and exploring but.....(drum roll).....there seems to be no way of getting back out of there.

 

I took a look round with idclip and it seems more likely that the player is supposed to jump from the room behind the red key in order to pick it up, but I can't find any way of legitimately getting into that room or the one behind it. I'm playing with the latest download of the wad, and have tried setting GZ Doom's compatibility to ZDoom as you suggested, but it made no difference....

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Hey.

Yeah that part can be a bit confusing I guess...

 

On 5/27/2023 at 10:16 AM, Summer Deep said:

LOL, I'm at my wits' end trying to make progress in MAP02. The issue is the red key. At first I assumed there would be a switch somewhere to lower the column on which it's mounted, but can't find one anywhere. In desperation I tried jumping into the watery area and exploring but.....(drum roll).....there seems to be no way of getting back out of there.

Spoiler

 

Screenshot_Doom_20230529_184021.png.1af6d214a1092b245cd175e090fda88c.png

 

Inside that pit you can take these steps to get back out of there.

 

 

On 5/27/2023 at 10:16 AM, Summer Deep said:

I took a look round with idclip and it seems more likely that the player is supposed to jump from the room behind the red key in order to pick it up, but I can't find any way of legitimately getting into that room or the one behind it. I'm playing with the latest download of the wad, and have tried setting GZ Doom's compatibility to ZDoom as you suggested, but it made no difference....

Spoiler

 

Screenshot_Doom_20230529_184040.png.766c303b6f7d6474c133a96046d692c0.png

 

To get inside the building you have to blow up these barrels.

 

Screenshot_Doom_20230529_184103.png.f03f2a3665aa6bfc88bfaa3284cd61b2.png

 

Once inside take the elevator and platform towards that clip.

 

Screenshot_Doom_20230529_184109.png.5d6a77cdfc29705012c23e60aba07c47.png

 

Platform once more to get the other clip. There is a switch in that room that will open both doors.

 

Screenshot_Doom_20230529_184134.png.ae2932c55158c30a62d0946d5718bb3f.png

 

When the doors are open you can run for that key and grab it.

 

 

 

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^ Thanks for the assistance there! I hadn't encountered any difficulty getting into the main building or dealing with the opposition in there, it was just the bit after the player gets onto the lift. I had tried strafe jumping to that window ledge, but that doesn't work of course. What defeated me was the placing of those columns of water, which obscured the view of the correct path to take.

 

I'm not a great fan of such cryptic and obscure progression, and think that the gameplay needs to be rattling along at a decent pace, especially at this early stage of the wad. It's all too easy to become bored and alienated from the game in these situations, though of course there are no doubt players who love this sort of thing as well!

 

Edited by Summer Deep

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I have to bump this thread again.

 

Just realized that I didn´t update the info file for the last version...

 

While I was at it I removed that obscure progression as well. 

 

Thanks for the feedback

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I'm on Map 20 so far, really enjoying the levels, especially the speedy map 32 (although it was PISSING me off before I realized there was a timer, hahaha)
I think there could be a little bit more polish, but it seems like you have a really good grasp on designing fun, challenging fights 

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39 minutes ago, captjake13 said:

I'm on Map 20 so far, really enjoying the levels, especially the speedy map 32 (although it was PISSING me off before I realized there was a timer, hahaha)
I think there could be a little bit more polish, but it seems like you have a really good grasp on designing fun, challenging fights 

 

Glad to hear you´re enjoying the wad.

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I've been eyeing this megawad for a while! If only I had all the time in the world to play everything I want...

I'll edit this post with comments on the first 7 or so maps.

Map 1: You know you're in for a real treat when a 32-level mapset kicks off with such a strong opener. Don't think I've heard of Galactic before unless they've been previously registered here under a different account, but this is clearly no rookie work. Lots of fun fights, quality Doom abstract realism galore, and cool-to-find secrets. That berserk one was sure tough. Also, I don't know how the storyline in Valis goes, but why do imps have a digitised pain state when you pepper them with the chaingun?

