NinjaDelphox Posted December 30, 2022 (edited) Decades of peace have passed on the planet Elysia, with one half of the planet belonging to the UAC, and the other belonging to demon kind. One day, a meteor crashes into Mount Esthar, the largest volcano in the demon realm, shaking the planet to its core. An alien parasite slithers its way from the meteor infecting all of demonkind. As things seem like they couldn't get worse, Mount Esthar suddenly erupts, spreading corruption over most of the planet killing all UAC personnel on the planet. Your mission is to travel to Elysia, search for any UAC survivors, and terminate the alien parasite. Corruption is a thirty-five level MBF21 mapset created by @NinjaDelphox, @EVILNECK, and @Arsinikk, comprised of detailed and action heavy maps inspired by Back to Saturn X2 and Hell Revealed II, along with other games such as Final Fantasy, Castlevania, Ninja Gaiden, Metroid, Resident Evil, and Mega Man. Extensive sprite, sound effect, and dehacked changes have been created and used for Corruption to tie in with its story and provide a much more unique experience than a standard Doom II mapset. A lot of attention to detail has also been paid to various source port extras such as GLDEFS, custom obituaries for monsters, edited menu graphics, additional enemies in the ending cast call, and much more. Every Map has been designed to be able to be pistol started, but I highly recommend not doing that on a first playthrough. Normal mode is the intended way to experience the game, but medium and easy difficulties have been implemented, as well as a new harder difficulty called “Xtreme” (Ultra-Violence Plus). Made with the Doom II IWAD. Corruption has been tested with: DSDA-Doom (0.24.3, 0.25.0, 0.25.5) [Most recommended] Woof! 10.5.0 Eternity (Devbuild, 4.03) Zandronum 3.1 ZDoom 2.6.1 Odamex 3.10.0 (Currently broken, does not support A_LineEffect, has issues with bossdeaths due to reading ZMAPINFO but not decorate, and other misc. problems) GZDoom (4.9.0, 4.10.0) Doom Retro from my limited testing does not seem to support umapinfo bossdeaths (At least they don’t work with the current implementation like in every other port). Run with the widescreen assets patch for 16:9 art and status bar. Run with Corruption_Lights.pk3 for GLDEFS. Spoiler Possessed -Shoots a burst of 2 hitscan attacks, same as the vanilla zombieman otherwise. Gremlin -Regular projectile is faster than the vanilla Imp fireball. -At 15 or less health, they will use a stronger and faster fireball. Devil -Slightly faster than the vanilla pinky, and bites faster. -Spectre bites at the same speed, but has the same movement speed as the vanilla speed. Becomes visible once dead and becomes invisible again when resurrected Caco Demon -Shoots a faster projectile than the vanilla counterpart -At 100 or less health, its eye will become red, and they will attack with a larger ball that is stronger. Lord of Esthar -At 200 or less health, they will throw stronger and faster projectiles. Nobleman of Esthar -Same as the vanilla Baron, does not throw a stronger projectile at low health. Resurrected -At 100 or less health, they will shoot a considerably faster and stronger homing rocket. Mammoth -Shoots faster projectiles than the vanilla counterpart -At 150 or less health, their eyes will become red. This has no effect and is visual only. Spider Unit -Shoots faster projectiles than the vanilla counterpart -Will gib if killed with -150 health or less Encephalon -Much lower pain chance than the vanilla counterpart, stun also lasts longer. -Shoots at a rate much higher than the vanilla counterpart. Proto Behemoth -Much lower pain chance than the vanilla counterpart. Stun lasts longer than vanilla, and has 6 possible colors to flash when stunned. -Fires rockets faster than the vanilla counterpart. Rockets have an increased movement speed. Player rockets, Plasma, and BFG projectiles all move faster as well. The pistol and chaingun are faster and always accurate. The fist has increased range, and the chainsaw cuts incredibly fast. The plasma rifle no longer has a recoil after letting go of fire. Spoiler Venemous Caco Demon -Has more health and moves considerably faster than a regular Caco. -Attacks with 2 Mancubus Fireballs and a Caco fireball. Will rapidly bite in melee range. Baron of Filth -More health than a Hell Knight, Less than a Baron. -Throws 2 projectiles rapidly, and has a higher movement speed than the other nobles and lords. -Will charge at the player when stunned or in melee range. Super Mastermind -A boss only appearing in 1 Map Eligor, the Unknown King -A boss only appearing in 1 Map Phantasm -A rare