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Is there something wrong with the .zip file? I want to extract, but there are 0 files inside the zip, and at last i receive an error

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2 minutes ago, FEDEX said:

Is there something wrong with the .zip file? I want to extract, but there are 0 files inside the zip, and at last i receive an error 

No, I've just redownloaded from the link and it works as expected. Probably just your download got corrupted/unfinished.

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Glad to finally see a release. Here's some noteworthy stuff I noticed after playing a few maps:
MAP01:
    - although it can be seen on the automap, I still feel like it's way too obscure to have a unmarked secret behind a fake wall player needs to jump to from a specific place
MAP03:
    - sector 125 blocks progress in multiplayer after it's lowered by crossing line 4399
    - Well... there are way too many shootable switches. I take it the map is perhaps meant to be sort of puzzly but the constant looking for switches and places to shoot them from slows down the flow of the gameplay and I feel like overall works to the detriment of the map. But I don't mean to be negative, one thing I really like is the circular teleporter.
MAP04:
    - bars (sector 133) block progress in multiplayer
MAP16:
    - I think the switch (line 1159) to open the exit is too hidden - it's in a crate maze and not even readily accessible but only after another switch is pressed
    - likewise, the nearby secret (sector 355) seems way too obscure, player needs to first shoot a wall that's not overtly shootable and then press on an unmarked wall to reach the secret
MAP40:
    - two player 3 starts and no player 4 starts (this results in a voodoo doll)

 

There are missing coop starts in MAP17, MAP26, MAP35 and MAP36.

 

Also, can I ask what's with the maps that are not included in this release? The development thread lists 64 maps including their authors, that makes for a whopping 22 maps that are not included.
 

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1 hour ago, Keyboard_Doomer said:

Also, can I ask what's with the maps that are not included in this release? The development thread lists 64 maps including their authors, that makes for a whopping 22 maps that are not included.

 

Yea, not everyone submitted their maps on time.

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i'm happy I atleast finished my map... even if its... eh...I personally hate it...I think its the least I coulda done.

Edited by Rabbid

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On 3/15/2023 at 1:45 PM, Keyboard_Doomer said:

MAP03:
    - sector 125 blocks progress in multiplayer after it's lowered by crossing line 4399
    - Well... there are way too many shootable switches. I take it the map is perhaps meant to be sort of puzzly but the constant looking for switches and places to shoot them from slows down the flow of the gameplay and I feel like overall works to the detriment of the map. But I don't mean to be negative, one thing I really like is the circular teleporter.
 

 

I'll add teleporters for multiplayers. No problem.

For the shootable switches, that's the whole gimmick of the map. I can simplify it a bit but I feel I will lose what makes this map unique. I'll try to see what I can do.

Thanks for the feedback.

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1 hour ago, MFG38 said:

The CWILV graphic for MAP06 has the wrong author name. 

Whoops, took the name from a slot above in the original list. Probably means there's wrong name in credits too.

Edited by Doomy__Doom

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On 3/19/2023 at 12:55 AM, Emperor S P O O N said:

@Thatonespymain Link to the wad is still 1.3, and not the more recent 1.4 version.

Thanks for bringing this to my attention, is it 1.4 now? Sorry for late reply btw

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Okay, so I've finished playing through the wad. It's been pretty neat all things considered. I'd like to make note of some maps:


NOTE: If you don't see your map listed here, it's not because it's bad. It's just that I didn't have anything of note to say about it.

Spoiler

 

- Map01: I legitimately laughed when I read the map name. And the midi gives a very non-serious tone to the map too. Action-wise, it's pretty alright. And the detailing is pretty good. All-in-all, a good start to the megawad.

 

- Map03: I know shoot-switch puzzles are bad in most instances, but damn dude you made it actually fun to do. Since the monster types aren't exactly difficult to deal with, it makes focusing on the actual puzzle easier. And it all pays off with the rocket splurg at the end. Good stuff.

 

- Map09: Oh, boy, where do I begin? Well, I'll say that the Alice in Chains midi doesn't do this map any favors even if it is a jam. It starts off okay. You can get the Spider-Mastermind to infight with the pinkies, and if you're even a little lucky the pinkies can chew out the mama-spider which is always funny to see. You can take out some of the other masterminds early which can make your life easier later. Eventually, though, you'll reach the trap with the pinkies that teleport in when you run for the blue key past the damaging blood floor, which is just rude tbh. And then there's the dark room with the berserk. Oh boy, I really don't know how you're supposed to do that without RNG-sus on your side and THEN follow that up with the BFG and blur-sphere room without compensating for any loss in health. The last room is just in-fight central. You will not have the health, ammo, or the radsuits to take on all those mama-spiders directly, so just circle-strafe around the room once or twice, make a mad dash back to the entrance and wait it out. If you have a good amount of health and radsuits and ammo left, you might be able to take on the last mama-spider and make it out. This one felt pretty tedious, not gonna lie. I can tell there was a lot of effort in the fights there, but maybe it's just not my thing.

