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"Solve et coagula", an E2 replacement for Doom now on Idgames


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Looks really, really good! Going to play it later, once it's 100% compeleted. I assume the E1 replacement is now done? I need to play that first.

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I guess I'm going insane, but on E2M5...

Spoiler

...after pressing the skull switch on the blue wall, I still can't progress to anywhere after the main room (and the first room). Is there anything else I'm supposed to do?

Otherwise, a pretty nice episode replacement as far as I've played!

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6 hours ago, Walter confetti said:

Pretty frightening from the shots!

 

Thanks! an eerie mood is intended

 

6 hours ago, slowfade said:

Looks really, really good! Going to play it later, once it's 100% compeleted. I assume the E1 replacement is now done? I need to play that first.

 

Thanks, E1 is on idgames by now. https://www.doomworld.com/idgames/levels/doom/Ports/j-l/kdi2023

 

6 hours ago, taufan99 said:

I guess I'm going insane, but on E2M5...

  Reveal hidden contents

...after pressing the skull switch on the blue wall, I still can't progress to anywhere after the main room (and the first room). Is there anything else I'm supposed to do?

Otherwise, a pretty nice episode replacement as far as I've played!

 

It's strange, the long wall at the left of the switch should fall down, I'll check what's going on.

Perhaps you're missing the lift that goes to the crate room, is a bit hidden at the south east.

Edited by nicolas monti

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I was wondering if this was a Mudvayne reference...until I realized some time later that phrase had probably been around long before that album was released.

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11 hours ago, LadyMistDragon said:

I was wondering if this was a Mudvayne reference...until I realized some time later that phrase had probably been around long before that album was released.

 

Yep, it's a phrase from the middle ages used by alchemists as far as I know.

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On 8/14/2023 at 9:29 PM, nicolas monti said:

It's strange, the long wall at the left of the switch should fall down, I'll check what's going on.

Perhaps you're missing the lift that goes to the crate room, is a bit hidden at the south east.

Ah, the southeast part! Got it, problem solved. Thanks!

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On 8/15/2023 at 3:29 AM, nicolas monti said:

 

Yep, it's a phrase from the middle ages used by alchemists as far as I know.


It loosely means "break apart, combine together" or words to that effect. It's very often associated with Baphomet, usually tattooed on his arms.

 

Spoiler

image.png.cc197ebc158ecb3afffffb4c2b576fd0.png

 

(spoilered because illustrated tiddy)

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E2M9 is ready for testing, it aims to resemble a map started by Tom Hall and finished by Sandy Petersen but leaving the Tom Hall part almost like its alpha stage.

 

https://www.mediafire.com/file/96ukn1jcfayb1bl/shores08.wad/file

 

EDIT: I put "sign of evil" in the E2M9 slot because I think it fits the map's mood.

 

 

 

Screenshot_Doom_20230820_161228.png

Screenshot_Doom_20230820_164357.png

Edited by nicolas monti

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I've been playtesting this WAD since day 1, and I've gotta say, this is really a fantastic mapset. It feels like the original E2, but on steroids and shrooms at the same time. Definitely a must-play for all Shores of Hell fans out there.

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10 hours ago, Fernito said:

I've been playtesting this WAD since day 1, and I've gotta say, this is really a fantastic mapset. It feels like the original E2, but on steroids and shrooms at the same time. Definitely a must-play for all Shores of Hell fans out there.

 

thanks bra, appreciated. Only the final map remains to be done, I'm getting some ideas before starting to edit (así no la cago)

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Glad to see you still going Nicolas. As always, very surreal/bizzare 90s visuals as expected. Good stuff with weird and sometimes mean progression, but creative in many ways. Heres a short casual demo of e2m1 (I also played e2m2 but sadly i forgot to record)

 

Recorded with dsda doom, complevel 3, skill 4.

shores09_01dash.zip

Edited by dashlet

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On 8/27/2023 at 1:40 PM, dashlet said:

Glad to see you still going Nicolas. As always, very surreal/bizzare 90s visuals as expected. Good stuff with weird and sometimes mean progression, but creative in many ways. Heres a short casual demo of e2m1 (I also played e2m2 but sadly i forgot to record)

 

Recorded with dsda doom, complevel 3, skill 4.

shores09_01dash.zip

 

Just able to watch it lol, everything was fine until you reached the central part with some tougher opposition, I hope to see more of these

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  • 2 weeks later...
10 hours ago, Firedust said:

Does this have a dehacked boss?

Screenshots look impressive, going to play this tomorrow!

 

Thanks man as always, the file is already on Idgames.

 no dehacked boss, it uses the regular death cyber exit

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Spoiler

Even though this is already on idgames, I think I've broken e2m4. Couldn't get the ysk to lower, I was playing in prboom on hmp.

 

doom00.png.d55181c0a20f00ac5122e2f647ce4a6a.png

 

It happens in dsda as well.

 

Edited by TeK (⌐■_■)

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  • 2 weeks later...

Again, one of the best wads I've played this year. These wild layouts, man... I feel like I have so much to learn in mapping. These maps are like a wild punk song amongst a sea of perfectly produced soft rock. Both can be great, but these maps just stand out. These maps have such amazing ambience; great E2 vibes, amplified and more dangerous, and taken into surprising directions, especially towards the end of the episode. I had to clip my way through in map 4 (I think) because I just couldn't find the way to progress, but can't remember anything else. Recommended to everyone.

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On 9/11/2023 at 3:08 PM, TeK (⌐■_■) said:
  Hide contents

Even though this is already on idgames, I think I've broken e2m4. Couldn't get the ysk to lower, I was playing in prboom on hmp.

 

doom00.png.d55181c0a20f00ac5122e2f647ce4a6a.png

 

It happens in dsda as well.

 

 

Oh man, that is unfortunate, I'll take care of that, thanks for letting me know!

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That was my problem too, that yellow key didn't lower but I wasn't sure if it was supposed to or not or if the switch had some other purpose.

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7 hours ago, slowfade said:

That was my problem too, that yellow key didn't lower but I wasn't sure if it was supposed to or not or if the switch had some other purpose.

 

I've just tested and the key lowered I presume that the problem can be caused by a linedef inside the pillar which is responsible in turn for opening the "cave". I'll try to emulate the problem so I can solve it.

 

EDIT: found and solved, it was that linedef inside the pillar so I've fixed it in a cheap and funny way.

Just reuploaded to Idgames, it'll take some days I guess

Edited by nicolas monti

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  • 5 weeks later...

Made it to secret map and this is a certified monti classic! I feel this is the best thing you've done since Cyberpunx. Really fun shores of hell episode with all the trademark texturing and occasionally mean combat!

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@nicolas monti I'm done! This was a fantastic  episode, one of your best imo!
One thing to note: in e2m8, some caco/lost soul closets are broken because the cacos are too fat to squeeze through! Hopefully, you'll manage to upload the fixed version to idgames, it'll be a great shame if the updated build gets lost to the sands of time.

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