creature, kill them all to find a secret! Ashtar and Jaquio -Part of the Final boss, required to be killed to damage the Parasite. The Parasite -Final boss of the game Spoiler ===Cluster 1: Dire Pollution=== 1. Pollution - NinjaDelphox - High Speed Lift, Mega Man Zero 3 2. Nukage Outflow - NinjaDelphox - Tallon Overworld 2, Metroid Prime 3. Toxin depot - NinjaDelphox - Organic Line, Mega Man ZX Advent 4. Discharge - NinjaDelphox - Hell’s Gate Open, Mega Man Zero 3 5. Marshlands - EvilNeck - Upper Brinstar, Super Metroid 6. Decomposition - EvilNeck - Sandy Maridia, Super Metroid ===Cluster 2: Corrupt Vestige=== 7. Undergrowth - NinjaDelphox - Nettori Battle, Metroid Fusion 8. Sector 2 - NinjaDelphox - Sector 2 [TRO], Metroid Fusion 9. Twilight Zone - EvilNeck - For Endless Fight III, Mega Man Zero 3 10. Subterranean Hell - NinjaDelphox - Wasteland, James Paddock 11. The Grotto - EvilNeck - Stormwater, James Paddock 12. Abandoned Mire - EvilNeck - Killing Spirit, Metabolist ===Cluster 3: Emerald Eclipse=== 13. House of Sacred Remains - NinjaDelphox - Demon Seed, Castlevania III: Dracula’s Curse 14. Eternal Corridor - NinjaDelphox and Arsinikk - Phazon Mines, Metroid Prime 15. Hellcinerator - Arsinikk - Into the Hellfire|Into Arsinikk’s City, Arsinikk 16. The Dark Chapel II - NinjaDelphox - Malak’s Labyrinth, Castlevania: Order of Ecclesia 17. Putrefaction - EvilNeck - Tower of Science, Castlevania 64 18. Necrosis - NinjaDelphox and EvilNeck - Rainbow Cemetery, Castlevania: Symphony of the Night ===Cluster 4: High-Tech Gateway=== 19. The Observation Tower - NinjaDelphox - Final Weapon, Mega Man X4 20. Barrel Plant - NinjaDelphox - Reborn Mechanics, Mega Man Zero 3 21. Reservoir Facility - NinjaDelphox - Cold Smile, Mega Man Zero 3 22. Fracture Terminal - NinjaDelphox - Encased, James Paddock 23. The Vile Peaks - NinjaDelphox - Arrival on Crateria, Super Metroid 24. Faultline Station - NinjaDelphox - Junkie Smack, Mark Klem ===Cluster 5: Charon Skies=== 25. Cyclospora - NinjaDelphox - Anti-Soul Mysteries Lab, Castlevania: Lament of Innocence 26. Thalassemia - NinjaDelphox - Sacrifice, David Shaw 27. - NinjaDelphox - Sigma 1, Mega Man X6|Discolored Wall, Castlevania: Bloodlines 28. Haemodialysis - NinjaDelphox - Mirage, Mark Klem 29. Baaj Temple - NinjaDelphox - Fithos Lusec Wecos Vinosec, Final Fantasy VIII 30. Mount Esthar - NinjaDelphox - Pendulum, Psyrus ===Secret Cluster 1=== 33. Unknown Tomb - NinjaDelphox - Silent Prison, Castlevania: Portrait of Ruin 31. Cursed Heat - EvilNeck and NinjaDelphox - When the Sun won’t Rise Anymore, Thyrbse 32. Area Zero/Sunleth Waterscape - NinjaDelphox - Esperanto, Mega Man Zero 4 ===Secret Cluster 2=== 34. CUMMMFPK - NinjaDelphox - Overloaded, Mega Man ZX Advent 35. Credits Map - NinjaDelphox - Separate Paths|March of the Dreadnaughts, Final Fantasy XIII For the full list of credits, check the text file. Testing:@NinjaDelphox@Arsinikk@EVILNECK@thiccyosh@Large Cat@TheNoob_Gamer@TwoFoxSix@finnks13 Google Drive: https://drive.google.com/file/d/1S35KiND6Y9_nn870ycxJDpwmeYBm0E6l/view?usp=share_link idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/corruption Edited March 3 by NinjaDelphox 65 Quote Share this post Link to post
General Rainbow Bacon Posted December 30, 2022 Doesn't work with Gzdoom 4.10 Script error, "Corruption.wad:ZMAPINFO" line 470: SC_GetNumber: Bad numeric constant "true". 3 Quote Share this post Link to post
NinjaDelphox Posted December 30, 2022 Oh I messed up the Lightning portion for Map 23 in ZMapinfo when I was going through everything earlier, thanks for pointing it out! Fixed now, updated file on the same link. 2 Quote Share this post Link to post
LuciferSam86 Posted December 30, 2022 Oh super sweet. I loved Hellcinerator, and I'm going to play this for sure. :) 3 Quote Share this post Link to post
epicyolomaster420 Posted December 30, 2022 (edited) I love the look of some of these maps! I'll try to play it soon-ish, but can't make any promises (I'm currently wrapped up in an Ultimate Doom project just as ambitious as this, called Cleanout, of whom I am both the project lead and largest map contributor)... Congrats on the release! Edited December 30, 2022 by epicyolomaster420 fixed typo 3 Quote Share this post Link to post
nickxcom Posted December 30, 2022 Whoa! This looks great! Going to try and play through this over the weekend :) 3 Quote Share this post Link to post
LuciferSam86 Posted December 31, 2022 Oh, a question: I remember map 15 on GZDoom did not have the custom colormap in the library with the hardware-accelerated renderer. Does that still apply? 3 Quote Share this post Link to post