Map 2: So apparently, it's not just imps who have that strange pain state. Interesting. I've also noticed that the secret sound is very... misleading. Made me look around for a bit haha. At the start of level 2, you really feel the lack of the SSG in Doomguy's burly arms so the first thing to do is make arachnotrons play with the mancubi. Could even get the revs to join their party. Once again, Doom abstract realism shines a lot here. You've got water pipes, a mini electricity station and yet you can't exactly tell what sort of place this is. I wish you could return to the previous areas after you're done with the final encounter - I've never been a fan of getting locked out of stuff after a level is over. What if I miss a secret? Great level, regardless. EDIT: Well, apparently, there's a switch lol. I am blind.

Map 3: Galactic makes it well known that health is allocated across each level with surgical precision unless you go secret hunting. Medkits are scarce so make them count. I chuckled at the imp fiesta in the end. They were helpless haha. Another fun map!

Map 4: Ah, this one reminds me of those two Valiant maps where you teleport from the central hub to different areas in search of keys! As my bad luck would have it, I picked the hardest destination first (to the east) with viles constantly resurrecting everything and making my life more difficult. Also, damn, that megasphere secret sure is tough to find! Is there a way to obtain the one in the western section? Once again, fantastic map.

Map 5: Right from the get go, the player is presented with a choice of two paths. I picked the red key hoping that it was the easier one and I think I was right this time. There's only one secret to find although I'd argue the three switches to lower the purple bars in both sections can count toward that as well. Combat is intense but never unfair and Galactic once pits the player against a throng of imps. Do you really think they can stop me? ;)

Map 6: A classic vile map. For some reason 100+ monsters are dead right off the bat and Doomguy finds himself strolling the corpse-filled entrance to discover that he needs three keys to progress. Archviles are here to ruin his day as they teleport in through the central pillar in the hub area - the faster you dispose of them, the better. Strangely enough, Galactic is very generous with health supplies in this map so if you're feeling bold, throw caution to the wind and run & gun like a maniac. The fight that confused me was the hk/rev/caco cistern because I initially thought the green sludge was damaging, which admittedly would've made that fight A LOT harder. All you really need to do is play trigger discipline so you don't active the cacos and just let the revs and hks do most of the area sweep for you!

Map 7: The two mirrored areas around the centerpiece had me confused - I had to double-check the automap to make sure I was in the right place. Technically, you can just sweep one area since you're given an adequate ammo supply and then clear the zombies and revs in the other one. Press the four switches, grab the yellow key, and fight the cyb alongside his minions. What's strange is that I swear I saw the exact same encounter in a different map but I can't exactly remember where. Episode 1 done!

Map 8: Once again, another winner to be added to the tally. Getting so many shells and rockets before the actual weapons really threw me in for a loop - I thought I had missed something, but apparently not. Also, I've just realised that Valis has two types of Specters - the classic ones and the playstation ones. Both have the same hp. Secrets are much easier to find this time around and that rev / imp fight made me proud of my movement ability because I never had to jump down into the damaging floor pit as I rekt the revs there and then. Cool opening map of episode 2!

Map 9: Whoa, a revenant and a bunch of imps straight in your face! Berserk's your best friend till you get the ssg. Once again, very cool fights - except I wish I knew the mancubi were telefraggable a bit earlier because I wasted a lot of ammo gunning them down. Should've looked at the automap, silly me. The plasma rifle can actually be grabbed without pressing the secret switch - if you strafe across from the top of the lift, you should be able to pick it up. Also, thank god for abundant radsuits. I hate it when a mapper expects me to know the area and provides me with the bare minimum. 9 / 9 so far!
I've read a few comments and some people are saying this wad gets difficult but I guess that's further down the line.

And please don't get rid of partially translucent pinkies! I love them!

Map 10: The moment I saw the shotty, berserk, and those barons perched on the columns I knew what I had to do. Dumb decision. Eventually, I realised I had wrestled down around ten cows and they still kept on coming. Once the mancubi started teleporting in, that's when my suspicions were fully confirmed. I wasn't tackling the issue as intended. Frantically, I ran around to press all the switches except the one by the plasma rifle and soaked in the clownfiesta taking place in this rocky cavern. Once the commotion started dying down, I lent a helping hand to the remaining struggling lurkers and took on the cyb twins! This map felt like something straight out of Plutonia but with a Valis coat of paint. And I mean that as a compliment. Btw is mouselook required for that shootable switch that unlocks the secret hangar?

