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Corruption - [35 Map MBF21 Megawad] - (Back on idgames)


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6 hours ago, Firedust said:

Thank you for the info! Will edit this post for maps 11-15. I have another question. Why do monsters function as infinitely tall despite the fact that I've disabled the option in GZDoom settings?

Map 11: This was the first Evilneck map I've enjoyed from start to finish. Due to the problems with infinite height, the final fight was a real bitch, because you're given very little space and with the monsters teleporting around, everything becomes incredibly confusing. After 8 deaths, I managed to beat this fight and I've no idea how lol. It will definitely be A LOT easier with infinite height properly disabled as recommended by the mapset's authors.

We have infinite height and a bunch of other compat flags set in the Zmapinfo, so regardless of any settings changed it'll stay. A lot of Zdoom gameplay stuff like crouch and jump are also disabled, but freelook is still there.

Edited by NinjaDelphox

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Map 33: Classic Castlevania track! Map is generally a cakewalk until that horrible mancubus / hell noble encounter. Those green fucks like to chase you around and there's barely any space to mitigate so I feel luck is quite a big factor here. After three deaths, I beat this fight and took on the megawad's secret boss. Overall, very cool! I feel this is the first time I've seen anyone introduce an element of verticality to monster attacks in Doom. Makes me wish more people did it.

Map 31: Holy shit, what a behemoth of a map. The most difficult part is definitely the start, because you have to acquire a RL asap or you'll get rekt in no time. Afterwards, the map essentially becomes Mt. Erebus but slaughter. Get the BFG, clear the starting area, then go on a long key hunt. Second outdoors fight can be cheesed by just alerting the monsters and not jumping down.

One of the four hell knight / filth baron closets is broken because there are too many monsters stuffed inside and they get stuck.

The secret exit is actually easy to find and can be accessed much earlier than the normal exit.


Map 32: A mini paradise in the wasteland. Combat is easy because all you have to do is run out, wave hi at as many monsters as you can, and get the cybs to wipe out most of the local populace for you. 3 out of the 4 secrets require you to find hidden teleporters that will take you to high up areas with goodies. Despite the bunnies trying their utmost hardest to make me facerocket myself, I beat this map on the first try! This marks the first secret cluster.

Map 16: An obvious Castlevania tribute. Even without the paintings and dev notes, I felt progression was very metroidvaniaesque. The name of the game is to find a bazillion Commander Keen replacements, a lot of which are deviously hidden, to make the final fight easy-peasy. The hardest encounter imo was the three cybs + mini caco cloud and arachno posse guarding the blue key. Faster rockets make it so much harder to dodge - this was the only place where I died in this map. This area also concealed the hardest-to-find hanging green head, that one fucked me up real good. Eventually, I found all the hangers and went on a power trip in the chapel area, recruiting the cyb duo's help to mop up the worshippers. In hindsight, combat in the map was eh, but in all honesty, it was secondary as the map's main gimmick was exploration. As someone who grew up playing Symphony of the Night, Circle of the Moon, Harmony of Dissonance, and Portrait of Ruin, I found this level endearing but not without its flaws.

Also, this is the first time I've seen the green barons infight with each other. I wish I had known this sooner - you just have to get them to charge into another and voila! Would've made that annoying encounter in map 33 significantly easier.

Map 17: Starts off tepid, but the final area more than makes up for it. Grab a key, clear the room, repeat until everyone's dead!

Map 18: This is a great map! Gives me PL2 vibes. I love the idea of hunting for optional keys to make life easier down the line. Red key messed with my mind a lot but the automap revealed the silent teleporter linedef :p
The highlight is the blue key arena throwdown, I intentionally activated all the switches right off the bat for all hell to break loose. Cybs are once again your best friend here. There's a VERY noticeable misalignment on this pillar here: https://prnt.sc/3Z6AS19kY1ks.

Episode 3 complete!

Edited by Firedust

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6 hours ago, Firedust said:

Map 31: Holy shit, what a behemoth of a map. The most difficult part is definitely the start, because you have to acquire a RL asap or you'll get rekt in no time. Afterwards, the map essentially becomes Mt. Erebus but slaughter. Get the BFG, clear the starting area, then go on a long key hunt. Second outdoors fight can be cheesed by just alerting the monsters and not jumping down.