NinjaDelphox Posted December 31, 2022 Just now, LuciferSam86 said: Oh, a question: I remember map 15 on GZDoom did not have the custom colormap in the library with the hardware-accelerated renderer. Does that still apply? Pretty sure the answer is yes, haven't looked at it with the hardware renderer in a long time though. Doubt that feature has been added. 2 Quote Share this post Link to post
Floowand Posted December 31, 2022 idk how to feel about this "maps inspired by Back to Saturn X2 and Hell Revealed II" 3 Quote Share this post Link to post
NinjaDelphox Posted December 31, 2022 17 minutes ago, Floowand said: idk how to feel about this "maps inspired by Back to Saturn X2 and Hell Revealed II" I wouldn't look too deep into that, they're just where most of my ideas come from for certain aspects of levels and how the story is handled, the gameplay of Corruption isn't really like either at all. 3 Quote Share this post Link to post
Arsinikk Posted December 31, 2022 20 minutes ago, LuciferSam86 said: Oh, a question: I remember map 15 on GZDoom did not have the custom colormap in the library with the hardware-accelerated renderer. Does that still apply? This is unfortunately a limitation of GZDoom's Hardware renderer and not something I can fix. It would be more accurate to say the the library uses a custom palette rather than a colourmap. The way it works in software renderers is that it is like the library is "underwater", and while you under water in that section, it remaps each colour of the normal doom palette to the new "underwater" palette. The problem is that GZDoom's Hardware renderer only uses the first screen of the main PLAYPAL palette, and doesn't remap any of the colours to other palettes. This includes Invulnerability, Rad suit tint, Pain palette flashes, item grab palette flashes, and any underwater palettes. This is the reason why it's really difficult to have custom rad suit, invulnerability, or pain/item grab palette changes in Hardware, since the actual palettes in the PLAYPAL except the first one are ignored, and for the ones that are editable, you must use DECORATE and are still stuck with a severely limited amount of colours to choose from. I don't quite know how GZDoom's underwater palettes work, but it basically picks a colour from that specific palette and tints the screen with it. 2 Quote Share this post Link to post
LuciferSam86 Posted December 31, 2022 Hey Ars. I see, no problem :) I'll use DSDA . Thanks for the explanation. 2 Quote Share this post Link to post
TheShep Posted December 31, 2022 oh mamayama this is sounding rather tite 2 Quote Share this post Link to post
Caleb13 Posted December 31, 2022 (edited) I encountered two bugs in MAP01 while playing on UV in Gzdoom 4.10.0: -A chaingunner and a hellknight were stuck on berserk secret pillar. -One of the monsters closets was broken, see the screenshot. When I noclipped there, it looked like an archvile teleported above the revenants there, possibly because of messed tags? I don't plan to play further because all the custom monsters and sounds are just awful. I know the "mutated monsters" are part of the story, but is there a chance you'd release a cleaned version later? I tried to clean it myself (like I do quite often), but Decorate changes and sprites are too numerous in this case. Edited December 31, 2022 by Caleb13 0 Quote Share this post Link to post
NinjaDelphox Posted December 31, 2022 1 hour ago, Caleb13 said: I encountered two bugs in MAP01 while playing on UV in Gzdoom 4.10.0: -A chaingunner and a hellknight were stuck on berserk secret pillar. -One of the monsters closets was broken, see the screenshot. When I noclipped there, it looked like an archvile teleported above the revenants there, possibly because of messed tags? After looking into it, this is because the "spawnmulti" skill parameter for UV+ doesn't look at Boom's "Not cooperative" monster flag, so it is spawning monsters stacked on top of each other. I don't know enough about ZDoom stuff to know if there is a way around that, maybe @Graf Zahl knows, looking at the wiki for Skill definitions, there doesn't appear to be any way to disable those Boom flagged monsters. 0 Quote Share this post Link to post
Firedust Posted December 31, 2022 Stunning screenshots! How much harder is Extreme than Normal btw? And why is the title of map 27 blank? 1 Quote Share this post Link to post
NinjaDelphox Posted December 31, 2022 12 minutes ago, Firedust said: Stunning screenshots! How much harder is Extreme than Normal btw? And why is the title of map 27 blank? Xtreme varies by map, I would say Map 27 coincidentally happens to be the hardest level on Xtreme. Map 27 does have a name, but you don't get to see it until it is completed because it would spoil the main gimmick of the level ;) 1 Quote Share this post Link to post
