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[MBF21] GOODWAD speedmap compilation [FINAL]


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No joke, that second screenshot is one of the best Doom screenshots I've ever seen. That looks so cool. In fact, many of those screenies look interesting. 

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I was excited to play this wad, but after I finished it i will say: This wad is...

Spoiler

bPn59Zv.jpg

 

Spoiler

Jk, good stuff overall!

I don't have the patience for platforming, or slaughters of any scale (usually). I tried to beat some of these legit but in my rush to see what's next I IDCLIPped and/or IDCLEVved to move on (I couldn't find the exit on MAP02 for example). The music and visuals did incline me to complete them, would've been a waste not to, but again, platforming and I don't get along.

I beat MAP10, 14, 16, 18 but without finishing The Funny ™ because my cpu was chugging real hard (as in MAP03), 19 APAP (As Pacifist As Possible), 20, 21, was close to do 25 too but I made a quicksave in the worst time possible, 26, 27 malding, and 32.

MAP26 was THE HIGHLIGHT, I see why you adviced us watching Stxvile' stream yesterday to not get spoiled if we were gonna play it. And 27 had such a good song that I had to finish it while losing my temper with all what was happening in that map.

I still have to check NoMo and OneMo, probabbly more beatable than Normal. And also that Rad. suit pallete is gorgeous, imma steal it; the turrets too (don't know how to make them).

Good luck on your current and future projects!

 

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updated to RC3:

 - missing track texture on map01 added

 - map02 broken exit on nomo fixed

 - think i found the last map02 softlock lol

 - cacos on map27 start slightly closer to the map now and have some more blocking lines

 - removed the last unused flats/textures

 

will go to final within the week provided nothing else truly hideously broken is found. thanks so much for playing.

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The freshest WAD to be inspired by D5DA since D5DA.

 

Minor bug(?): The windows in MAP32 HoM when using software renderer but show sky when using OpenGL renderer.

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Loved the flavoring / "production values" of everything here, from the looks down to the induvidual text changes and sound design. This time around I liked the atmosphere and gameplay-light maps with the bespoke music, such as 11, 14, 22, 26, 27 (up up up). The super mechanics-focused playgrounds... maybe another day :)

A question: The transparent platforms in 14 can turn into solid white if you change elevation (played in software, dsda), as seen below. Is that intentional?

Spoiler

mI2usGx.png

 

R0r4D3I.png

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30 minutes ago, Catpho said:

A question: The transparent platforms in 14 can turn into solid white if you change elevation

they're supposed to show "solid" sky, but i'm not sure how to achieve the effect in software (if it's at all possible), so this is """fine"""

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1 hour ago, msx2plus said:

they're supposed to show "solid" sky, but i'm not sure how to achieve the effect in software (if it's at all possible), so this is """fine"""

Took a look at this, if you use a line action 242 on the outer rings of the sky platforms and have the control sector be the height of that platform, it can raise a visual skybox that doesn't have the collision issues that shooting projectiles into a sky makes.

 

I whipped one up to make sure I'm not talking out my ass.

Spoiler

doom14.png.1fff517ed3ef91589783bb22430cb77b.png

and yes, rockets do slam into it all good

 

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Very cool stuff.  I at least skimmed each map and played a few.  There's definitely lot of frustrating maps in here that might bait me into demo-ing them that I surely won't get obsessed over or anything not like that ever happens to anyone aadfasf.

 

A previous post mentions a particular map:

I think it was map 26.  After finding the first hidden shoot-switch, it opens up to a broader and darker hallway.  The music starts getting spooky.  At this moment my pupils started dilating and I immediately said, "This map is gonna jump scare me." and hit ESC.  I am very sensitive to jump scares and was contemplating whether or not to finish or not.  So after catching my breathe, I decided to unpause and was immediately hit with a

"Yo Mannn." and instantly shat a bricks and quit.  Good stuff.  I didn't finish, but way to psyche me the fuck out.