Map 11: SMM showdown level! Find three keys in a predefined sequence and get ready for a tough fight. There is nowhere near enough ammo to take out everything by yourself so make sure to grab the blursphere and make the boss mons infight. Every time one falls, a stairwell is revealed to a switch. Press four switches to unlock the exit. What I did find funny is that I could grab the megasphere BEFORE finding the secret teleporter. Not sure if that's because of my GZDoom settings (I'm running whatever default compatibility has been set) or something else.

Map 12: Oh god, no. There's only one monster in Doom 2 that I actually hate and it's the PE, due to its uncanny ability to spawn monsters out of nothing. I REALLY wish this map contained some sort of hint telling the player not to kill the first three pain elementals that teleport in one after another (unless I missed it, in which case lol), because once you do all the lost souls and PEs are unleashed and you're gonna have a real bad time, just like I did. Now, I actually did manage to score full kills after pulling off some crazy acrobatics, but boy was it not fun.
Ignoring the initial three PEs will result in you having fun as you casually chaingun the fuck out of everything (Valis's chaingun has the same rof as the one in Valiant). Find the red key secret to crush the lost souls and PEs and you won't have to put up with the masochistic ammo starvation I suffered through in my initial playthrough.

Map 13: Run like hell into any of the doors or get rocketed by cybs. You'll spend most of the time inside this small techbase as you hunt for three keys. Probably the best-looking map so far! Loved the rocket shuttle and the big blue key fight with archviles resurrecting monsters from the pit. The shuttle fight did have me softlocked though because the pesky zombieman didn't teleport in the first time round and there was no way for me to lower the lift. Telefrag the cyberdemons to complete the episode!

Map 14: A welcome change of scenery. Player is required to stay on their toes in every encounter or they will find themselves dead very quickly. Berserk secret makes life a whole lot easier, ammo- and fight-wise. The final encounter is an absolute bitch - the first wave is fairly easy because neither fatsos nor spiders can get through to you if you stay behind the crates, but the second wave with revs and pinkies is lol
The biggest problem I faced here were the fucking chaingunners. Their teleportation timing changes every dang time and you can't afford to waste a precious second not firing your weapons or you will be overwhelmed. Ignoring the chaingunners would mean they'd backstab you at the worst possible moment because of course they will. Loving bright brown planet (is this supposed to be a planet?) outlook, very cool!

Map 15: Beautiful vistas all around! As I've already mentioned, the aesthetic of this episode is gorgeous. It's like you're on a derelict terraformed space station. Find three hidden Keens, each one lowers a pillar with a skull key - holy shit I didn't know you could tag actions to individual Keens separately, that is so cool! Overall, I felt this map was easier than its predecessor because there's less meat per square foot getting thrown at you at once. It is time for Valis's biggest and most populated map. I am so excited!

Map 31: These textures are gorgeous! Fights and visuals remind a lot of SS first encounter, namely the night levels. This is a fantastic map for those looking to test their mettle in a debut slaughter environ as every setpiece is well orchestrated, and Galactic provides ample supplies in each section. The blue key area has got to be my favourite of the bunch. Also, this is the first map in Valis where we finally get our hands on the BFG. Took me a while to figure out how to access the secret exit, but that's because I'm a moron. The final fight is a cakewalk thanks to the invuln sphere and loads of cells you're given priorly.

Map 32: Oh look an easy map with low tier mobs and lots of explosive barrels! Hang on, why are the bars around certain doors moving? Oops. This is a speedrun level. As soon as you hit the switch at the start, the countdown starts. You don't have as much time as you think because of that final room and your limited weaponry, but it's definitely manageable! Cool idea.