One of the four hell knight / filth baron closets is broken because there are too many monsters stuffed inside and they get stuck.

The secret exit is actually easy to find and can be accessed much earlier than the early exit.

Hmm I looked into it and apparently the Map 31 secret exit door actually stopped functioning properly for some reason, I was able to fix it though. It's supposed to be locked until you kill every type of monster of the gold statues (The Baron one is red Barons only). Would it also be possible to get screenshots of any other broken closets you come across? Most of them are probably due to how spawnmulti currently works, but hoping to fix that. Really appreciate you playing and reporting these issues! :)

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On 5/29/2023 at 4:55 AM, Firedust said:

Why do monsters function as infinitely tall despite the fact that I've disabled the option in GZDoom settings?

I assume this is because Ninja wanted every source port to be consistent. I would say that I personally tend to force it in my WADs due to infinite actor hacks, but I'm not sure if Corruption uses many hacks like that to warrant it being forced (could be wrong though).

 

On 5/29/2023 at 4:55 AM, Firedust said:

This was a superb map! The secret switch hunt is good fun and the fights are well orchestrated. @Arsinikk did a great job with keeping the experience fresh throughout the level's duration.

Thanks! :3   While the map is quite large (it's actually not as long as some of the upcoming maps imo), I wanted to make it as streamlined as possible. While the secret exit is quite involved, I wanted to avoid too many obscure "Eternal Doom" trappings and give hints to the player.

 

On 5/29/2023 at 4:55 AM, Firedust said:

https://prnt.sc/yq1Ipvdc-pjg - some of these arachnotron teleporter closets are bugged, making 100% kills impossible.

At first I was confused because I've tested this map quite rigouriously, but yeah those closets are a bit of a flawed design. They are on a constantly moving floor which does work correctly for the most part, but if you trigger that fight earlier while there are still enemies about, the enemies on the floor can block the teleport destinations, so the arachnotrons never teleport in. Shouldn't be too difficult to fix, it's an oversight on my part since I guess I never really tested triggering everything at once.

 

On 5/29/2023 at 4:55 AM, Firedust said:

 The only downside I feel this map has is that it's such a massive outlier, it practically begs the secret map slot.

I might wait to say that until you've played the secret maps, since they are pretty big bois. I will say that my map would probably feel a bit out of place in general, because I design fights differently than Ninja and Evilneck do, who did most of the WAD's mapping.

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35 minutes ago, NinjaDelphox said:

Would it also be possible to get screenshots of any other broken closets you come across? Most of them are probably due to how spawnmulti currently works, but hoping to fix that.

Yes, sure thing! So far the vast majority of traps work as intended except the ones I've reported. Will post screenies if I run into any other issues. Btw I was not aware of there being a requirement to kill specific monster types - in that case, I retract my comment. I thought players could just jump into the teleporter where a cyb was standing and go straight for the exit but apparently not! Is that the reason why there's a random hidden zombieman inside a bookcase secret? That one was so random. For the record, I took the secret exit only after I got all kills.

 

34 minutes ago, Arsinikk said:

I might wait to say that until you've played the secret maps, since they are pretty big bois. I will say that my map would probably feel a bit out of place in general, because I design fights differently than Ninja and Evilneck do, who did most of the WAD's mapping.

I have played the first secret cluster and I still think your map is the quirkiest (not in a bad way ofc). I REALLY appreciated the wall hints btw, they made my life a heck of a lot easier. The only one that I feel that I got randomly was the doomtuber secret, because the 9-second thing on the doors made no sense to me.

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1 hour ago, Firedust said:

The only one that I feel that I got randomly was the doomtuber secret, because the 9-second thing on the doors made no sense to me.

This secret actually used to be much more in depth, but I simplified it since people didn't seem to get it. It probably makes alot more sense if you understand how doom door actions work. Basically the goal is to shoot a switch that is only shootable while the player is on the red couch. The problem that you'll find is that whenever the player walks across the red line to get to the red couch, all the doors close immediately. If you close yourself in a room and open it from inside, you'll see the 9-second diagram on the door. You'll notice that if you walk past the red line after opening a door from the inside that that specific door will not close with the rest. It's a simple Doom door puzzle in that, when you open the doors from inside, it opens, waits 9 seconds, and then closes. With the way Doom works, a door that is in a open-wait-close state will be unable to be opened or closed until it has concluded that waiting state.

