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Moving - A DOOM Walking Simulator (DEFINITIVE EDITION)


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I have very, very conflicting feelings about playing this wad...

For over 15 years ive worked for a moving company and hesitate to play a game after i get off that mimicks my job...

Having said my piece I will give this a go 😀

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Lol, good stuff. I like the creativity and detail on display here.

 

Allthough, my man, it is "XXXX" and not Doom. We can't have this dangerous "Doom" stuff in our mags now, can we? :p

 

Sorry, german here who got traumatized by the FSK too back in the day.

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I recall getting stuck after picking up the console, too. Might have had something to do with crouching or not crouching? But after a bit of wiggling I got out without noclip.

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Here’s my play through, you can see where I got stuck on that box.  And yeah now that I’ve played it and read the whole thread I have to agree the quit message really gave me whiplash.  Getting roasted by John Romero after such an emotional experience is pretty funny. 

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On 6/26/2023 at 3:00 PM, GermanPeter said:

Thank you so very much! Hope you enjoy it!

I did enjoy it!

The voice acting was superb, the dialogue was pretty wholesome, the gameplay was relaxing, the song playing in the background is pretty nice, the Doomcute is awsome, the ending actually made me kind off emotional, and I'd give this .pk3 file a 10/10, a very unique experience for a Doom mod. I hope you make more cool stuff in the future.

Love your content :).

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3 minutes ago, The Found Soul said:

I did enjoy it!

The voice acting was superb, the dialogue was pretty wholesome, the gameplay was relaxing, the song playing in the background is pretty nice, the Doomcute is awsome, the ending actually made me kind off emotional, and I'd give this .pk3 file a 10/10, a very unique experience for a Doom mod. I hope you make more cool stuff in the future.

Love your content :).

That's wonderful, I'm really glad you've enjoyed it :)

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4 hours ago, GermanPeter said:

That's wonderful, I'm really glad you've enjoyed it :)

I'd also like to get some more insight on the mod, since the behind the scenes only includes technical stuff. Why did you make it? What inspired you? And will you make any more of these or work on other projects? Since you really have some freakin' good mapping skills!

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GermanPeter, i really liked this Map, thanks you.

 

Spoiler

Almost one year ago, a close friend of mine called me on Voice Chat because he was sick with a type of Cancer, to grab some of his stuff if anything.

Thanks for his treatment and quick diagnostic, he recovered but still having to move away because of going to another country, so i still move away his stuff…just temporally i wish.

 

 

 

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3 hours ago, D4NUK1 said:

GermanPeter, i really liked this Map, thanks you.

 

  Hide contents

Almost one year ago, a close friend of mine called me on Voice Chat because he was sick with a type of Cancer, to grab some of his stuff if anything.

Thanks for his treatment and quick diagnostic, he recovered but still having to move away because of going to another country, so i still move away his stuff…just temporally i wish.

 

 

 

I wish you two all the best. I'm glad you enjoyed my map :)

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5 hours ago, The Found Soul said:

I'd also like to get some more insight on the mod, since the behind the scenes only includes technical stuff. Why did you make it? What inspired you? And will you make any more of these or work on other projects? Since you really have some freakin' good mapping skills!

Well, I've recently been getting more into Walking Sims, and right before working on it I had finished Gone Home and previously What Remains of Edith Finch, so those became my obsessions at the time.

Spoiler

I just thought to myself: boy, I want to create a game like that which just BREAKS you. So I wrote the story in my head about someone moving, but they're actually cleaning up after the death of someone.

Originally, there was also going to be more player freedom, so instead of Jay answering automatically, you could actually choose between different responses (which don't matter because you're listening to a phone message). I canned that idea after I couldn't get it to work, and in the end I also wanted Jay to have a voice (who wasn't even her own character initially, just a faceless insert for the player).

So after I came up with the concept, I thought how I was going to make a game out of that, and I decided on GZDoom Builder because it needed to be first person and making my own engine in Game Maker Studio or something would have taken far too long. And the problem with these ideas of mine is that if I don't IMMEDIATELY capitalize on it, I'll never finish it. So I sat down for a month and actually worked rather hard on it, praying the whole time that I wasn't going to lose interest like I had before. But I didn't!