NinjaDelphox Posted January 1, 2023 Tomorrow there will be a small little update fixing some minor issues I have found in a few maps, and also a slightly expanded version of Map 33. Mostly texture alignment and other misc. fixes that won't be noticed all that much. Also figured I'd share some screenshots of the WIP Map 34! Spoiler 2 Quote Share this post Link to post
NinjaDelphox Posted January 2, 2023 Well the update came out much later than I wanted due to my power unfortunately being out for basically the whole day, but I finally have this small update ready! Same link as OP, just minor fixes for some maps, and a small expansion to Map 33. 2 Quote Share this post Link to post
NinjaDelphox Posted January 3, 2023 23 hours ago, NinjaDelphox said: Well the update came out much later than I wanted due to my power unfortunately being out for basically the whole day, but I finally have this small update ready! Same link as OP, just minor fixes for some maps, and a small expansion to Map 33. Well I just realized I'm an idiot an never included the updated Mapinfos for Map 33, which added a bossdeath to allow the player to leave a certain area, make sure to download the latest version from the OP, sorry for the inconvenience. 1 Quote Share this post Link to post
Bozzy Posted January 4, 2023 What kind of difficulty do you think your WAD is? if you could compare it to another WAD i may have played. Lets just say i couldnt beat Sunlust Map 30 so will this be doable for someone like me? though i could always play on lower difficulties. 1 Quote Share this post Link to post
NinjaDelphox Posted January 4, 2023 57 minutes ago, Bozzy said: What kind of difficulty do you think your WAD is? if you could compare it to another WAD i may have played. Lets just say i couldnt beat Sunlust Map 30 so will this be doable for someone like me? though i could always play on lower difficulties. I would say this mapset is more of a middle of the road difficulty, if you could get through all of Sunlust but Map 30 you can definitely still beat this on normal, but if you find the later maps more difficult (19 and after) I would recommend going to medium or lower. Thanks to @Vile a whole bunch more issues and minor things have been fixed! A new updated invulnerability palette has been added, created by @Arsinikk, along with minor fixes to Map 02, 05, 09, and 14. Maps 10 and 11 have had a little bit of added ammo in certain areas. Download the newest version from the OP. 0 Quote Share this post Link to post
NinjaDelphox Posted January 6, 2023 Now we have yet another set of slight bug fixes and updates to maps! Currently the title demos are out of sync due to these changes, but will be fixed when Map 34 is finished since they aren't the most important thing in the world (And there could still be more fixes later on) Download the newest version from the OP. Full changelog: Spoiler Map 31: Untagged an extra secret sector Map 19: unblocked monster blocking lines in front of the exit doors Map 20: Added 15 rockets, fixed timing of Green Caco spawns Map 21/36: Fixed 4 broken teleports, monsters now correctly teleport in when you press the red switch Map 23: Added 100 cells, new secret with 80 cells, you can now telefrag the cyberdemon by the red key Map 24: Removed an incorrect flesh tree and replaced it with Bloody Mess 1, untagged an extra broken secret, Arch Vile Jump soulsphere has been replaced with an invulnerability, minor change to yellow key area Map 25: Fixed some minor visual issues, untagged a broken secret, slight visual changes Map 26: The optional fight now requires a secret blue key to enter Map 27: Now shows the whole automap, has more health and rockets, slight visual changes Map 28: Made the BFG invulnerability visible before actually grabbing the BFG Map 29: replaced some firewall textures with a purple fire wall Map 35: Fixed a missing texture Other changes: The pain chance of Cyberdemons has decreased significantly Fixed the duration of a state 3 Quote Share this post Link to post
pampoo79 Posted January 7, 2023 google keeps fucking with me, I guess I'll have to wait for the idgames upload 0 Quote Share this post Link to post
NinjaDelphox Posted January 7, 2023 4 hours ago, pampoo79 said: google keeps fucking with me, I guess I'll have to wait for the idgames upload Is something wrong with the link? Or is it an issue specific for you? If it's the latter I could upload a temporary download to doomworld. 1 Quote Share this post Link to post
