MrTAD Posted May 6, 2023 (edited) About 2 years ago I made a wad, and about half way through the finishing of the Wad I stopped working on it because I got too busy with real life work. But I found it on a flash drive while setting up a new PC and I thought I would upload what I got to see what people think. Information Ultimate Doom Iwad Designed for Vanilla Doom and tested on Chocolate Doom & PRBoom+ Replaces Episodes 1 + 2 of Ultimate Doom, with the exception of E2M9. It's difficulty starts off easy and picks up really quick. I tried to make each map kinda feel like a mini Doom 2 in difficulty. If there was a story, I don't know it.https://drive.google.com/file/d/1oCACMSMYkKj_MUcz7i4C629-DYsN9wp_/view?usp=sharing Edited May 6, 2023 by MrTAD Incompetence 8 Quote Share this post Link to post
Peccatum Mihzamiz Posted May 6, 2023 Hey there! I just played through the first three maps in this set and absolutely loved it! The lighting is perfect, the maps are nice and tight with interesting verticality. The combat is interesting and the detailing is great! Short, punchy maps! I will definitely play through this entire set and recommend it to others. Dragging and dropping the wad file on DSDA gave me a pop-up with "R_InitTextures: 92 errors". In the end I just put the map in UDB and played from there. Opening in UDB gives me an "PP_END marker is missing" notification. 2 Quote Share this post Link to post
RataUnderground Posted May 6, 2023 This map set displays excellent visual consistency and meticulous lighting, and everything that has to work, works well. It's almost "by the book". Now, on a creative level, my problem is that it's too repetitive and labyrinthine. Too many of the same areas, too few points of interest, too many buttons that open doors in places I'm not seeing as a player.... I'm not going to say that I didn't enjoy it, because it's hard to find any "fault", but it's a set with a too constant rhythm and with too modest and forgettable challenges to go above B. Besides, too many spectres! Too many spectres! (Its almost an hour of recording, the video will be displayed soon) 4 Quote Share this post Link to post
MrTAD Posted May 6, 2023 3 hours ago, Peccatum Mihzamiz said: "Short, punchy maps! I will definitely play through this entire set and recommend it to others." Glad you like it, I do think the maps et longer soon after E1M4. My favorite map of this set is honestly E1M9, its the last one I had full focus on. Although the last few maps of Episode 2 wre massive, and I went probably too difficult. "Dragging and dropping the wad file on DSDA gave me a pop-up with "R_InitTextures: 92 errors". In the end I just put the map in UDB and played from there. Opening in UDB gives me an "PP_END marker is missing" notification." That's not good, I'll see what I can do to fix it. I don't used UDB andnother things like that. I just use Eureka, Chocolate Doom, and PRBoom+. I'll most likely release an update if rhere is any issues found with the wad. 0 Quote Share this post Link to post
MrTAD Posted May 6, 2023 Yeah. Looking it over. I can definitely see the Spectre issue, as well as the issue of it being too labyrinthine. Definitely something worth fixing. I also think I misadvertised the difficulty, looking back at the post, because I was very vague about it. Gonna fix that. Still probably a few issues and wont change a lot of the areas being too easy. But I'm working on an update to rebalance, and fix any potential softlocks or issues found in the wad. Thank you for the feed back. 0 Quote Share this post Link to post
MrTAD Posted May 6, 2023 41 minutes ago, RataUnderground said: This map set displays excellent visual consistency and meticulous lighting, and everything that has to work, works well. It's almost "by the book". Now, on a creative level, my problem is that it's too repetitive and labyrinthine. Too many of the same areas, too few points of interest, too many buttons that open doors in places I'm not seeing as a player.... I'm not going to say that I didn't enjoy it, because it's hard to find any "fault", but it's a set with a too constant rhythm and with too modest and forgettable challenges to go above B. Besides, too many spectres! Too many spectres! Yeah. Looking it over. I can definitely see the Spectre issue, as well as the issue of it being too labyrinthine. Definitely something worth fixing. I also think I misadvertised the difficulty, looking back at the post, because I was very vague about it. Gonna fix that. Still probably a few issues and wont change a lot of the areas being too easy. But I'm working on an update to rebalance, and fix any potential softlocks or issues found in the wad. Thank you for the feed back. 0 Quote Share this post Link to post
Amiga Angel Posted May 6, 2023 I played the first two maps just now in one go and I love it! And the way you use textures and midtextures is excellent... it feels like a lost version of doom 1 that has been unearthed. Well done and I look forward to playing the rest of the set. 2 Quote Share this post Link to post
MrTAD Posted May 6, 2023 2 hours ago, Amiga Angel said: I played the first two maps just now in one go and I love it! And the way you use textures and midtextures is excellent... it feels like a lost version of doom 1 that has been unearthed. Well done and I look forward to playing the rest of the set. That's very nice to hear. I hope to hear your feedback of the later on levels of the mapset. 1 Quote Share this post Link to post
Amiga Angel Posted May 7, 2023 (edited) I played e1m3 just now and there are some good stuff there... Spoiler the monster closets, the monsters hiding behind corners, the sniper section, the doors with lift textures so you think its a lift (clever trick lol) ... really fun and enjoyable and I like that there is just the right amount of health and that the difficuly levels seems very well balanced Edited May 7, 2023 by Amiga Angel 1 Quote Share this post Link to post
Kor Posted May 9, 2023 Been playing it. While both episodes are good, the levels of the second episode are better designed, imo. Good job. 1 Quote Share this post Link to post
Kor Posted May 9, 2023 Found a problem on E2M8, don't know if anyone has mentioned it yet. You have a room where you go down some stairs and the bars close behind you. You reopen the bars with the switch that opens the way to the teleporter that leads to the final area. But it's possible to trigger the closing of the teleporter bars again, before you can pass through it. This happened to me. I was stuck, and didn't know what to do. So I looked at the map in Doom Builder and saw you have multiple lines that will initially close those bars, but the switch that opens them back up can only be activated once. I would suggest somehow using one line, or assigning each of the two sets of bars to different tags and controlling them separately so this doesn't happen. And I forgot to mention it in my last post, but there's a similar problem on E1M4. 1 Quote Share this post Link to post
MrTAD Posted May 10, 2023 2 hours ago, Kor said: Found a problem on E2M8, don't know if anyone has mentioned it yet. You have a room where you go down some stairs and the bars close behind you. You reopen the bars with the switch that opens the way to the teleporter that leads to the final area. But it's possible to trigger the closing of the teleporter bars again, before you can pass through it. This happened to me. I was stuck, and didn't know what to do. So I looked at the map in Doom Builder and saw you have multiple lines that will initially close those bars, but the switch that opens them back up can only be activated once. I would suggest somehow using one line, or assigning each of the two sets of bars to different tags and controlling them separately so this doesn't happen. And I forgot to mention it in my last post, but there's a similar problem on E1M4. I have not heard about this yet and I dod not have an issue with this while testing but it will be fixed. 0 Quote Share this post Link to post
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