I do have ideas for future WADs, especially a certain one, but because that one is so much bigger, I think I'm holding off on it for now. Maybe it'll never come out like all the other game ideas I had, who knows. There's one idea I had for a horror-type game, but the problem is that it's too similar to MyHouse, and although I came up with it and started working on it about 3-4 years ago, I don't think it'll ever see the light of day. I also don't want people going "OMG MYHOUSE INSPIRED YOU TO DO THIS" or even "YOU RIPPED OFF MYHOUSE" or something, even though I came up with the idea first and just never finished it.

Edited by GermanPeter

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I wouldn't let the success of MyHouse deter you, if you've got a good idea, you should run with it. In fact, MyHouse isn't even the first Doom mod which involves the concept of deconstructing a house for the purpose of disturbing the player. Besides the obvious horror-themed house mod, Unloved, there is actually a very obscure ZDoom project from about five years ago which was literally called 'My House' which is about wandering around a house and solving puzzles involving mirrors. There's plenty of room for another house-themed psychological horror wad.

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13 minutes ago, Scuba Steve said:

I wouldn't let the success of MyHouse deter you, if you've got a good idea, you should run with it. In fact, MyHouse isn't even the first Doom mod which involves the concept of deconstructing a house for the purpose of disturbing the player. Besides the obvious horror-themed house mod, Unloved, there is actually a very obscure ZDoom project from about five years ago which was literally called 'My House' which is about wandering around a house and solving puzzles involving mirrors. There's plenty of room for another house-themed psychological horror wad.

Yeah, after giving it some time to think, I feel like I don't want to work on that WAD anymore mostly because I just lost interest. Parts of it did make it into this one (such as the setting of an apartment building, the whole movement engine, lack of weapons and the more realistic "puzzles"), so it's not like it went to waste. I said on Youtube, in a couple years, not many people will remember MyHouse anymore, but these WADs will still exist, so the comparisons will go away.
Also, big fan of your work, never though Scuba freaking Steve of all people would ever comment on my stuff!

Edited by GermanPeter

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A small, but wonderful modification for Doom !

 

I absolutely love when mappers do experimental stuff like this, where the focus is not on gameplay but telling a cohesive story. This reminds me a lot of what JP Lebreton did with his autobiography, though without any voice overs nor narrative :P

 

Whether you will expand on stuff like this or release more classical maps, congrats on the release ! 

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  • 2 weeks later...
  • 2 weeks later...
  • 4 weeks later...

That was a really sweet (sad) story. I love to see people using Doom for more story-based stuff like this.

Edited by ottergauze

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  • 3 weeks later...

Hello. I am trying to play this mod proper as it seems quite interesting, yet I've noticed that my Use Key has a far too short reach to get some objects I need to progress. Also, when compared to other people's gameplay in videos, my cursor is way up on the screen rather than in the middle, and detection of some objects can be a bit off sometimes. I'd also like to add that you won't equip your phone if you don't have Auto Weapon Switch on.

Furthermore, I'd like to add that somehow progression can break if you load a save for the game. I'd gotten an error where my chair in the kitchen had disappeared after putting it next to the counter to reach the first cupboard, and the second one (on the right) was closed, yet the game thought I had all of my dishes at hand.

Could you please help me solve these issues? I am currently running GZDoom 4.10.0 in a resolution of 1920x1080 without stretching and I wouldn't know if dimensions could be part of the problem. Thank you.

Edited by ChocolateFitz

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11 hours ago, ChocolateFitz said:

Hello. I am trying to play this mod proper as it seems quite interesting, yet I've noticed that my Use Key has a far too short reach to get some objects I need to progress. Also, when compared to other people's gameplay in videos, my cursor is way up on the screen rather than in the middle, and detection of some objects can be a bit off sometimes. I'd also like to add that you won't equip your phone if you don't have Auto Weapon Switch on.

Furthermore, I'd like to add that somehow progression can break if you load a save for the game. I'd gotten an error where my chair in the kitchen had disappeared after putting it next to the counter to reach the first cupboard, and the second one (on the right) was closed, yet the game thought I had all of my dishes at hand.

