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DBP59: Zeppelin Armada


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9 minutes ago, aloysiusfreeman said:

Started map01 and was pretty smitten with the cat. I end up jumping through the window where the cat was and got stuck, not sure if that was a bug or not but its too late for me to play. Cant wait to take another stab at this.

 

Jumping is not allowed in "Vanilla / Limit Removing" map sets. If you jump or crouch, you may break things in these types of maps.

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I noticed some strange behaviour in map07, where autoaim for hitscan weapons stopped functioning in some spots. For instance, it was impossible for me to shoot those zombies from this location (and outside of the house). I was able to autoaim with rockets or hit them if I moved closer. It also seemed like the blockmap bug was acting up more than usual, with bullets just passing through some enemies in several locations. Since the map is massive, it's likely the NodeBuilder is acting up. Other maps seemed fine. Port is the latest version of DSDA Doom and complevel 2.

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10 hours ago, JadingTsunami said:

 

Jumping is not allowed in "Vanilla / Limit Removing" map sets. If you jump or crouch, you may break things in these types of maps.

Ah! Noted 

 

Thanks

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Hey.

Just wanted to say I love the whole steam punk aesthetic.

An idea (don't know if it's good or not): the zombies could have a more steam punk aesthetic.

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This is 9/10 wad, except for the fact enemies sprites haven't been edited to have appropriately themed hats and moustaches, so I lower it to 4/10. Sorry DBP crew.

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Can you imagine marathoning all the DBP Projects at this point? HOURS and HOURS of levels, all the while seeing the scope of them increase bit by bit over time.

It's wild to imagine.

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Very beautiful mapset! Thoroughly enjoyed it. Just two small things that bugged me in MAP14 & 15. The door to the room that contains the blue key at the beginning of MAP14 is rather easy to miss since it's such a small, innocuous door. I never saw it and was ready to skip the map all together after running around it for fifteen minutes humping random walls before finally consulting a walkthrough on YT. Perhaps this door could be better telegraphed visually to make it stand out a little better, since it is essential to find it for the level progression.

 

Similar thing happened to me on Map15. The wooden log you have to shoot that blocks the way forward doesn't look like it is shootable at all. It looks more like a solid obstacle that needs to be raised by some switch. I pressed against it, nothing happened, and, again, I ran around for minutes getting rather frustrated at the apparent lack of clear visual telegraphing on what to do next. Nothing like that happened to me in any of the other maps, so thought i mention it for these particular cases.

 

Hope you guys win a Cacoward for this in December! Great stuff. 👍

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@brightentayle Thanks for the report! We've already caught this and are working on a second release with this and a whole load of other fixes along with folding in Cammy's balanced MIDIs and other adjustments/improvements.

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Well, this is just fantastic! Frantic and busy level design with some lovely music choices (Sky Tower! Didn't think that'd ever fit in a Doom WAD...), and even managed to have a simple story that got me properly engaged in those last two insane levels, despite just being floating midtextures in the middle of a level. Tally-ho, for humanity!

The aesthetics are inspired, and that colour palette... might just be the best looking Cacodemons I've ever seen, honestly.

 

The new bimonthly schedule for these has definitely been a great choice - just look at what's been done with it here! (MAP17 was my favourite! Crazy stuff.)

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On 7/4/2023 at 2:56 PM, JoeSchmoe said:

 

I encountered a similar issue with the BFG. I strafe-jumped from the nearby platform onto the pillar holding the yellow skull, which let me open the door leading to the pliers way before I had encountered the workman. When I walked in and spoke with him, he thanked me and said "take this!" only for nothing to have happened.

 

On 7/4/2023 at 3:21 PM, TJG1289 said:

Edit: Another issue. The BFG didn't lower for me in Map06 either, and I'm pretty sure I didn't sequence break anything

 

Can you two tell me what port you were using? Trying to track this down for fixing and seems like it is port specific. thanks!

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2 minutes ago, BiZ said:

 

 

Can you two tell me what port you were using? Trying to track this down for fixing and seems like it is port specific. thanks!

GZDoom 4.10.0

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I really like the way this megaWAD keeps harmonizing in the ocher color! It's not often you see a valuable western style WAD, and the western HUD suits the megaWAD's atmosphere well! In addition, I think it was a great idea to combine these two eye-attracting themes: the medieval west and the cloud height. It slightly reminds me of a Quake 3 map called Bath House (SHKIPER3DM1) by Shkiper2012, which, by the way, is a map that I like quite a lot :) Awesome job!

Edited by Geniraul

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2 hours ago, Geniraul said:

I really like the way this megaWAD keeps harmonizing in the ocher color! It's not often you see a valuable western style WAD, and the western HUD suits the megaWAD's atmosphere well! In addition, I think it was a great idea to combine these two eye-attracting themes: the medieval west and the cloud height. It slightly reminds me of

The color swaps in this are amazing. It's probably the best thematic palette swap I've seen in any map.

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On 7/24/2023 at 5:39 PM, BiZ said:

Can you two tell me what port you were using? Trying to track this down for fixing and seems like it is port specific. thanks!

 

Super late, but also using GZDoom 4.10.0

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Awesome, awesome stuff! Super fun to play on Steam Deck :) oddity I encountered: played in Luxtorpeda GZdoom, the chaingun has a clicking/clipped SFX when firing that does not exist on the discovery store version of GZDoom, despite being the exact same version #. Oh well lol. Really good maps as usual for the DBP crew. Going to have to go back the last couple months and catch up on what I missed!

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  • 4 weeks later...

Just finished this. Amazing.

 

Love the constant DBP emphasis on new assets and a coherent feel. Too many great maps to name but the final fight map will surely go down in legend.

 

Thank you to everyone who made it.

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  • 3 months later...
38 minutes ago, Bryan T said:

No mention on the cacowards... shame.

 

I was disappointed too given that it's such a unique project with unique vibes. All limit-removing. Oh well, perhaps next year we'll get a DBP, at least as a runner-up.

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It looks like that won't happen anytime soon. If you need to know why - check out Scuba Steve's answer on 4th page of 2023 Cacowards thread. Sorry, but I'm not going to quote and post it here.

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  • 2 months later...

Just completed this yesterday and I have to say, this is a fantastic mapset. While I still prefer Auger;Zenith as my favorite DBP (probably due to me being a sucker for Cyberpunk theme), I actually think that in terms of level design and gameplay, this is better. The last 2 maps (map16 and 17) in particular were very fun.

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Like ReaperAA, finished this lately considered to the "hype".

Not at all concerned by the steampunk thing, I arrived there because I was intrigued by thelokk's work on hardfest 2* and since he appears in this one...

 

Well : amazing work !

Great variety inside the global theme !

 

Going from one level to the other, I really felt something like old time playthroughs of 90's point'n'click like Loom, Indiana Jones or Kyrandia... not on the atmosphere level but regarding the feeling of exploration of small independant but consistent worlds inside a huge one.

I dig the old school** vibes of transitions maps like map 09.

Some maps are especially memorable but I don't want to point them because, really, all the maps are at least interesting and fun (and beautiful)... and the WAD, as a complete set, is really something full of fantasy, tricks and treats, smartness, design talent and, the thing I expected the least*** : great "old school" narrative skills.

 

 

*The Dollhouse (a real hard gem (that i still don't have finished))

**meaning 20st century, "down to earth", non-existential but still fascinating ... opposite to the "nowadays" liminal thing.

*** Or, might I say, the least i'm looking for...

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