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12 hours ago, Yugiboy85 said:

 

Thanks. I really enjoyed your playthrough. No worries about the deaths :p

 

Yes, the yellow key is optional (so is the ssg section). It gives you a plasma gun.

 

 Basically, when you go up the first lift, the right wing is entirely optional. The left wing is the main path. 


That's awesome, I'm glad I was able to find it, I love big secret optional areas!

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I played this wad yesterday night on DOSBOX and it was great ! Congrats to the whole team ! I played on UV continuous. My video is maybe not interesting to watch because of the lack of commentary and the few deaths but whatever.

 

7

 

Some remarks on this wad :

 

- I didn't expect it was that hard on UV at some moments. I absolutely not regret playing this wad on continuous which make the playthrough a lot more comfortable haha. Some traps were incredibly brutal such as the last one from map 04.

 

- I love the theme of this wad, between the tasty orange rusty textures, the deep green and the light blue sky. Mappers brought a lot of care about the texture usage so that it's the same level than BTSX series for me.

 

- About the combat and level design, the 4 maps were good but the wad gets really great from map 05 and onwards. I thought the first maps tended to rely too much on revenants usage in order to create difficult traps, which was a tad redundant.

 

- I appreciate the gimmick with the  markers marked with an exclamation mark to prepare for the traps.

 

- About AD_79's map, that one amazed me in its concept ! The limited supply of radsuits adds a good deal of pressure and each trip into the water brings a powerful dose of adrenaline. Truly the best map of the wad in my opinion.

 

- Map 07 and 08 shares the silver medal since they offer more substantial adventure and a wider combat variety.

 

- About Map 09, it's the only map which disappointed me. The omnipresent darkness tended to dull the colours and the precision in the use of textures seemed much more approximate than usual. It would deserve some touch-ups in my opinion to polish it up further.

 

- Nothing special to say about the other maps, they were solid.

 

Bugs

 

I've few things to write here but :

 

- Map 05's music didn't play on DOSBOX.

 

- A more visible exit for map 07 would not be unwelcome. Maybe I'm blind but I didn't see the corresponding sign.

 

Edited by Roofi

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Fantastic closer, it's a brutal map combat-wise, with a very hot start that I had to pistol start it. Loved all the open architecture and high height variation in this too, and the final battle was a lot fun (had to drop a save to avoid dying by a stupid mistake against the cyber :P). Very epic fitting midi too, fantastic 7/8 beat!

I'll echo @Roofi most impressions, fantastic mapset, congratz for all the team! :D I would say that the most memorable maps were 1, 5, 7 and 10, but the whole package is very high quality and the smaller maps paces really well with the larger ones. I had lots of fun playing all of them and despite being a work with lots of mappers, the consistency is incredible. Thanks a lot for sharing!

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UV pistol starts with saves

Port: DSDA-Doom v0.25.6 -complevel 2

Total IGT: 1:40:47

Personal Difficulty Evaluation: 2.0 (2 = Ancient Aliens)

Personal Rating: 8.5 (out of 10)

Really like the whole tone of the environments and it's good to occasionally look at more vibrant colors than usual (yeah, I'm playing Scythe lately so it's all red). I really like the doors are not marked by only strip. They are marked by the whole frame of the door, which is somehow I'm a big fan of.

 

The most memorable map to me is Map05 where the underwater feeling is emulated. Though it's a bit rough that you don't have a Radsuit midway through the underwater section heh.

 

I personally feel the final fight of Map10 is actually harder than most in Ancient Aliens lol, but maybe it's a bit easier, not sure. That's why I put 2.0 for difficulty. However I like the idea of Map10 where you're not given any Shotgun like thing. Though it's a bit awkward that sometimes I just keep pressing 3 and nothing ever happened.

 

The only problem I had is that, the keyless door's frame is an orange yellow, which messed up my feeling at the start, but later I know that's not a yellow door, so I don't have problems anymore.

 

BTW, you sure that the WAD name is not... "THAT" anus? lmao

Edited by GarrettChan

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Great wad, here's FDAs of every map for the pile: tet-fda-bx.zip (RC1, dsdademo format so I can save and load).

On maps 03-05 I was kinda stoned and couldn't really play so those demos are what they are, and on map06 I recorded in the wrong format so the demo just ends when I die once and realise I can't load saves, oops. The demos that are split in two are where I died and accidentally hit the new attempt key from muscle memory. 