Could you please help me solve these issues? I am currently running GZDoom 4.10.0 in a resolution of 1920x1080 without stretching and I wouldn't know if dimensions could be part of the problem. Thank you.

 

The cursor being too far up is a problem with the scale of your status bar. I set it to "Scale to Fullscreen", which puts it in the middle of the screen.
Detection for objects being off sometimes is unfortunately a circumstance of the engine, I can't change that.

I'll keep the auto weapon switch thing in mind, should I update this game again.

I have no idea how the saves messed up things, I never had those problems. Can't help you with that, I'm afraid. Did you do a manual save, or load one of the automatic ones the game does by itself? I don't even see why you'd do any manual saves, because it's not like there's branching paths or anything you need to prepare for. I'd recommend just using the automatic saves, if anything. The game is like 20 minutes long anyway, so you don't even have to save.

Also not sure how the use key reach is too short, it's exactly the same as in standard Doom and there are no objects that are really far away.
Hope that helps.

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Great map! Cool foreshadowing, great voice acting, smart use of vanilla textures, overall this was really good! Only complaint is that it sounds like the person on the phone is right next to you, but it's not that much of an issue.

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On 9/7/2023 at 7:15 AM, GermanPeter said:

 

The cursor being too far up is a problem with the scale of your status bar. I set it to "Scale to Fullscreen", which puts it in the middle of the screen.
Detection for objects being off sometimes is unfortunately a circumstance of the engine, I can't change that.

I'll keep the auto weapon switch thing in mind, should I update this game again.

I have no idea how the saves messed up things, I never had those problems. Can't help you with that, I'm afraid. Did you do a manual save, or load one of the automatic ones the game does by itself? I don't even see why you'd do any manual saves, because it's not like there's branching paths or anything you need to prepare for. I'd recommend just using the automatic saves, if anything. The game is like 20 minutes long anyway, so you don't even have to save.

Also not sure how the use key reach is too short, it's exactly the same as in standard Doom and there are no objects that are really far away.
Hope that helps.

Thank you, this is actually a most satisfactory answer.

The reason as to why I made *manual* (as is typical with me as I'd gotten used to making them quickly out of reflex) is because it was taking me far longer than the 20 minutes runtime to try and figure out these very weird problems which, well, break immersion. Nevertheless I'll overcome them.

Thank you again.

Edited by ChocolateFitz

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  • 1 month later...
On 6/26/2023 at 7:05 PM, Scypek2 said:

Good stuff! I left some thoughts in the youtube comments. In simple terms - good story, good audiovisuals, good gameplay. Really shows Doom engine's potential for all kinds of stuff.

 

For an additional touch, you could remove the skill levels in mapinfo and define just one so it gets selected automatically. Also change the QuitSound and QuitMessages in gameinfo to something more fitting. It's already a really nice and cohesive experience and that would make it feel even more polished.

 

On 6/26/2023 at 9:44 PM, exl said:

That was fun, I really loved the Doomcute things and the story was interesting. I had one issue though, I have random pitch shifting sounds enabled so all the dialogue played twice getting more out of sync the longer the audio was. Using $pitchshift to disable that for the dialogue sounds in SNDINFO would probably fix that.

 

Thank you for the suggestions, I've implemented these changes in this final (for now) update, as well as some other ones.

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2 hours ago, GermanPeter said:

 

 

Thank you for the suggestions, I've implemented these changes in this final (for now) update, as well as some other ones.

or you could leave the skill levels and change the names to something cheeky... how about "European eXtreme" etc..

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8 minutes ago, LoatharMDPhD said:

or you could leave the skill levels and change the names to something cheeky... how about "European eXtreme" etc..

Not that kind of game where that'd be appropriate :P

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16 minutes ago, GermanPeter said:

Not that kind of game where that'd be appropriate :P

// Clearly you've never dealt with Real Estate Agents... try buying a house in the McStates, there are similarities to warfare in finding a new address..

// could have the difficulty settings relate to how tired you are; player speed is affected negatively, HNTR is a good cup of coffee in you, HMP you got 4 hours sleep last night, and UV the player moves at a crawl, and in nightmare your prone like in a last stand mode... trying to get the spoons in a box and take out the mull...

Edited by LoatharMDPhD

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