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On 5/30/2023 at 10:36 PM, Arsinikk said:

This secret actually used to be much more in depth, but I simplified it since people didn't seem to get it. It probably makes alot more sense if you understand how doom door actions work. Basically the goal is to shoot a switch that is only shootable while the player is on the red couch. The problem that you'll find is that whenever the player walks across the red line to get to the red couch, all the doors close immediately. If you close yourself in a room and open it from inside, you'll see the 9-second diagram on the door. You'll notice that if you walk past the red line after opening a door from the inside that that specific door will not close with the rest. It's a simple Doom door puzzle in that, when you open the doors from inside, it opens, waits 9 seconds, and then closes. With the way Doom works, a door that is in a open-wait-close state will be unable to be opened or closed until it has concluded that waiting state.

Did you intentionally make the switches one-time action though? Kinda mean, because if you mess up once, the secret exit will elude you unless you've saved prior to the puzzle.

Will edit this post with comments on episode 4.

Map 19: Cool short punchy map! A welcome break from the longer affairs, it features non stop action once you hit all the four switches in the mini towers. Interestingly enough, if you use the walls that raise to block access to the mini towers when they are eventually supposed to lower, you'll be locked out of that tower for good!

Map 20: NJ's evolution as a mapper becomes increasingly apparent with every new episode! I absolutely loved this map from start to finish!

@NinjaDelphox would you mind explaining how the double exit works here? What is the difference between going to map 21 first or straight to 22?

Map 21: Due to my crippling OCD, I've decided to do the maps in order. This is another winner from episode 4 with some quality techbase and outdoors action. A LOT OF soulsphere secrets too!

Map 22: This was a very skillsaw-esque map - a crapton of rockets and cells and a lot of baddies to wipe out. The outdoor skirmishes are fun as heck. Great map all in all, not much else to add there!

Map 23: Probably the hardest map of the set so far. Running and gunning in the blue key area is not an option as you will get bombarded with projectiles coming from every direction. A methodical sweep will get the job done eventually. Finding the BFG secret is also instrumental as you will additionally get access to the yellow key which unlocks a megasphere and a teleporter for telefragging one of the tower cybs. The second perched cyb can also be telefragged - look out for another eye teleporter! 

Two broken teleporter closets with revs: https://prnt.sc/hW13Gy-5tTIa

Map 24: This map wears its influence on its linedefs. I instantly recognised the tribute. Combat is expectedly brutal but I elected to go for the secret invuln after pressing the three key switches in the middle. SO MANY DAMN ARCHVILES.

Edited by Firedust

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9 hours ago, Firedust said:

Did you intentionally make the switches one-time action though? Kinda mean, because if you mess up once, the secret exit will elude you unless you've saved prior to the puzzle.

I don't recall saying any of the switches were one time only. They should all be repeatable.

 

I'm usually not that mean of a mapper. I'd never usually do a puzzle that was one time only (PTSD flashbacks of FCFF MAP02's imp come to mind).

Edited by Arsinikk

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29 minutes ago, Arsinikk said:

I don't recall saying any of the switches were one time only. They should all be repeatable.

No, no, they ARE one time only. If you shoot the first one from the couch, that's it. You only get one chance.

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2 hours ago, Firedust said:

No, no, they ARE one time only. If you shoot the first one from the couch, that's it. You only get one chance.

Ok, let me clarify, the switches are reopenable by walking on the red couch (if you miss shooting all of them, you can retrigger the doors/open the switches). Each switch needs to only be hit once, however there is no way to get locked out of secret. It's a little bit of a complicated setup but once all three are hit, regardless of order, the secret door will open.

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On 5/31/2023 at 5:52 AM, Firedust said:

Map 20: NJ's evolution as a mapper becomes increasingly apparent with every new episode! I absolutely loved this map from start to finish!

@NinjaDelphox would you mind explaining how the double exit works here? What is the difference between going to map 21 first or straight to 22?

