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Station-12 topside: episode 1 [1.0 RALEASE]


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Station-12 topside: episode 1 is the sequel to station-12.wad and the first episode of a three episode wad.

this wad includes a lot of changes to enemy and weapon looks and behavior, doom cute, environmental storytelling, atmosphere and a medium to hard difficulty that you will experience has you try to escape station-12 

 

-map list: 

map01- Portal Site B

map02- Pipework

map03- Bio Lab Alpha

map04- UAC Express 

map05- Living Quarters 

map06- Cave System 06

map07- Nuclear Waste Processing

map08- It Breathes

map09- Kur

map10- The Surface

 

-story 

in the events of Station-12, the marine enters hell with the intension of putting an end to hells forces, but hell is immortal and infinite, it makes part of the fabric of reality, it can not be stopped. with this notion the marine finds himself in the losing end and is only hope is to exit hell into the station again and get to the surface, to warn the humanity.
                                

 but even you know this hope is an illusion.

 

-map format: boom

-make sure the compatibility settings are mbf21 

-Recommended to be played and tested with woof our gzdoom (prboom breaks some custom sounds)

-IWAD: doom2

Spoiler

Gameplay changes

 

enemy's:

lost soul: takes less damage to kill but it explodes on death

chaingunner: he fly's

hell knight: faster speed 

baron of hell: fires two projectiles instead of just one

cacodemon: faster speed and faster projectiles

arch vile: he also fly's 

arachnotron: fires grenades 

mastermind: fires mancubus projectiles 

cyberdemon: fires a four burst of revenant projectiles 

ss: changed to a fast demon that fires a burst of two cacodemon projectiles

 

weapons:

fist: changed to a knife that fires faster  

pistol: fires a two bust shot 

chaingun: changed to fast firing dual wielding submachineguns 

super shotgun: changed to a auto shotgun

rocket launcher: changed to a grenade launcher 

plasma rifle: faster firing speed

bfg: "different" firing style

DOWNLOAD 1.0:https://files.fm/f/87xqdp2fa

==============================

IDGAMES ARCHIVE DOWNLOAD: coming soon

STATION-12.WAD:

BETA RELEASE:

 

screenshots:

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Edited by NoC0ncentrate51
fixed the switches in map09

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  • 2 months later...

Sorry for the bump, but I got stuck at the end of map09. When I run to the door leading to the exit (killed all enemies and flipped six switches), the floor in the black room raised and blocked the door. I couldn't find a way to lower it, and had to use noclip to get into the exit room. Is it intended (maybe I miss something?) or a bug? I play in GZDoom 4.11, set the compatibility mode to MBF and turn off "Disable MBF21 features".

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17 hours ago, NovaRain said:

Sorry for the bump, but I got stuck at the end of map09. When I run to the door leading to the exit (killed all enemies and flipped six switches), the floor in the black room raised and blocked the door. I couldn't find a way to lower it, and had to use noclip to get into the exit room. Is it intended (maybe I miss something?) or a bug? I play in GZDoom 4.11, set the compatibility mode to MBF and turn off "Disable MBF21 features".

that's a bug, I just checked the map on doom builder and I dont even know how that bug happened 

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I forgot to report some other issues in map08:

Softlock 1: the player can cross this barrier rather easily back to the previous room, but no way to return (w/o jumping of course).

Kh0qMTU.jpg

 

Softlock 2: after lifting the bridge to the key card, if the player drops on the wrong side, there's no way to get back on the bridge.

KqJlL9I.jpg

 

The blue keycard door to the exit actually takes the yellow keycard, which the player should already have, so one can simply skip the last 1/3 of the map. Actually there's really no blue keycard in the map, the key of the objective in the last part is also a yellow keycard.

EpvBrPV.jpg

LpOUi0X.jpg

Edited by NovaRain

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