Map 16: We on the moon! Moon techbases are hands down my favourite - just remembering Lunatic, the moon episode in Valiant, and the one in Nova III... all fantastic! Something about the setting just really resonates with me.
This map starts off super mean - you've got chaingunners sniping you from the towers, viles chasing you around, cacos, imps, revs... Once you clear the initial hurdle the rest of the map arguably gives you more breathing room. The more I look at the texturepack(s) used in this megawad, the more I wish more people'd use it.
Also, I love how Galactic manages player space in each encounter by raising barriers (even in open areas), teleporting monsters around the player, combining several different types of monster traps into single setpieces - clearly the sign of a true master of their craft. Seriously, how have I never heard of him before?

Map 17: Another oppressive moon level. Ammo is plentiful, real estate is not. Key to overcoming most of the fights here is to use infighting to your advantage and, especially in the case of the final throwdown, kill things as fast as you can. I couldn't for the life of me figure out the berserk secret but you get a lot of health in this map anyway. Is the blue key area supposed to be a mess hall of sorts? Damn, that's messed up.

Map 18: Back on Phobos. How do we even travel between it and the Moon? Those must be very long-distance teleporters! This level is indisputably the easiest in the episode so far but also one with the most eye candy. The place feels like an actual resource rig on Phobos with its crew turned zombies and its vents overrun with demonic presence. Gorgeous visual storytelling across the board. Couldn't figure out the RL secret but didn't really need it because combat was very forgiving.
Also, just a thing to note: it's generally not good practice to trigger monster traps with item pickups. I didn't grab the green armor that activates boxed imps because I took a different path, and by the time I did spot it, my armor was well over 100% because I had collected blue armor elsewhere. Just a thought :)

Map 19: Took a short break before resuming my demon-slaughtering duties. The last map of the episode is a barn burner. At the start, you're starved for resources, so make the best use of the mobs' infighting potential. The blue key fight is a real doozy and so is the last battle - although it did fail to trigger for me once and I've no clue why. Perhaps I didn't pick something up. This has been my favourite episode so far and I'm looking forward to what episode 4 brings.

Map 20: Oh, we're back to the aesthetics of the first episode! Hang on a minute... Never in my life have I seen such a cool texture effect, which I assume, occurs throughout this episode. This must've been a real pain in the ass to map, but it's cool as fuck. Combat is quite tough and your first and utmost priority should be locating the ssg - without it, the blue key encounter is VERY difficult to overcome. Thankfully, shells are plentiful. The fourth episode's opener really sets you up for what's to come - things are going to get only tougher from here.

Map 21: OMG a backpack? When was the last time we got one of those in a regular map? Getting your hands on it is a royal pain in the ass though because it requires locating the other three secrets. And the shooting range is a classic one!
Got to admit, the movement panels were nauseating, I had to take a short break from the map because my head was spinning. The final fight is a real bitch because of them as they pull you in towards the monsters. Another thing I noticed is that some textures were 64x64 orange missing textures. Is that intentional?

Map 22: Probably the easiest map of the episode so far. Once you survive the initial scare, the rest of the level goes easy on you. And that's fine! Sometimes you just want an easygoing map in preparation for what comes next.

Map 23: So apparently, the 'missing' textures weren't missing at all! This is all part of visual storytelling. Map 23 plays even nicer than its predecessor - for a second I thought Galactic had someone else make a guest map for the megawad (the secrets were easy to find as well and the RL secret was a double one!), but I guess the system hasn't quite found a solution to us going so deep into the code. Nice. Oh, and another backpack! Yay! 

Map 24: Another level showcasing Galactic's limitless creativity potential. I've never seen a map where you have switches individually tagged to monsters to kill them. You start off with a chaingun and the switches are your only way out to dispose of the arch viles. As you kill more and more, things get more hectic as the area continues to open up. Eventually, you're given the ssg and then the RL and no more killswitches - that's when the action hits its adrenaline-gushing peak. Also, wtf is that leven ending sequence lmao
Is this BTSX?

Map 25: Ah yes, PTSD music. There's only one other wad where I've heard this track. A WAD that made me shed blood, sweat, and tears to UV max. A WAD I will never come back to again. Jokes aside, it's underwater VR time! Galactic ends the episode on a very strong note - encounters may seem tough but that seemed like a facade to me - health and ammo are abundant so even if you're quite careless, there's room for mistakes here. It is time for the final episode of Valis!

