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[IDGAMES!] Afternoon - a boom-compatible project


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Hello again, as promised here is my completed UV max playthrough of Afternoon.

A few words: for me it was a great way to end the year on a high note. I hope more people pick this up because I think it's one of the best and most diverse releases of the year yet it sits here in a sort of quiet manner, ready to be discovered. Some hiccups (MAP09), but all in all I had an amazing time. 'Slime Girls' just blew my mind. The idea that each of these maps was made in about 3 hours feels crazy. There's a lot of talent, a lot of good tunes, and a lot of demons to kill. Thank you to all the contributors and here's to a great 2024 for Doom!
 

 

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  • 5 months later...

Late to the party, but I played in HMP; maps 01 to 08 continuously and pistol-started 09.

Solid set of speedmaps so far, the first half's easy maps coupled with @Korp's wonderful midis are great to kinda shut your brain off for a bit and just enjoy the vibes :)

Some spoilers ahead:

Spoiler

Nitpick, but the fire texture used in map03 isn't animated for some reason. Was this done on purpose? I guess that is fake, prefabricated fire and you gotta find the real deal in Turkmenistan. I didn't find it :(

 

I lol'd at the "stained glass" in map05 lmao

 

Map06 is when the mapset really starts to spice up, altho I noped out of the cyberdemon duel :P

 

Map07 and 08 are kinda similar with the rocket-leaning gameplay and the rev hordes; fitting to place them together in the set.

 

Map09 is my favourite so far :D I love the cramped, chaotic fights! The lighting is great, and the space economy is really clever. I actually didn't have that many problems with the final fight, cuz I skedaddled past everything and reached the exit bumped my head on the fire wall. You knew what you were doing there lol

I also liked that it's the only map so far where the enemies can fall off their high positions dramatically when they get shot. I love that detail, but I know that it's not allowed in the other maps cuz of Boom bullshit and cuz they'll either get stuck on the ledges or just swoop off :/

Imagine the clumps of imps in map07 flying off their tumors when shot with the rocket launcher tho, that'd be the shit :)

I may keep playing this in the future, will come back then. Awesome work y'all :D

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On 12/30/2023 at 6:47 PM, DreadWanderer said:

Hello again, as promised here is my completed UV max playthrough of Afternoon.

A few words: for me it was a great way to end the year on a high note. I hope more people pick this up because I think it's one of the best and most diverse releases of the year yet it sits here in a sort of quiet manner, ready to be discovered. Some hiccups (MAP09), but all in all I had an amazing time. 'Slime Girls' just blew my mind. The idea that each of these maps was made in about 3 hours feels crazy. There's a lot of talent, a lot of good tunes, and a lot of demons to kill. Thank you to all the contributors and here's to a great 2024 for Doom!
 

...

 

thanks for the playthrough and thorough notes! the compliment for Slime Girls means a lot (especially having noticed which other wads you've loved). :)

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8 hours ago, baja blast rd. said:

 

thanks for the playthrough and thorough notes! the compliment for Slime Girls means a lot (especially having noticed which other wads you've loved). :)


Thank you for mapping. I could say I slowly acclimated myself to slaughter maps (or at least higher difficulty maps with a decent degree of congestion), but this felt like a whole new scale. I'm surprised I managed to do it since slaughter isn't exactly my thing, it's a very well designed map where I had to think quite a bit about how to secure space and approach things. I think it also has the highest monster count of any maps I've recorded.

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