So from Map 20 you can choose to do either Map 21 or 22 first. Whichever map goes 2nd will be harder than if it goes first. 21's harder version is much more difficult than 22's harder version. Both will be completed before entering Map 23 however.

Edited by NinjaDelphox

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We in the home stretch now!

Map 25: https://prnt.sc/qLTVhkDKRC82 the revs and archies in these two closets are deaf and never activate even if the player crosses the required linedef.

A very strong opener of the final episode. The map layouts are getting better and better. It's almost as if two different people worked on NJ's e1 and e4/5 maps. Crazy. The fights are not over the top, except that final hoedown with 4 cybs and 4 barons.

Map 26: Whoa, is this a Ribbiks map? Why am I fighting hordes of demons across a pool of damaging goo for a meagre health bonus? Why are there barely any radsuits? Jokes aside, the map plays extremely well. The yellow key area is fine without the BFG, which you get much later, but the trap before it... lol. Best tactic is to try to get the cybs to fire at the arachnotrons, circle strafe around, flick the switch, and haul ass outside. Outdoors, you'll also be greeted with heavy resistance, but there's plenty of health around as well as spider mommas and cybs to help you sweep the area. The yellow switch fight is a bit RNG based, because you REALLY need the cyb to hit the viles while they are still close to him so they leave you alone while you strafe around and kill the hell nobles. Make sure to grab the bfg secret, then jump down a chute locked behind blue bars for some quick spider action, and prepare to take on a horde. This fight is optional but it also comprises half the map kills so imo ignoring it is a big waste. Pick off the viles with the BFG and wait for the cybs to come in so they clean house for you. Wait for more cybs and the not-so-much-coveted health bonus to be revealed, kill them, and take the creepy af death exit. I have a feeling I know what's coming. Since it's late in my part of the globe, I'll save the next map for tomorrow. Don't want to be having any nightmares lmao.

Map 27: Corruption's version of Hunted but with a twist. You start off in an eerie corridor network. First thing to do is locate the backpack, pick up all the ammo available to you and generally get a good glimpse of the layout. Then press the switch and run like hell. Grab the two keys, press the key switches and get your hands on the RL. This is crucial. The viles here are spectral meaning they can only be killed with splash damage - and with the crapton of demons corpses littered throughout this area, it's only a matter of time until you get overrun. Resources are limited, after all. Thankfully, these viles don't have a lot of health - unlike the spectral cacos that come out of the closets and also chase you around the area. What I like to do is wait until they are close to a pillar or a corporeal enemy and basically rocket the shit out of them. Two things to note: the archviles fall through the see-through floor for some reason. Secondly, the grey spectral baron guarding the teleporter out isn't actually a ghost monster.
After you're done with the first section, it's time to take on the second half of the map. Ammo is scarce so a healthy dose of infighting is recommended. Grab the radsuit and get ready for more spectral viles once you hit the switch - then kill the SMMs with the plasma rifle. Oddly enough, the lack of BFG is never really felt in this map. Next comes the super fun fight. Stepping on too many red-eyed skull switches on the floor will activate the three cybs in the cylindrical cages in the centre so keep your footwork nimble. On top of the throngs of incoming imps, you're also tasked with taking on a few cybs, some hks, spectral viles, and lastly spectral green cacos. Make sure to keep an eye on that rocket ammo. The second part of the fight felt like a formality - just don't forget to telefrag the caged cybs!
Finally, the spectral viles in closets can be cheesed quite easily - just shoot the walls and they'll be dead before even activating!

Overall, this is a superb map, I had a lot of fun with it!

@NinjaDelphox the secret exit in map 28 is not time locked is it?

Map 28: Feel like this map was a step back, layout-wise. The bfg and blue key fights are good fun but most of the level is rather corridory. Secret exit is one of those classic walk around the teleporter things. Been a while since I last saw one of those. Time to tackle the map with the biggest monster count in Corruption.

