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SCUDHEAD [Plutonia Episode / Limit-Removing] Out Now!!


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Currently playing this with DSDA Doom. Classic Plutonia-styled wads attract me like moths to a flame.
I'm on map 03, enjoying the wad a lot so far.
 

 

Seems like old age finally caught up with me as I can't reach this secret lift on time :

doom0114.png


Is there a trick I'm missing out on ?

Edited by WH-Wilou84

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Just finished map01 and map02 with Crispy Doom 5.12.0. Very nice "plutonic" mapset I have to say.

Spoiler

But in map02 I encountered a bug. Just behind the Yk door, there are some red pillars near the stair, and these pillars may make the player stuck. Though it is not a serious problem...20230109110019_1.jpg.82b96af957ccbec645abfc41fb14ed35.jpg20230109110122_1.jpg.599606c1905d7668f2650ed0a5a59aba.jpg20230109110140_1.jpg.88c0ae980e21a67592e755fc2fca49c4.jpg

 

Edited by Berubaretto

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I think I have brain worms. Just after posting this I was like, "whew, these maps have been burdening my conscience for years. Glad it's done, I'm not starting any new projects!" and then fifteen minutes later I start working on a sixth map for this set.

 

@Berubaretto Thanks! I'll investigate this and shift the pillars around if necessary. 

Edited by Gifty

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6 hours ago, Gifty said:

I think I have brain worms. Just after posting this I was like, "whew, these maps have been burdening my conscience for years. Glad it's done, I'm not starting any new projects!" and then fifteen minutes later I start working on a sixth map for this set.

You're a type of a mapper I aspire to be someday. Nothing but salutations to your dedication!

 

Either way, I gotta check this out.

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1 hour ago, kvothesixstring said:

Really want to play this but the download link is broken for me.

 

 

Thanks for the heads up, should be fixed now. Damn you, google drive, you can be so temperamental!

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Spoiler

doom00.png.8931d677c0796b07b8455f6b7132f539.png

Spoiler

doom01.png.71f869395d66bd587e86b0101458f65d.png

First shot, this happens because the special used to raise the floor also changes flat and sector properties to match the sector in front of the switch. You could probably fix this with a thin sector in front of the switch lowered out of view if you wanted to hide it.

 

Second shot HOM is near the red key area, you can fix by splitting the sky sector and giving the one facing inwards some height above zero. All tested in DSDA-Doom.

Edited by Marcaek

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Awesome WAD, Gifty! While I've explored a fair amount of your mods, I haven't had the pleasure of playing any maps by you. This wasn't quite as punishing as I imagined it was going to be, hence I scum-saved a fair amount, and I had a lot of fun with it. I'm not the biggest Plutonia fan mainly because I feel like its combat got a bit too repetitive and annoying, but rest assured, I didn't experience that here. You provided a unique balancing act that combined the spirit of The Brothers Casali and their teachings to the community while also being a big, minty-fresh breath of air to call your own. The biggest challenge for me was honestly the secrets as I didn't have much luck figuring most of them out. Great style and flair with deliciously spicy combat and hair-raising set-pieces. Bravo! :^)

 

 

Edited by Biodegradable

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@Biodegradable Thanks so much for the kind words! It was easily the most fun mapping experience for me; I am a Plutonia fan, but my tolerance for uber-punishing combat is pretty low by community standards, so I really enjoy trying to get the most bang out of the smallest number of monsters. Something about small, almost deathmatchy layouts also really speaks to me. Thanks again, extremely glad that you enjoyed it! 🤠

 

I'll be putting out a small update in the next few days to handle the small glitches folks have found, including moving those pillars in map03.

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  • 2 weeks later...

hanging out with @Biodegradable who kept talking about these cool plutiona maps but tbh I was like not sure if I wanted to commit to what would be surely over an hour long video lol ... but it was a good call cause these were a blast! It had the plutonia feel with out some of the annoying plutonia stuff - chaingunners sure but no pop up BS ones - just a good time overall with fun layouts and interesting and engaging situations - the secrets were super secretive bud lol but watch what I did to one of them hehe - overall glad I took the time to go through this - on pistol starts - and I didn't do my usual thing where I try to get all the kills tho, some hell knights on ledges and pillars and stuff well .... I just let them hang out there ..... forever....

 

but yeah super good times lots of memorable interesting stuff

 

you know what just watch the video im not good at reviews lol I liked it very much:

 

 

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Wow! That was super fun to watch, really glad you guys had fun with the maps, and to see people puzzle so much over the secrets, haha. The soulsphere secret in map03 is actually tagged, I guess the sector is just small enough that it's possible to run over without triggering. The BFG secret in map05 is actually meant to be found another way, but anyone who can rocket jump their way into it deserves the secret I think!

 

I definitely don't have much of a streak for uber punishing wads, but seeing someone push through the episode on pistol start without too much trouble makes me think perhaps I should make things a bit meaner!. :P

Edited by Gifty

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I only made through map 1 of this and this has made me want to go back and do more work on my Plutoina wad i started many moons ago. But man i haven't raged so hard in a doom wad in a good long while lol.

 

I should do a one off plutonia wad now since i played this and it help sparked my kick for plutoina mapping again.

Edited by xScavengerWolfx

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I enjoyed most of this. But I hate tightly timed SR runs to get secrets. Either I can do it right away, or it takes me forever.

MAP02 secret BFG, first try.

MAP03 secret BFG, 50 minutes. And when I finally got there, I was softlocked. The tag 38 lift can't be opened from the inside. Annoyed.

 

Only other thing I noticed was in MAP02. Three steps up from linedef tag 25, the STEP1 is not offset like the others, so it's mis-aligned. Probably to keep the upper A-WOOD1 texture aligned. Not sure which would be more noticeable.

 

Overall, I had fun.

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  • 11 months later...

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