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15 minutes ago, NoisyVelvet said:
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 I decided to unpause and was immediately hit with a "Yo Mannn." and instantly shat a bricks and quit.  Good stuff.  I didn't finish, but way to psyche me the fuck out.

 

Spoiler

LOOOOOOOL amazing... there are ostensibly jumps in it care of the enemies, but they all do have gentler sounds to alert you of their presence ahead of time.

 

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This goes hard in the best and worst way possible


In all seriousness though your work is always fiercely unique, equal parts cursed and blessed.

Edited by RiviTheWarlock

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updated to v1.0 final. if anything is broken at this point then god has simply willed it to be that way.

  • map02 is way better/worse now
  • map09 is way better/worse now
  • map11 sky and outside mountain rings fixed up
  • map18 can now be maxed much more quickly for epic dopamine poisoning
  • map19 is probably harder
  • all sounds converted to doom format
  • all the above drawing issues in software are resolved-ish
  • some other shit i'm sure, i haven't been keeping track honestly

thanks for playing! i look forwards to your demos, if you would like to do that now. it will be on idgames soon as well.

 

i also added a bonus QOL WAD to the first post derived from GOODWAD. it includes the bright bullets and revenant homing rocket sounds.

Edited by msx2plus

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Ok, finished it. Played some fairly, skipped some, godmoded some, used lots of saves on the ones I spent a lot of time with (not really a complaint). Some thoughts:

1) You monster. You monster.

 

2) 

GtJ0rRPm.jpg

 

3) Hand! Hand! Hand!

 

4) My favorites (and the ones I'd be potentially most interested to see extrapolated into more maps/their own game/an in-depth project of some kind) are 01, 04, 11, 14 (mainly the aesthetic, but possibly also the combat gimmick), 22, and 26. I really love the focus on movement that makes some of these maps feel like they're going to be super kaizo, but then they end up being pretty approachable and contemplative, similar to Jumpwad. Map 04 being basically a "meditation maze" was an interesting concept, but a lot of those same feelings came from the somewhat harder maps 11 and 22. Enjoyed map 01 a lot more than the similar track in Jumpwad map 02 (which is the only thing in that mapset I really disliked). The two new guns are awesome.

 

5) The one that is most "for other people" is map 07. The one I was most surprised that I kind of enjoyed was 15 (I don't think I'd ever realized you get a movement boost coming out of being crushered). 25 was similarly kind of weirdly enjoyable/meditative as well, despite looking like a troll.

 

((P.S., If you like mechanical gimmicks, have you ever thought about Heretic? You can do all kinds of goofy shit in that game, like fly around or walk on top of objects that can also be pushed by wind))

 

 

 

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thanks so much for playing, NJ. i appreciate that you pointed out some of the maps you enjoyed; 25-27 seem to be resonating with a lot of people, which means a lot. "despite looking like a troll" kind of sums it up. i'm never out to torture or humiliate - if anything, the torture is self-inflicted, as i made these maps for me - moreso, i prefer to show that fun/absurd game mechanics and adversarial design can combine to make just about anything at least entertaining to attempt. as i'm not a super great player myself, i think the barrier for entry winds up being lower for others.

 

2 hours ago, Not Jabba said:

have you ever thought about Heretic?

i haven't thought about heretic but have been thinking about hexen more and more what with the hexen-in-doom udmf format coming to dsda. between that and decohack, the possibilities are endless. though i feel like a lot of my more "advanced" tinkering will remain in the gz realm.

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10 minutes ago, msx2plus said:

i'm never out to torture or humiliate - if anything, the torture is self-inflicted, as i made these maps for me - moreso, i prefer to show that fun/absurd game mechanics and adversarial design can combine to make just about anything at least entertaining to attempt. as i'm not a super great player myself, i think the barrier for entry winds up being lower for others.

 

Yeah, I could really feel that when I was playing. It just felt way easier to get into these maps than similar (but harder and seemingly more aggressive or impassive) stuff that I've encountered in the past.

 

The thought of you doing Hexen stuff is pretty exciting (also, still looking forward to the rest of Time Tripper or whatever else you make for GZDoom).

Edited by Not Jabba

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