 

- Map10: Never expected to see your name here, DeathBear, but you're a welcome addition to the wad. The map has a very Episode 4 / Sigil style to it that I jive with. The fights are tough, but they're fun all the same. I should play more of your stuff, man.

 

- Map11: Rude first impressions, and if you don't know before hand what's in store you're more than likely to have a bad time. However, if you know going in that you're not supposed to fight the monsters just yet and just run for the exact route you would need to know before hand, this map has a great pay-off worth the effort. Maybe if there was some sector-writing on the map that said "JUST RUN FOR IT!" I might not have had so much frustration with it at first. Otherwise, good job.

 

- Map13: If this was your first map, then I'll let some criticisms slide. Regardless, there's not enough ammo to deal with all the monsters in the level that I'm aware of and there are secrets that are locked off from the player after entering the final room with all the pillars which is a big no-no for me as a mapper. Could do better, but if it's your first outing I'll let it be for now.

 

- Map14: Not exactly a fan of this one. I like the texturing, and the fights feel like they had a lot of thought put into them. However, the fights themselves feel like they were a bit too much. That one room with the conveyor belts over damaging liquids having to wait for that shoot switch to open up grinded away my patience faster than a belt sander against soft wood. And every fight after that mimics that same switch-waiting mechanic which I feel is just a bit too impolite to the player. That last fight with the caco-cloud could have been something, but it's just too many cacos and I didn't even count how many times I reloaded a save in that room. I'm not gonna pretend to be the greatest Doom player in the world, because I'm far from being even remotely a good player, but I still feel like this map has potential that it's not quite reaching.

 

- Map16: This one felt a bit amateurish. That fake 3D bridge thing in that one room looks off when you could have made it just a simple sector that's just higher than the rest. The texturing is weird and all over the place, and the fights aren't even that difficult or creative. Also not happy with the Alien Vendetta midi, which doesn't even fit the tone or look of the map if it had any to begin with. I know it sounds like I'm being tough on you, but it's just that I think you can do better.


- Map23: This one had some neat stuff going on in the ideas department, but I have to be honest if you don't go for the blue keycard first the rest of the map is going to be one hell of a headache which I found out the hard way. That room with the partially invisible walls and the rocket launcher is just wrong. By the end, I was exhausted and didn't feel too good.

- Map24: Love this one. Kind of rude placement of monster window-dressing, but I was able to get through the map without much moaning and groaning. Props to the texturing and choice of music, too.

- MAP25: I LOVE the atmosphere in this map. The texturing and the lighting and the music just oozes with dread, and some of the fights will have you on the edge of your seat. That said, I think you might have left a bit too little for the player in the final fight. Maybe I'm not as good at Doom as many other people in the community, but I certainly felt like I was a little too unprepared for it. I managed to get past it by getting on top of the raising platform and plasma-gunning the archviles as soon as they teleport in. Definitely a highlight of the wad, though.

 

- Map26: EDIT: I deleted what I originally said about this map because I just now found out about the crushers that activate upon hitting the switches in the center of the second room. I sincerely apologize for my lack of awareness. Now that I know about the crushers, my opinion on this map has done a 180. I'll have to replay it, but you definitely did a better job than I said you did.

 

- Map28: Short, comfy, and simple. I am severely grateful for the mapper for not making this a big deal, and I give my big thanks to the person who organized the map order for putting it here where it acts as more of a breather compared to the maps that come before and after it.

 

- Map29: If you can, cheese the hell out of this map. It deserves it. The combo of Cyberdemons and archviles is bad enough, but you didn't need to make it this disgustingly painful to play through. It definitely is a matter of skill, but even so it's still rude.

 

- Map30: Love this map. Short, punchy, and got some good action. Only criticism I can make is there's one sector in the secret with the invulnerability which is tagged as a secret but the player can't hit it without no-clipping. Might want to fix that.

 

- Map33: This had some good fights and atmosphere. Although, there's one fight that just grinded my gears. It's the one in the long hallway with the pain elementals at either end and you have to flip all the switches in the center before being let out and then having to flip both switches on either end. I had to use the rewind key in DSDA for this one too many times, and that to me isn't exactly what I call fun. Otherwise, good work.

 

- Map35: Ooh, this one. Just... Love the midi... Damn fine choice. Great texturing and detailing, too. Maybe one or two fights can be a bit irritating, but all the same I like this map.

 

- Map36: A bit long, but it's fine I guess. The switch "puzzle" in that one room kinda sucks not gonna lie. That's about it, really.