Map 34: Imagine taking this long lmao. Only took me 1 hr 20 mins on the first try! This map was built in three days, which is very hard to believe given its quality. Find the three skull keys for the regular exit and three keycards for the secret exit. Ammo feels very scarce so you're better off letting the roaming cybs do the legwork for you. The perched monsters are kind of annoying because they really suck at infighting and require you to waste your precious rocket ammo. The invuln sphere makes the revenant - archvile - cyb party a cakewalk BUT there's a small caveat here - you need one of the archies to yeet you at the eye teleporter for the megasphere secret. That means you still have to keep your invuln when that happens because you will be sandwiched in between two cybs who will slaughter you in milliseconds.
Also, that BFG caco cloud is just plain unfair! You only get, what, fourty-fifty rockets and there's at least a hundred of them! There's no way for you to climb the pyramid and get your hands on the coveted weapon before you kill most of the gas sacks. Ugh.
Got all kills, secrets, and the exit to map 35!
I was going to make a comment about the severe lack of sandbox maps in the megawad but this one more than makes up for it. There are a lot of fun fights, cool secrets, exploration-rewarding areas. I just wish we got some more rockets... It's a bit sad, really, that the yellow key fight permanently raises the pillars with the rocket ammo and there's no way to collect it afterwards. You snooze you lose.

Map 35: Just a lax secret map. You only get one megasphere for health so be careful! Action's pretty straightforward except the viles in the second area.


Map 29: According to NJ's dev notes, his best map. I respectfully disagree :p

This is a great map with plenty of wonderful encounters, but overall I wouldn't quite put it in the same ballpark as some of NJ's other maps in this episode. The final throwdown is awesome - the damaging floors are your biggest enemy here. Some archviles got stuck in their pillars because of pain elementals being there as well - ig this is an XTREM difficulty problem with extra monsters being spawned. The BFG secret in the blood pool puzzled me because I swear you could get one very early into the map. Also, some megaspheres in the final area have soulspheres on the same tile, which is a big waste, because you'll end up picking both up regardless of health and armour.

Map 30: This is it! The final boss fight is actually a lot of fun - kill the flying cybs (why are their hitboxes so HUMONGOUS) to lower the barriers around the parasite, blast it to pieces, save the day!

Edited by Firedust

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48 minutes ago, Firedust said:

The map layouts are getting better and better. It's almost as if two different people worked on NJ's e1 and e4/5 maps. Crazy.

Lol that tends to happen when you work on a 2 year project where you started out as a beginner mapper I guess. When Map 01 was first made I had only created 10 maps beforehand (5 of those are 100 line maps so they barely count.) My style also changed a lot over time based on what game I was playing during the making of whatever map. Working on 100 and 200 Line Massacre also made my gameplay style change a lot, shifting towards the huge open areas you see a lot at the end, since the limited lines forced me to shift over to big chaotic fights instead of smaller enclosed areas. Both of those projects also served as great breaks to prevent fatigue from working on Corruption.

 

Also thanks again for pointing out errors! Got everything fixed so far (and hopefully nothing else broke in the process lol)

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20 hours ago, Firedust said:

@NinjaDelphox the secret exit in map 28 is not time locked is it?

Nope, it doesn't have any requirement other than finding it and it's very easy to find.

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I am done! Thank you for making this mapset! You will see my individual map comments scattered across the thread.

Overall, your growth and improvement as a map is extremely evident - maps go from very orthogonal and corridory to having interesting layouts and fun setpieces. Just a sidenote from me - please don't get rid of the XTREM difficulty. I feel you're overitalicising its arduousness - obviously, Corruption is no walk in the park but it doesn't sport the same level of sadistic shenanigans featured on, say, Ribbikswads. Great job, guys!

Edited by Firedust

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3 hours ago, Firedust said:

I am done! Thank you for making this mapset! You will see my individual map comments scattered across the thread.

Overall, your growth and improvement as a map is extremely evident - maps go from very orthogonal and corridory to having interesting layouts and fun setpieces. Just a sidenote from me - please don't get rid of the XTREM difficulty. I feel you're overitalicising its arduousness - obviously, Corruption is no walk in the park but it doesn't sport the same level of sadistic shenanigans featured on, say, Ribbikswads. Great job, guys!

Thank you so much for playing it! :) I really appreciate you pointing out broken stuff, and I'm really glad you had a lot of fun with it! I'm not gonna get rid of Xtreme, I'll probably just not use the Not-coop flag for monsters and put the multiplayer only monsters in spaces where they won't get stuck. (Or expanding monster closets that have them.)