Map 26: The mask has been peeled off. This whole thing's been a simulation! Rather mean combat setpieces, especially for the episode opener. All the pickups are done through voodoo doll trickery, so ammo and health are something you'll have to manage on a per-encounter basis. Cool!

Map 27: Fun as heck map! The initial arena is effectively the big fight of the level. After that you're tasked with taking three teleporters, containing a key each. The cyb / chaingunner thing had me confused because at the start I thought I had to get the chaingunners killed to raise the stairs, but nope! You have to stunlock the cyb with the help of the zombies and kill him as fast as possible, because there's barely any wiggle room in the small mud pool. SSG is your best bet here. A very cool setpiece!
Also, the two cyb bfg throwdown really reminds of another fight I've seen elsewhere but I can't remember which one!

Map 28: Once again, this map is bugged because of the teleporting shootable switch / sound thingy, so shoot anywhere else in the starting area and then fire at the switch. Difficulty is ramped up here with a lot of tricky encounters and monster meat. Once all three keys have been collected the entire area opens up and becomes a slaughter arena! Why no secrets in this episode? :( Error 404?

Map 29: Teleportation switch bug strikes again. This is quite a big map but don't let it intimidate you. Its style emulates the hyperfocused setpiece-centric approach adored by mappers like Ribbiks, Rayziik, bemused, etc. However, the vast difference here is that it's significantly more forgiving and imo will serve as a great crash course to those who want to test their mettle in this kind of environment. Every fight is super fun and memorable, this map flew by quickly for me! And be sure to find three keycards for a secret BFG and megasphere! 1 more? Sure thing!

Map 30: Oof. Rough start but once you plow your way out of the ranks, just dart around like a headless chicken and the vast majority of the monster populace will purge itself. The cyb towers are kind of a bitch but the rest is very straightforward. Time to wipe this virus from the system and complete the mission. Have we ever been real though?

Edited by Firedust

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10 hours ago, Firedust said:

Also, I don't know how the storyline in Valis goes, but why do imps have a digitised pain state when you pepper them with the chaingun?

Spoiler

 

Revs and Archies have these painstates as well. 

 

Well it´s not much of a story. (in the wad)

But if you check out all the computers and such, you´ll notice that something´s not quite right with the UAC Software or maybe

even reality itself...

 

 

 

Thanks for your feedback

Edited by Galactic
wanted to clarify that I was talking about the wad, not the novel

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On 6/6/2023 at 11:22 PM, Firedust said:

 1) I wish you could return to the previous areas after you're done with the final encounter - I've never been a fan of getting locked out of stuff after a level is over. What if I miss a secret? Great level, regardless.
 

2) Also, damn, that megasphere secret sure is tough to find! Is there a way to obtain the one in the western section? Once again, fantastic map.

 

3)All you really need to do is play trigger discipline so you don't active the cacos and just let the revs and hks do most of the area sweep for you!

 

4) The two mirrored areas around the centerpiece had me confused - I had to double-check the automap to make sure I was in the right place.

 

5)Also, I've just realised that Valis has two types of Specters - the classic ones and the playstation ones. Both have the same hp.

 

6)This map felt like something straight out of Plutonia but with a Valis coat of paint. And I mean that as a compliment. Btw is mouselook required for that shootable switch that unlocks the secret hangar?

 

7)I REALLY wish this map contained some sort of hint telling the player not to kill the first three pain elementals that teleport in one after another (unless I missed it, in which case lol), because once you do all the lost souls and PEs are unleashed and you're gonna have a real bad time, just like I did.

 

8)The shuttle fight did have me softlocked though because the pesky zombieman didn't teleport in the first time round and there was no way for me to lower the lift.

 

9)Loving bright brown planet (is this supposed to be a planet?)

 

10)clearly the sign of a true master of their craft. Seriously, how have I never heard of him before?

 

11)Also, just a thing to note: it's generally not good practice to trigger monster traps with item pickups. I didn't grab the green armor that activates boxed imps because I took a different path, and by the time I did spot it, my armor was well over 100% because I had collected blue armor elsewhere. Just a thought :)

 

12)This must've been a real pain in the ass to map, but it's cool as fuck.