- Map38: No... Just... No... I don't even know how you're supposed to start this map without immediately dying. The walkway in front of you can't be passed because there's pop-up monsters on it and you can't walk around it without getting sniped by the monster window-dressing. Jumping down into the lava pit seems the way forward, but to get there you have to archvile-jump over a wall and wade through even more damaging lava to even get to the actual meat of the map. And even the actual meat of the map has some of the weirdest design decisions I've ever seen made for a Doom level period. I didn't know this at first, I had to iddqd there just to find out what exactly was all in the map. The architecture is weird at best and jank and off-putting at worst. I hope that's not a school room on the west end of the map. Attempting to play this map makes me question if the mapper ever playtested their map without cheats. I skipped this one as well, and I suggest everyone else do too.

 

- Map39: I'm kinda humored by this map's bold choices. You'd think the map would be painful to playthrough because it's Spider-Masterminds and Cyberdemons, and it is to a certain extent, but it's brevity and use of BFG-spam wins me over. Explosive barrels at the end killing the romero head jumpscared me because it was so loud, but it was a fittingly funny end to a funny map.

 

- Map40: Not gonna sugar coat it, this one's an icon of sin map... With Cyberdemons... By the end of my playthrough, honestly, I was just looking for something short and sweet as I imagine most people would be. But I guess most mappers trying to make a final level, even ID Software in 1994, weren't the best at doing it. I can't be too mad at it, but I still wish it could've done it a bit more agreeably.

 

I'm not gonna comment on the secret levels because I didn't play through them or find them normally. I idclev'ed to both after Map40 and immediately had to do some bull platforming over inescapable pits of damaging liquids on both maps. To Map42, How is water of all liquids supposed to be damaging? Not cool.

 

 

Like I said, over all the wad is pretty neat. There's just some kinks to be ironed out before the full release.

Edited by Emperor S P O O N

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Project Brutality 3.0 - Doom 2 - [2 Enemy Community Project - RC1.4] - Episode 1 - [Second Coming] - [Maps: 01 - 07] - [4K60ᶠᵖˢ] - [100%]

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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On 3/15/2023 at 1:45 PM, Keyboard_Doomer said:

MAP40:
    - two player 3 starts and no player 4 starts (this results in a voodoo doll)

Litteraly just noticed this now. It's only a minor mistake on my part, that's easily rectified in the editor, but I still decided to fix it anyway (in case there will ever be an RC2 version and someone bothers to include this):

https://www.dropbox.com/s/t4bcagsaln43v50/Cyberdemonic sin - 2 enemy CP version_4.zip?dl=0

22 hours ago, Emperor S P O O N said:

- Map40: Not gonna sugar coat it, this one's an icon of sin map... With Cyberdemons... By the end of my playthrough, honestly, I was just looking for something short and sweet as I imagine most people would be. But I guess most mappers trying to make a final level, even ID Software in 1994, weren't the best at doing it. I can't be too mad at it, but I still wish it could've done it a bit more agreeably.

Mind elaborating on what exactly you mean by "more agreeably."? (I'm not sure if you mean to say that it was too dificult, too long, both or maybe even something else...) 

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3 minutes ago, epicyolomaster420 said:

Litteraly just noticed this now. It's only a minor mistake on my part, that's easily rectified in the editor, but I still decided to fix it anyway (in case there will ever be an RC2 version and someone bothers to include this):

https://www.dropbox.com/s/t4bcagsaln43v50/Cyberdemonic sin - 2 enemy CP version_4.zip?dl=0

Mind elaborating on what exactly you mean by "more agreeably."? (I'm not sure if you mean to say that it was too dificult, too long, both or maybe even something else...) 

 

Right, okay, so the level's layout is a bit funky to navigate smoothly and the lift doesn't take you to the directly to the height that you need to be in order rocket the icon of sin. You still kind-of have to time it right, which can be irritating if you don't play icon of sin levels day-in-and-day-out. Other than that, the level feels fine.

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5 minutes ago, Emperor S P O O N said:

 

Right, okay, so the level's layout is a bit funky to navigate smoothly and the lift doesn't take you to the directly to the height that you need to be in order rocket the icon of sin. You still kind-of have to time it right, which can be irritating if you don't play icon of sin levels day-in-and-day-out. Other than that, the level feels fine.

OK that makes sence and I do get & agree with that, but as far as I remember I made this intentional such that players wouldn't be trying to exit the level too quickly (i.e. before killing all or at least almost all of the cybers) - doing it this way made it so that players have to kill the cybies such that they don't push you off the lift or kill you as you're on the lift trying to time the shooting of your rockets...  

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On 3/15/2023 at 2:45 PM, Keyboard_Doomer said:

 

Also, can I ask what's with the maps that are not included in this release? The development thread lists 64 maps including their authors, that makes for a whopping 22 maps that are not included.
 

 

Lot of people dropped out. I was one of those who dropped out of that one.