 

I don't really have any gameplay complaints other than nitpicks so I won't bother. I didn't break anything that I can recall. For me the map10 start would probably be a lot better with a chaingun to clean up lost souls and so the player doesn't auto switch when chaingunners teleport into the north area, that's the only thing that really bothered me. Thanks for making this.

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5 minutes ago, BoxY said:

Great wad, here's FDAs of every map for the pile: tet-fda-bx.zip (RC1, dsdademo format so I can save and load).

On maps 03-05 I was kinda stoned and couldn't really play so those demos are what they are, and on map06 I recorded in the wrong format so the demo just ends when I die once and realise I can't load saves, oops. The demos that are split in two are where I died and accidentally hit the new attempt key from muscle memory. 

 

I don't really have any gameplay complaints other than nitpicks so I won't bother. I didn't break anything that I can recall. For me the map10 start would probably be a lot better with a chaingun to clean up lost souls and so the player doesn't auto switch when chaingunners teleport into the north area, that's the only thing that really bothered me. Thanks for making this. 

You can get the chaingun at the start with a lucky bump or guaranteed with the secret. I don't really care too much about the lost soul clean up issue when you have a plasma rifle anyway.

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12 minutes ago, nobleflame said:

Any clues on how to get the soul sphere secret in map 03?

Look for a wall nearby that should have the orange support texture on it.

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Just finished the WAD this evening and have to say I really enjoyed it!

Highlight for me was the Final Fight of Map 9 (well, from Yellow Key onwards) but the whole thing was excellent. Really well polished and a great soundtrack as well!

 

I have 1 small issue to report:

Spoiler

A Mancubus was stuck in a closet on Map 10. I played on PrBoom+ on Comp Level 2 but not sure if that helps or not!

I could be wrong though and missed something for it to teleport in. I think Deadwing had the same issue based on their video above

 

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5 minutes ago, mancubian_candidate said:

I have 1 small issue to report

This is a known problem and will be fixed in RC2 coming soon.

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This looks great! I'll have to... give it a shot.

 

...

 

Sorry, that joke needed to be made. Congrats on the release though!

Edited by Joshy

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Wonderfully solid map set. Truely proffessional level quality. I enjoyed every second of it, so much so that I wouldnt be able to pick out favorite maps or fights, they all stand together as highlights. It was so well put together that I was even able to 100% everything, kills and secrets, except for the rare spot where 1 monster didnt teleport in. It even rectified my only nagging concern that Id had from the start on the very last level 😀. The only issue that I noticed, besides the already know manc on map 10, was on the first level an archvile that dosnt come in half the times after pressing a switch to open up an ambush. I was saved just before it and tried about a dozen times and just about every other time he wouldnt show up. Well Ive been meaning to check out Pagodia for some time now and playing through this has convinced me that it needs to be the very next thing I boot up. Thanks for making this.

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1 hour ago, Insaneprophet said:

Wonderfully solid map set. Truely proffessional level quality. I enjoyed every second of it, so much so that I wouldnt be able to pick out favorite maps or fights, they all stand together as highlights. It was so well put together that I was even able to 100% everything, kills and secrets, except for the rare spot where 1 monster didnt teleport in. It even rectified my only nagging concern that Id had from the start on the very last level 😀. The only issue that I noticed, besides the already know manc on map 10, was on the first level an archvile that dosnt come in half the times after pressing a switch to open up an ambush. I was saved just before it and tried about a dozen times and just about every other time he wouldnt show up. Well Ive been meaning to check out Pagodia for some time now and playing through this has convinced me that it needs to be the very next thing I boot up. Thanks for making this.

Interesting, this has never happened in my testing, what comp level are you on? Also, thank you for the kind words.

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Played on lzdoom, doom strict compatability, it was the archie up the stairs and around to the far left jist above the satrting area. He teleports in right with some revenants who come out of a clost in front of you. I dont know but may he gets blocked by a rev if its in his destination? Ill start it up again and see if i can get it to keep happening.

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1 minute ago, Insaneprophet said:

Played on lzdoom, doom strict compatability, it was the archie up the stairs and around to the far left jist above the satrting area. He teleports in right with some revenants who come out of a clost in front of you. I dont know but may he gets blocked by a rev if its in his destination? Ill start it up again and see if i can get it to keep happening.

Hm, the archvile should only come out later in the map before you exit (or alternatively when you return to the lowered lift and raise it). I would highly recommend playing in a port that supports complevels like dsda doom or pr-boom+ since these are designed for complevel 2. I apologize if your experience was not as intended, but I am happy you enjoyed it regardless.