 

13)Got to admit, the movement panels were nauseating, I had to take a short break from the map because my head was spinning. The final fight is a real bitch because of them as they pull you in towards the monsters. Another thing I noticed is that some textures were 64x64 orange missing textures. Is that intentional?

 

14)Also, wtf is that leven ending sequence lmao
Is this BTSX?

 

15)encounters may seem tough but that seemed like a facade to me

 

16)Once again, this map is bugged because of the teleporting shootable switch / sound thingy, so shoot anywhere else in the starting area and then fire at the switch

 

17)Oof. Rough start but once you plow your way out of the ranks, just dart around like a headless chicken and the vast majority of the monster populace will purge itself. The cyb towers are kind of a bitch but the rest is very straightforward.

 

1) There is a switch in the exit building that opens up the whole level again.

Btw this is the case in every level. You´re always able to backtrack.

 

2) Yeah you can get that megasphere. There are two teleport pads where the red key card is. The left one takes you on top of that pillar.

 

3) That was kind of the idea.

 

4) I hoped that the dead tree in the center would assist the player with that. But of course it´s a tough decision... Press the switch and start the fight or take the teleporter and see the second side...

 

5) I guess the playstaion ones that you are referring to are regular demons with their Translucency set to 25%. I don´t why I did that tbh

 

6) Popes of roam was the main inspiration here. All shootable switches are shootable without mouselook.

 

7) You can actually kill two of those three initial PE´s no problem. Only one will unleash all the nastiness. The one in that room with the red lights where you teleport to. But since they will get mixed you never know. Guess one could say it´s a Painchance you have to take. I´ll see myself out...

 

8) Sleeping on the job, huh? I´ll look into that. Former Human Resources is informed... (OMG how didn´t I see this one before!!)

 

9) It´s supposed to be Phobos. Was kinda going for a marsian look here

 

10) Wow. Well first of all thank you. It´s my first release and I have not been active in the Doom community before. So I guess that´s how^^

 

11) Noted. I think I´ll change it to line triggered in a future version to combat this problem.

 

12) I had my fair share of trouble with it (as one can see in the thread^^) but in the end it´s way easier than I made it out to be. Glad that you like it!

 

13) Gimmicky Maps. Am I right? Guess they´re hit or miss.

And yes, those textures are intentional. You´re bringing VALIS to it´s limits. It can´t focus on texturing the level properly and giving you a hard time simultaneously. You´re into deep...

 

14) Yeah IDK why I went that route... Guess VALIS is getting inspiration from all sources it has access to...

 

15) I guess the charade is over!

 

16) Weird. I never had any problems with this setup during testing. But I´ll definitely come up with a fix then.

 

17) Yeah, I know. That´s why I put the second exit in map 29. 

Edited by Galactic

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Been enjoying this so far, but will probably have to call a halt at MAP18. I'm finding the platforming section with the rising and falling columns here to be impossible, unless the player possesses superhuman reactions and timing abilities. Maybe there's a short cut or trick that I'm missing, but there probably isn't..

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44 minutes ago, Summer Deep said:

Been enjoying this so far, but will probably have to call a halt at MAP18. I'm finding the platforming section with the rising and falling columns here to be impossible, unless the player possesses superhuman reactions and timing abilities. Maybe there's a short cut or trick that I'm missing, but there probably isn't..

 

It is way easier than you think. Though that one column might through you off...

 

Spoiler

platform.gif.e06aa9943077197ebf2ddf3d92ce586d.gif

 

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Thanks again, it looks 'obvious' after the event, but I'd probably never have worked it out. In my view it's made unnecessarily cryptic by the presence of those columns on the right hand side - I assumed I was supposed to zigzag between them, which may well be impossible. I do like my Doom to be largely straightforward, and for it to be clear what the player is supposed to be doing, as you might have guessed by now!

 

Edited by Summer Deep

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Interesting change of direction from a graphics and visual point of view in the final episode!

 

I've killed all the baddies in MAP28, and can't for the life of me figure out how to reach the exit.

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31 minutes ago, Summer Deep said:

Interesting change of direction from a graphics and visual point of view in the final episode!