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Project Brutality 3.0 - Doom 2 - [2 Enemy Community Project - RC1.4] - Episode 2 - [Hell and Back] - [Maps: 08 - 15] - [4K60ᶠᵖˢ] - [100%]

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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I think MAP38 needs at least radsuit or soulsphere in the left lava passage on UV, because it feels impossible.

Has anyone been able to beat this one on UV successfully at all?

Edited by Arwel

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42 minutes ago, Arwel said:

I think MAP38 needs at least radsuit or soulsphere in the left lava passage on UV, because it feels impossible. 

Has anyone been able to beat this one on UV successfully at all? 

UV may very well be impossible outside of TAS. The author never responded to my feedback where I expressed balancing concerns, so it is what it is. To quote myself from that post - "As it is, I would unironically recommend ITYTD for most players."

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2 minutes ago, Doomy__Doom said:

UV may very well be impossible outside of TAS. The author never responded to my feedback where I expressed balancing concerns, so it is what it is. To quote myself from that post - "As it is, I would unironically recommend ITYTD for most players."

Now I really want to take a stab at it, just to see what the fuss is about.

 

On 3/25/2023 at 7:51 PM, Emperor S P O O N said:

- Map09: Oh, boy, where do I begin? Well, I'll say that the Alice in Chains midi doesn't do this map any favors even if it is a jam. It starts off okay. You can get the Spider-Mastermind to infight with the pinkies, and if you're even a little lucky the pinkies can chew out the mama-spider which is always funny to see. You can take out some of the other masterminds early which can make your life easier later. Eventually, though, you'll reach the trap with the pinkies that teleport in when you run for the blue key past the damaging blood floor, which is just rude tbh. And then there's the dark room with the berserk. Oh boy, I really don't know how you're supposed to do that without RNG-sus on your side and THEN follow that up with the BFG and blur-sphere room without compensating for any loss in health. The last room is just in-fight central. You will not have the health, ammo, or the radsuits to take on all those mama-spiders directly, so just circle-strafe around the room once or twice, make a mad dash back to the entrance and wait it out. If you have a good amount of health and radsuits and ammo left, you might be able to take on the last mama-spider and make it out. This one felt pretty tedious, not gonna lie. I can tell there was a lot of effort in the fights there, but maybe it's just not my thing.

My design philosophy was that it would be rather tough (and likely grindy) without the secrets, and much easier/smoother with them. Infighting is certainly intended, as I wanted to take advantage of the fact that spider demons could kill each other, although I can understand why that might not be for everyone. The map was specifically meant to sample from Barrels o' Fun, hence why I claimed the MAP23 slot originally, and that's why I went with the Alice in Chains MIDI. Not sure if the issues could be alleviated by moving it to a later slot.

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1 hour ago, SuperPecanMan said:

My design philosophy was that it would be rather tough (and likely grindy) without the secrets, and much easier/smoother with them. Infighting is certainly intended, as I wanted to take advantage of the fact that spider demons could kill each other, although I can understand why that might not be for everyone. The map was specifically meant to sample from Barrels o' Fun, hence why I claimed the MAP23 slot originally, and that's why I went with the Alice in Chains MIDI. Not sure if the issues could be alleviated by moving it to a later slot.

 

Naw, you're okay. It may be that it caught me on a bad day or that it's just not my cup of tea. Either way, it's not a bad map and I apologize if it came off like I thought it was.

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1 hour ago, Doomy__Doom said:

UV may very well be impossible outside of TAS. The author never responded to my feedback where I expressed balancing concerns, so it is what it is. To quote myself from that post - "As it is, I would unironically recommend ITYTD for most players."

 

If the map author isn't responding, we may have to make the changes ourselves. As of right now, the map is technically broken because if its extreme difficulty especially on UV, and if we don't change it before the final release that's gonna be very bad for everyone involved.

Edited by Emperor S P O O N

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10 hours ago, Emperor S P O O N said:

 

If the map author isn't responding, we may have to make the changes ourselves. As of right now, the map is technically broken because if its extreme difficulty especially on UV, and if we don't change it before the final release that's gonna be very bad for everyone involved.

 

Alternative solution is to move it past more realistically balanced maps or to a secret map slot.

It's almost in the end of the mapset already though, haven't played later maps to compare yet.

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Regarding map 04:

Spoiler

Oh, wow, that AV reviving another AV really caught me offguard! :D

 

Fun maps so far, really creative. The imp/zombiemen puzzle map is my favourite so far!

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15 hours ago, Arwel said:

I think MAP38 needs at least radsuit or soulsphere in the left lava passage on UV, because it feels impossible.

Has anyone been able to beat this one on UV successfully at all?

I don't remember what map was that but in my playtesting I've beaten every map on UV at least twice - once from a pistol start and once single-segment.

EDIT: is that the one with the misery switch at the beginning? if so then yeah, that one was definitely the hardest.

Edited by ONETAPPYBOI

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