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I'm enjoying this mapset although I'm only on map 03. One thing that is slightly concerning is the difficulty. Usually, megawads feature a difficulty curve that starts off with a relatively easy experience, but I'm finding the early maps a real challenge. I've beaten Sunlust, BTSX, Ancient Aliens, Eviternity, Valiant, Stardate 20x6, and many other popular wads UVMAX single segment without saves. 

 

Two issues I've faced so far are that ammo and health feels scarce in map 02 and 03 unless you get the secrets. 

 

Just a thought.

 

 

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3 hours ago, nobleflame said:

I'm enjoying this mapset although I'm only on map 03. One thing that is slightly concerning is the difficulty. Usually, megawads feature a difficulty curve that starts off with a relatively easy experience, but I'm finding the early maps a real challenge. I've beaten Sunlust, BTSX, Ancient Aliens, Eviternity, Valiant, Stardate 20x6, and many other popular wads UVMAX single segment without saves. 

 

Two issues I've faced so far are that ammo and health feels scarce in map 02 and 03 unless you get the secrets. 

 

Just a thought.

 

 

I start my difficulty curve much higher than most people will, I find games with slow easy starts boring so I started Corruption pretty high up there, kinda like how Dark Souls III does with Gundyr (Relatively). I also like replaying stuff more than only 1 time so a lot of maps are made to be infinitely easier with basically any amount of knowledge, some later maps will seem very dry on ammo blind.

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Just uploaded a small update, fixed some of the stuck enemies on Xtreme in GZDoom (However not all are fixed quite yet, I'm going through every map and changing around their placement so it'd been taking a little bit) There are also now proper title demos and some more cleanup has been done to the Old Zdoom version!

Should have Xtreme completely fixed by this weekend, and then I think after that I may push this to idgames after a few weeks if no other issues come up :)

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I tried the first 4 maps out of curiosity. Here are my thoughts.

 

MAP01: I think this is a good opener. I like the outside area where I can roam around shooting enemies like a maniac (Although I failed to notice the radiation suits, so I made the section unnecessarily harder by taking damage from the floor). I also like how there are 5 secrets in the map, some of which have secret fights, it creates a good sense of exploration. I can tell this map is harder than an average MAP01 in a megawad (even compared to MAP01 of Sunlust and Plutonia), with 2 archviles and other mid-tier enemies. But I don't mind because I like hard maps in general.

 

MAP02: This is probably the best map among the first five maps I played. Firstly, the music is good. Secondly, I like the fights in general. There are so many explosive barrels players can use against enemies. The outside area is also fun to roam around. The final fight caught me off-guard but it was great.

 

MAP03: I like how there is an intersection in the middle and other areas in the map are connected by it. The fights are also good in general, especially the finale. It was much harder than I thought, I died several times due to the horde of revenants and HKs, but again-- I don't mind hard fights. Also, I like the music.

 

MAP04: This map is okay. But I must admit I admit the visual is not as sophisticated as MAP01-MAP03. I can't describe why this is the case, I just feel previous maps have better aesthetics. But on a good note, the fights are good as usual, especially the red key fight where enemies start teleporting around the cage. However, I think the invul secret is way too easy to find. I mean, I didn't even bother trying, but I somehow managed to find the secret by accident. The invul definitely makes the cyberdemon fight much easier, which makes me feel bad for taking it.

 

Overall, I enjoyed what I have played so far. The first few maps are quite hard, but again-- I don't mind at all because I'm already accustomed to Sunlust, Plutonia, and Sunder stuff. Additionally, I must agree with pampoo, the custom colours, sprites, and sounds feel like hit or miss. But it's mostly because of my own personal taste. I personally think the original sprites and sounds are already good, so they don't need to be replaced. But I think most other people don't mind, so it is not a big deal, supposedly. I will probably continue playing later.

Edited by Dubium

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14 hours ago, Dubium said:

I tried the first 4 maps out of curiosity. Here are my thoughts.