NinjaDelphox Posted January 11, 2023 Back with another update, this *should* be the final update before Map 34 and the Zandronum patches update for RC2. A whole lot has been fixed and few minor things have been changed. All currently known issues in the maps have been resolved (At least I hope, can't wait for something obvious to be broken lmao). Full change log below, download the newest version from the OP. Spoiler Map 01: Cleaned up automap slightly Map 11: New Super Shotgun Secret at the start Map 13: New secret area, added a forced purple eye teleport Map 14: Slight difference for the exit, no longer a forced death exit Map 15: Fixed some issues, added a deathmatch area Map 33: Added deathmatch starts and weapons Map 31: Slight visual changes, made it much harder to escape from the yellow key fight Map 16: visual changes, new secret Map 17: Slight visual changes, added some enemies Map 18: Slight visual changes General changes: The chainsaw now wakes up enemies just holding it Fixed errors in texture2 for animated textures Slight updates to decorate in both the main wad and Zandronum patches (Still unfinished currently) 3 Quote Share this post Link to post
pampoo79 Posted January 15, 2023 With GZDoom 4.9 I get this error "Corruption.wad:DECORATE line 1057:Sprite names must be exactly 4 characters and with Zandronum (using all 3 wads) I get "Script error, "Corruption.wad:DECORATE" line 396: Invalid state parameter a_settranslation" this project does not like me 1 Quote Share this post Link to post
NinjaDelphox Posted January 15, 2023 34 minutes ago, pampoo79 said: With GZDoom 4.9 I get this error "Corruption.wad:DECORATE line 1057:Sprite names must be exactly 4 characters and with Zandronum (using all 3 wads) I get "Script error, "Corruption.wad:DECORATE" line 396: Invalid state parameter a_settranslation" Thanks for pointing this out, I was just about to post a new update, so I got it fixed up. I honestly recommend using anything but a ZDoom port until everything is finished because they will always be behind in terms of the decorate and stuff, and Zandronum and old ZDoom currently doesn't work at all. Now speaking of that update, enough stuff has been added since the previous "last before RC2" update, so I figured I'd just post it and call it RC1.5. The cyberdemon has received a new pain animation that comes with 6 random variations, with the sprites being created by @EVILNECK , and updates to the radiation, pain, and item pickup palettes. The radsuit has also received a new sprite, and there are minor dehacked changes, along with some progress with decorate updates. See the full changelog below, and download the newest version here (Same link as OP). Changelog: Spoiler Dehacked: Lost Soul damage has increased by 1 Lost Soul is now translucent Sphere powerups are no longer translucent Imp fireballs now have a speed of 12 Cyberdemon pain chance has increased from 1 to 5 Cyberdemon now has 6 randomized pain animations, all of which last 18 frames, with blue being the most common (Sprites posted below) Cyberdemon death animation is now full bright (New sprites below) Maps: Map 7: Added 2 Cyberdemons (Normal/Medium), 8 Barons (Easy) Map 9: Visual changes after the blue door Map 13: Visual changes in the northwest room Map 14: Visual changes in the rocket launcher room Map 19: Enemies now spawn in the 4 wings of the map after all switches are pressed and can lower the lifts, replaced 2 Arch Viles with Hell Knights, added invulnerability under the Cyberdemon. Map 23: Moved the automap and made a new secret for it Map 24: The start room closes once you leave it, added 2 Arachnotrons and 2 Arch Viles Map 25: Visual changes to the red key and exit areas. Map 29: replaced all FIRELAVA textures with purple versions, flat changes in the yellow key and chainsaw room New Sprites: A decent amount of progress has been made in updating the GZDoom decorate, missing the new cyberdemon animations and a spawner for an enemy, but is otherwise mostly caught up to the dehacked. The Zandronum version has not received any updates and won't until everything is working properly on GZDoom. Also, for progress on Map 34, a new area is currently being worked on, the map is probably like 45% done or so. 1 Quote Share this post Link to post
Evil_Ascended Posted January 15, 2023 Almost same error as with pampoo79, except I am running with GZ 4.10 1 Quote Share this post Link to post
NinjaDelphox Posted January 16, 2023 1 hour ago, Evil_Ascended said: Almost same error as with pampoo79, except I am running with GZ 4.10 Thanks, got it fixed, link has been updated. 1 Quote Share this post Link to post
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