 

I've killed all the baddies in MAP28, and can't for the life of me figure out how to reach the exit.

 

So I checked and I forgot to include some enemies on HNTR and HMP so the exitroom doesn´t open.

Fixed it and uploaded a new version just now and it will open on these difficulty settings as well. IDK how that happened, but thanks for pointing that out.

 

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Is Map 27 broken on UV? I kill the two archies and revs and nothing happens. Playing in GZDoom 4.7.1.

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14 minutes ago, Firedust said:

Is Map 27 broken on UV? I kill the two archies and revs and nothing happens. Playing in GZDoom 4.7.1.

 

Hmm.. well I just checked and killing the two archies should spawn a cyber. Can´t tell you what happened there right now . I´ll look into it tomorrow. Playing on 4.4.2. btw.  But IDK how that would cause any problems...

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5 minutes ago, Galactic said:

 

Hmm.. well I just checked and killing the two archies should spawn a cyber. Can´t tell you what happened there right now . I´ll look into it tomorrow. Playing on 4.4.2. btw.  But IDK how that would cause any problems...

I figured it out! Apparently, if you shoot the switch at the start without shooting elsewhere, the cyb won't wake up.

Also, forgot to report another 'bug' in map 23 (quotation marks, because it only happened to me once) - during my initial playthrough when I dropped into the backpack area and killed the pinkies + shotgunner there, the lift didn't raise leaving me softlocked.

Edited by Firedust

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2 minutes ago, Firedust said:

I figured it out! Apparently, if you shoot the switch at the start without shooting elsewhere, the cyb won't wake up.

Also, forgot to report another 'bug' in map 23 (quotation marks, because it only happened to me once) - during my initial playthrough when I dropped into the backpack area and killed the pinkies + shotgunner there, the lift didn't raise leaving me softlocked.

 

Interesting. 

 

Not waking up the cyber without shooting elsewhere is very weird... I´ll add that to the list of stuff I´ll fix. Same goes for the backpack situation.

 

Thanks

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9 hours ago, Galactic said:

 

Interesting. 

 

Not waking up the cyber without shooting elsewhere is very weird... I´ll add that to the list of stuff I´ll fix. Same goes for the backpack situation.

Yeah, maybe it's got something to do with how sound works in Doom? You get insta teleported when you shoot the switch and the cybs don't wake up. BUT if you shoot elsewhere in the room, then all the monsters wake up and THEN you shoot the switch to teleport to the arena.

EDIT: Okay, it's def gotta be a sound problem. When I shoot the switch, the archies and revs are instantly alerted in the room I'm teleported to. Your best bet is to enable sound propagation between the main area sector and the teleporter closets.

Edited by Firedust

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I am done! Thank you for making this wonderful megawad and I am very much looking forward to your future endeavours! Valis was a blast to play through.

I still can't believe this is the work of a newbie...

You will see all my comments about the maps a few posts above.

Edited by Firedust

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9 hours ago, Firedust said:

I am done! Thank you for making this wonderful megawad and I am very much looking forward to your future endeavours! Valis was a blast to play through.

I still can't believe this is the work of a newbie...

You will see all my comments about the maps a few posts above.

 

Thank you for sharing your thoughts and findings. I really enjoyed reading them and I´m glad you had a blast playing Valis.

 

I´ll will tweak some things here and there according to your comments and upload version 2.3 in the next couple of days or so.

 

Again, thanks for taking the time. It´s very much appreciated.

 

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  • 4 weeks later...
  • 2 months later...

Finally found the time to fix some stuff. Just uploaded version 2.3

 

Things that were changed/fixed:

  • map 2  now opens back up automatically after you beat the level
  • removed a nasty softlock in map 10
  • Chaingunners in map 14 spawn more consistently now
  • green armor trap in map 18 is now line activated
  • fixed the teleport bug in Episode 5
  • added the widescreen statusbar made by @Auron
  • changed the berserk pick up sound once again
  • invulnerability now uses the greenmap powerup.color
  • other small adjustments like texture alignment, sector lighting etc.

 

And again many thanks to @Firedust for the detailed report.

 

 

Download:

 

Dropbox: VALIS (or use link in the original post)

 

 

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