 

MAP01: I think this is a good opener. I like the outside area where I can roam around shooting enemies like a maniac (Although I failed to notice the radiation suits, so I made the section unnecessarily harder by taking damage from the floor). I also like how there are 5 secrets in the map, some of which have secret fights, it creates a good sense of exploration. I can tell this map is harder than an average MAP01 in a megawad (even compared to MAP01 of Sunlust and Plutonia), with 2 archviles and other mid-tier enemies. But I don't mind because I like hard maps in general.

 

MAP02: This is probably the best map among the first five maps I played. Firstly, the music is good. Secondly, I like the fights in general. There are so many explosive barrels players can use against enemies. The outside area is also fun to roam around. The final fight caught me off-guard but it was great.

 

MAP03: I like how there is an intersection in the middle and other areas in the map are connected by it. The fights are also good in general, especially the finale. It was much harder than I thought, I died several times due to the horde of revenants and HKs, but again-- I don't mind hard fights. Also, I like the music.

 

MAP04: This map is okay. But I must admit I admit the visual is not as sophisticated as MAP01-MAP03. I can't describe why this is the case, I just feel previous maps have better aesthetics. But on a good note, the fights are good as usual, especially the red key fight where enemies start teleporting around the cage. However, I think the invul secret is way too easy to find. I mean, I didn't even bother trying, but I somehow managed to find the secret by accident. The invul definitely makes the cyberdemon fight much easier, which makes me feel bad for taking it.

 

Overall, I enjoyed what I have played so far. The first few maps are quite hard, but again-- I don't mind at all because I'm already accustomed to Sunlust, Plutonia, and Sunder stuff. Additionally, I must agree with pampoo, the custom colours, sprites, and sounds feel like hit or miss. But it's mostly because of my own personal taste. I personally think the original sprites and sounds are already good, so they don't need to be replaced. But I think most other people don't mind, so it is not a big deal, supposedly. I will probably continue playing later.

Thanks for trying it out! Hope you continue to play :)

Also, I have just posted an update that has all the fixed maps for Xtreme difficulty on GZDoom! These versions are slightly harder than what was originally intended, so I hope it'll be a little more of a challenge. I still gotta port the maps over to the Zandronum/Old ZDoom version which I should be getting to tomorrow. Corruption should be getting finalized pretty soon!

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  • 2 weeks later...

Well, I think Corruption is finalized at this point! I've uploaded the final update to both google drive and idgames, so hopefully it's up on idgames very soon! I really appreciate everyone who has played this and helped identify issues in the maps and zdoom stuff! (Big thanks for your thoughts on the maps as well @Firedust! And Also to Vile and Cynder_Thief for streaming the wad, loved watching every second :) ) Hope everyone can enjoy this for a long time to come, and I'm excited to make the sequel eventually!

It's been quite a journey working on this, and I'm very happy to see that is finally finished. In the future @Arsinikk and I will be working on finishing up what was originally going to be Map 34 for this and releasing it as a standalone experience, and I have a small spin-off project for Corruption in the works with a few maps done already! Looking forward to another year of mapping, really want to continue improving and make even better things! Thanks again everyone, happy dooming.

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Okay, this megaWAD is an International (National?) Treasure.

 

I have only played maps 01 to 15, but I have already seen enough awesome stuff.

- No 2 maps so far felt the same.

- The amount of custom assets is simply mindblowing. My favorite entities so far are Spectral Nobles, Semi-Astral Cacos, Ghost-Monster Cacos and Attempt Number 2 Mastermind. My favorite sprite is the reworked Cyberdemon. Our favorite miniboss looks amazing!

- Map 15 by itself feels like a whole WAD!

- Not to mention, the whole idea of BtSX + Hell Revealed 2 design combo is insanely creative, and seems to work quite well in practice.

 

At first I played this WAD in "F- you, and see you tomorrow" mode. I really missed such a WAD. Sunlust, Episodes 5-6 of Scythe 2, the Bloodstain megaWAD, HR, or bigger and meaner AV maps are nice and all, but I wanted something a bit more silly in this category. Corruption was exactly what I needed, it turns out.

 

However, the further I dived into corruption, the more at awe I became. By the time I reached the second half of map 15, I was simply blown away by insane amount of references, challenges and details deployed. This megaWAD is a cacoward material, and no one can convince me otherwise.