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Really? When i hit the switch next to the red door an archi isnt supposed to teleport in? Strange. So if I start up the map and go straight there before a lowering the red key, i assume this switch lowers the blue key, solidly half the time an archie portd in and half the time he dosnt (on doom strict comp) On (doom comp) he ports in every time. On (default comp) its back to just about every other time. Oh well i just played around with it a bunch, probably 100 times in different orders on different comp levels and honestly, no matter how it plays out that is on hell of a fun level

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A few more issues found after some multiplayer testing:

 

MAP03:
    - crossing line 103 raises sector 92 (tag 3) closing access to the rocket launcher
MAP04:
    - crossing line 671 closes the path to the red card with sector 139 (tag 9) blocking progress for other players
    - sector 2 closes the path to the final area (and most likely breaks the map in multiplayer because that trap can be hard to survive)

MAP05:

    - some multiplayer radsuits would come in handy for the for the extensive mandatory damaging floors
MAP09:
    - crossing line 5205 closes the path to the yellow card with bars (sectors 642/643/644/645) blocking the progress for players in the previous area
    - it's possible to straferun (even accidentally) to sector 92 near the start and get stuck there

 

Also, the help screen (shown after pressing F1) is pretty much borked because of the custom palette.

 

Big thanks goes to boom_compatible who individually tested all maps and reported most of these issues.
 

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3 minutes ago, Insaneprophet said:

Really? When i hit the switch next to the red door an archi isnt supposed to teleport in? Strange. So if I start up the map and go straight there before a lowering the red key, i assume this switch lowers the blue key, solidly half the time an archie portd in and half the time he dosnt (on doom strict comp) On (doom comp) he ports in every time. On (default comp) its back to just about every other time. Oh well i just played around with it a bunch, probably 100 times in different orders on different comp levels and honestly, no matter how it plays out that is on hell of a fun level

Yeah the zdoom compatibility settings are not the same as complevels, despite the name (strict), it does not perfectly emulate how vanilla behavior works. In vanilla, the Archie will only teleport in after you raise the platform that lowers  when you hit the switch by the red door. 

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Like I said, one hell of a fun level no matter which way it played out, but im glad its not a bug for you to mess with fixing. Thanks for making it, and everyone else involved in the set

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Great work as usual, I noticed some problems with secrets along the way:

 

MAP07: isn't sector 604 (blue armor) supposed to be secret?

 

MAP10: sector 239 shouldn't be secret, but it seems that megasphere in the final arena should be. Although I haven't figured out how to get it, apart from archville jump. Edit: not sure why, but fatso 132 never became active and didn't teleport into playable areas. I did teleport out after I noclipped to its closet, though.

Edited by Caleb13

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9 hours ago, Caleb13 said:

MAP10: sector 239 shouldn't be secret, but it seems that megasphere in the final arena should be. Although I haven't figured out how to get it, apart from archville jump. Edit: not sure why, but fatso 132 never became active and didn't teleport into playable areas. I did teleport out after I noclipped to its closet, though. 

making that AV jump a secret would be really annoying for any secret hunters, the rest are known issues

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There are 3 things that are certain in this world:
Death
Taxes
Squonker gang doing butt ripping but highly enjoyable wad

Edited by INfront95

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10 hours ago, Caleb13 said:

MAP07: isn't sector 604 (blue armor) supposed to be secret?

 

Initially, no it wasnt. Since the sector uses a light glow effect, i cant have it be a secret also. 

 

The blue armor has since been moved elsewhere for the next release :)

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Congratulations to the team for another great release! There's something so appealing about the lush greens combined with these rusted textures, the pale blue waters, the bright sky outdoors and shaded areas indoors... The architecture and texturing is so satisfying to the part of my mind that likes order and control. (Seriously half of my playtime goes into just looking at stuff.)

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On 2/8/2023 at 12:04 AM, Egg Boy said:

would you mind if I put this somewhere in the OP?

Go for it man! Sorry, haven’t been on the forum for a bit. :p cheers!

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1 hour ago, nobleflame said:

Y'all need to do a full magawad. This stuff is excellent. It's like Sunlust at the beach. Sexy as fuck!

one day, for now, just play 3 squonker wads in a row to simulate it lmfao

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I had a blast playing this.  Played on HMP and the difficulty was great for my skill level.  MAP10 was my favorite, especially the final battle (one monster didn't teleport in, but you already know about that).  Great job!

 

Edited by CrueCut

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