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Moving - A DOOM Walking Simulator (DEFINITIVE EDITION)


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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.

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4 minutes ago, 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.

Thanks, not sure if I'll get around to doing these things, but that's good info!

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Absolutely Awesome!
Love when mappers make eccentric experiences like this for doom.

Edited by Matacrat

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I love the way this map is detailed, the Doomcute and voice acting are cool. Amazing map overall.

Edited by Al-Faris M

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11 minutes ago, Al-Faris M said:

I love the way this map is detailed, the Doomcute and voice acting are cool. Amazing map overall.

That means so much to me!

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38 minutes ago, Matacrat said:

Absolutely Awesome!
Love when mappers make eccentric experiences like this for doom.

That's what I love doing!

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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.

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28 minutes ago, 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.

I didn't even know people genuinely used that, oops. I don't even know where to enable it even if I wanted to :D

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Spoiler

That was a very nice and melancholy experience. I am currently in the process of getting ready to move, and not long after losing a loved one as well, so this hit a little close to home; Not in a way that is triggering - quite the opposite in fact - rather this short story WAD kind of helped to comfort me during this period of sudden, drastic change. So thank you for posting this, Peter. It was a lovely surprise!

 

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17 minutes ago, lubba127 said:
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That was a very nice and melancholy experience. I am currently in the process of getting ready to move, and not long after losing a loved one as well, so this hit a little close to home; Not in a way that is triggering - quite the opposite in fact - rather this short story WAD kind of helped to comfort me during this period of sudden, drastic change. So thank you for posting this, Peter. It was a lovely surprise!

 

I'm really glad, this means a lot to me! I wish you all the best :)

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5 hours ago, GermanPeter said:

Thank you!

Yo German Peter! I didn't expect to see you on Doomworld.

This wad looks very relaxing and unique for a doomwad, definetely will play it.

Love your videos :)

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6 minutes ago, The Found Soul said:

Yo German Peter! I didn't expect to see you on Doomworld.

This wad looks very relaxing and unique for a doomwad, definetely will play it.

Love your videos :)

Thank you so very much! Hope you enjoy it!

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Beautiful, I could very much feel the Gone Home and Beginner's Guide DNA in this. Thank you for sharing.
On the off chance that you, or anyone else who likes this this hasn't played it, I would seriously recommend Unpacking on the basis that this map and that game are both deeply concerned with personal spaces, their comfort/discomfort, and how those spaces and objects in them intertwine with the owner and those who also inhabit the space, or used to inhabit the space. Thanks again.

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Good stuff! Definitely got those Dear Esther vibes.  Is this your first Doom map?  The Doomcute, the voice acting, the scripted sequences... it's all very ambitious!

 

I had one moment where I got stuck in the box when I was packing up the Xbox and I had to noclip my way out, and I'm kind of a slow reader so I missed a couple of messages that went by a little quick.  Nothing that ruined the experience for me of course.

 

Can't wait for the German censored version where Gertrude Thoma plays Jay and Lynn is a robot! :P 

 

Spoiler

Oh, replaying it again is heartbreaking! The ending gives almost every single line new context.  Well done.

 

Edited by ShallowB

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I just can't stop bothering other content creators with compression problem...

image.png.ff8761a69e9d2db7fcc6a07de3916608.png

With compressed *.mp3 and *.wav files I managed to reduce size of WAD from ~54 Mb to straight ~8.5 Mb...

Edited by RastaManGames

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1 hour ago, ShallowB said:

Good stuff! Definitely got those Dear Esther vibes.  Is this your first Doom map?  The Doomcute, the voice acting, the scripted sequences... it's all very ambitious!

 

I had one moment where I got stuck in the box when I was packing up the Xbox and I had to noclip my way out, and I'm kind of a slow reader so I missed a couple of messages that went by a little quick.  Nothing that ruined the experience for me of course.

 

Can't wait for the German censored version where Gertrude Thoma plays Jay and Lynn is a robot! :P 

 

  Reveal hidden contents

Oh, replaying it again is heartbreaking! The ending gives almost every single line new context.  Well done.

 

It's not my first Doom map at all, no :D I've made a couple ones before, though never uploaded most of them. My recreation of Map16 made it into the Doom 2 Recreation project (as a secret map), and I also made the Stalvern Parable for the Vinesauce Doom Mapping contest. That last one actually got me into making Walking Sims for Doom, and this one in fact still uses the same "engine" (the player movement and view height and such).
It's not my first map, but it's my biggest and most ambitious one so far.

 

Also, that's interesting you got stuck there, because I deliberately tried to get stuck in every single situation and couldn't find any issues. Glad it was easily resolved though :D

I'm also glad you had fun!


 

Spoiler

I hope you also realized that the apartment isn't actually yours, but Lynn's. There's a couple hints pointing towards that throughout the game. I mean, why would Jay even move out, now that there's no place to move into anymore?

 

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Charming experience and great usage of Doom II textures!

Spoiler

I was going to nitpick how the protagonist mentions playing Bloodborne but the console in the living room is an Xbox, but it made sense in the end.

 

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Just now, Shepardus said:

Charming experience and great usage of Doom II textures!

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I was going to nitpick how the protagonist mentions playing Bloodborne but the console in the living room is an Xbox, but it made sense in the end.

 

Thank you, and I'm glad you picked up on that ;)

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Ah I saw you said it was your first time posting and thought you meant first map, I see what you mean now.

 

Spoiler

Yeah there were a couple of strange things about the move, but I brushed them off because sometimes moving is just weird and complicated.  But when it became clear Jay wasn't moving out but cleaning Lynn's place and moving on... ouch. 

 

 

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