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On Map08 right now, as much as it got me frustrated a few times (those masterfully placed sniping super-revenants wanted me to tear the wall down at home, lol), I really dig the map set, I enjoy the custom stuff, the MIDI and the custom SFX included. Thanks for this release!

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Played maps 31 and 32.

 

Map 31 is a certified Hell Revealed design concept:

- here you are

- here are the demons

- here are the resources, thrown all other the place.

Good Luck, you pour soul!

 

The map absolutely does not care for frustrating the player accidentally, so it requires multiple attempts to get used to. On a bright sight, the map also does not care that much for frustrating the player delibirately: sure, there scary monsters, evil resource placement, and many ambushes. But there is much less "Let's see how you'll survive THIS insanity, lol", than, say, in Sunlust map 29. Comparing Corruption map 31 and Sunlust map 29 really showcases incidental vs setpiece based designs, but in the context or "ultra-challenging map genre" (for a lack of a better term).

 

In more focused aspect, Corruption map 31 manages to take three rather tame things:

- Open spaces

- Running out of radiation suits

- Spider masterminds

And make them extremely scary. Don't get me wrong, the cybers, rev hordes, archviles, "astral" cacodemons and small scary arenas are also there, and they play their part quite well. Yet, I never thought that spider masterminds can be so evil in a multi-threat slaughter setting...

 

Map 32 is a perfect reward for fully completing map 31.

It also has open spaces, cyberdemons, spider masterminds, "astral" cacos and archviles. Yet, compared to map 31, map 32 has a very chill an relaxing gameplay loop. (And an extremely chill setting too, BTW). A trio of map 15, map 31 and map 32 really showcases the sheer variety possible in slaughter genre.

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19 hours ago, Azure_Horror said:

Played maps 31 and 32.

 

Map 31 is a certified Hell Revealed design concept:

- here you are

- here are the demons

- here are the resources, thrown all other the place.

Good Luck, you pour soul!

 

The map absolutely does not care for frustrating the player accidentally, so it requires multiple attempts to get used to. On a bright sight, the map also does not care that much for frustrating the player delibirately: sure, there scary monsters, evil resource placement, and many ambushes. But there is much less "Let's see how you'll survive THIS insanity, lol", than, say, in Sunlust map 29. Comparing Corruption map 31 and Sunlust map 29 really showcases incidental vs setpiece based designs, but in the context or "ultra-challenging map genre" (for a lack of a better term).

 

In more focused aspect, Corruption map 31 manages to take three rather tame things:

- Open spaces

- Running out of radiation suits

- Spider masterminds

And make them extremely scary. Don't get me wrong, the cybers, rev hordes, archviles, "astral" cacodemons and small scary arenas are also there, and they play their part quite well. Yet, I never thought that spider masterminds can be so evil in a multi-threat slaughter setting...

 

Map 32 is a perfect reward for fully completing map 31.

It also has open spaces, cyberdemons, spider masterminds, "astral" cacos and archviles. Yet, compared to map 31, map 32 has a very chill an relaxing gameplay loop. (And an extremely chill setting too, BTW). A trio of map 15, map 31 and map 32 really showcases the sheer variety possible in slaughter genre.

This analysis is awesome! Map 31 and 32 are two of my absolute favorites, when both were made they were pretty deliberately trying to be different from the maps that had been made at that point (especially visually), EvilNeck did a great job with 31 and the castle/lava aesthetic and how open the whole thing is. 32 was a fun speed map to male. I wanted it to be the easiest map and I think I achieved that pretty well.

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  • 4 weeks later...

Unfortunately while making a TAS for Corruption I found that a closet in Episode 5 remained broken, so I have updated the wad on the google drive link, and will be sending it out to be updated on idgames sometime tonight or tomorrow after I make sure there are no more issues. I took this opportunity to fix some minor software renderer issues as well, so hopefully there aren't any bugs left in the wad. 

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The update is live on idgames now, also took the opportunity to fix a couple small issues (Mostly ZDoom related), so hopefully there aren't any bugs left, but with something this complicated I wouldn't be surprised if there was lol.

Fixed starting weapons on ZDoom, some map nodes, Map 25 closet and changing a linedef type, and also some minor linedef changes in Map 27.

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