Paf Posted December 2, 2023 (edited) 6 map wad I've been working on for a while. Taken way too long to release, but here we go. This wad takes place as what was supposed to be PafWADMo of 2021, which I never finished, but I didn't want @xdude_gamer's midis to go to waste, so I decided to make this. I was debating whether or not to still name it PafWADMo, but I feel like that would be misleading, so... Hopefully I didn't miss anything. Have fun, if you can. Also, all difficulties supported. IWAD: Doom II Compatibility: Completely vanilla. Build time: Around 4 weeks of actual work, in the span of ~3 months. Download: PrecipitousV4.wad Old Versions: Spoiler Download: PrecipitousV1.wad Download: PrecipitousV2.wad Download: PrecipitousV3.wad Designed without jumping or crouching in mind. Credits: @xdude_gamer for midis. @Tactical Burger for playtesting. @TheGamingFox for playtesting. Apologies if I missed anyone. Maps: Spoiler MAP01: Brush Away MAP02: Communications MAP03: Storage Area MAP04: Power Center MAP05: Precipitate MAP06: Grind Music (all made by xdude_gamer): Spoiler Title Screen - Paf Presents... Intermission - A Solemn Survival MAP01 - Punisher MAP02 - Progfunk! MAP03 - Dramatique MAP04 - Skull Fragments MAP05 - The Most Mysterious Song on the Internet (cover midi of this) MAP06 - I Want You (She's So Heavy) (cover midi of this) as you can tell, very creative map names. definitely didn't spend 2 hours thinking of what to name all the maps. I know the wad name (and map names) are generic. I feel obligated to name them either way otherwise someone might complain about not having names. Anyways... No custom graphics except for CWILV (map names.) No custom TEXTUREX/PNAMES lumps, which means I had to find workarounds for really pointless details in some maps. Completely vanilla - but should be able to be beaten in most source ports with no problems, excluding occasional visual bugs. Still, report any bugs you find. Screenshots: More screenshots: Spoiler Edited April 5, 2024 by Paf updated to V4 31 Quote Share this post Link to post
Bri0che Posted December 2, 2023 Strong set from what I've played for now, I'm not particularly the greatest fan of such rough starting points, especially on Pistol Start but, hey, it work pretty well tbh ! Music is good too :) Also, found no bug/glitch at all this far. Good work soldier ! 1 Quote Share this post Link to post
Walter confetti Posted December 2, 2023 Seen the develolpment of this mapset on Nanowadmo, congrats for the release! Looks fun! 1 Quote Share this post Link to post
Zahid Posted December 2, 2023 clusterphobic....like the difficulty of map 3 n 4 although later on it starting to feel repetitive coz of similar design lighting and combats my fda for first 4 maps remind me of e4 m1,2 for amount of shotguners 3.zip 2 Quote Share this post Link to post
Paf Posted December 2, 2023 9 hours ago, Bri0che said: Strong set from what I've played for now, I'm not particularly the greatest fan of such rough starting points, especially on Pistol Start but, hey, it work pretty well tbh ! Music is good too :) Also, found no bug/glitch at all this far. Good work soldier ! Thanks. I tested most of the maps pistol start but they have a pretty steep difficulty curve. 6 hours ago, Walter confetti said: Seen the develolpment of this mapset on Nanowadmo, congrats for the release! Looks fun! Thanks. 1 hour ago, Zahid said: clusterphobic....like the difficulty of map 3 n 4 although later on it starting to feel repetitive coz of similar design lighting and combats my fda for first 4 maps remind me of e4 m1,2 for amount of shotguners 3.zip Yeah, I started to run out of ideas past MAP03. 1 Quote Share this post Link to post
Tactical Burger Posted December 2, 2023 Great looking maps! They're a bit above my skill level but I still enjoyed playing them. Also solid midis! 1 Quote Share this post Link to post
Paf Posted December 2, 2023 Just now, Tactical Burger said: Great looking maps! They're a bit above my skill level but I still enjoyed playing them. Also solid midis! thanks! xdude_gamer made all the midis. really like them, i think they fit well as well. 0 Quote Share this post Link to post
LadyMistDragon Posted December 2, 2023 This was mostly pretty good! Well, 03 and 04 in particular, but 06 was also fun. "I Want You (She's So Heavy)" as the midi? FTW! 2 Quote Share this post Link to post
Paf Posted December 2, 2023 1 hour ago, LadyMistDragon said: This was mostly pretty good! Well, 03 and 04 in particular, but 06 was also fun. "I Want You (She's So Heavy)" as the midi? FTW! Thanks for testing. btw, end cuts off at map06, unless you just stopped there. 1 Quote Share this post Link to post
LadyMistDragon Posted December 2, 2023 29 minutes ago, Paf said: Thanks for testing. btw, end cuts off at map06, unless you just stopped there. i did indeed stop there. 1 Quote Share this post Link to post
Paf Posted December 2, 2023 Just now, LadyMistDragon said: i did indeed stop there. oh, alr. thanks for testing either way, any feedback you have? 0 Quote Share this post Link to post
Tactical Burger Posted December 2, 2023 did a test run in chocolate doom, trutti frutti error in map02 1 Quote Share this post Link to post
Paf Posted December 2, 2023 (edited) 4 minutes ago, Tactical Burger said: did a test run in chocolate doom, trutti frutti error in map02 Caught that a few times in testing but forgot to fix it. Sorry, fixing in a minute. Thanks Edited December 2, 2023 by Paf 0 Quote Share this post Link to post
LadyMistDragon Posted December 2, 2023 17 minutes ago, Paf said: oh, alr. thanks for testing either way, any feedback you have? maybe the first Revennat trap in Map 03 was just a little bit too unforgiving, regarding the amount of health you're given. I'd have to play more to have a better idea though. 1 Quote Share this post Link to post
Noiser Posted December 3, 2023 Pretty cool! I will give it a try on Choco as soon as I finish my work *_* 1 Quote Share this post Link to post
Riclo500 Posted December 4, 2023 Interestingly designed maps. It does feel like the same thing over and over though, but it is nice for CQC 2 Quote Share this post Link to post
Paf Posted December 12, 2023 (edited) New update, I did some rebalancing on MAP06. Sorry about the balancing issues MAP06 started with, but I think it should play a bit better now that I've added more health, moved enemies, and removed a few enemies. Also fixed a really dumb issue in MAP03 that I found when watching Biodegradables playthrough in PMs. Thanks for playing, everyone. Moved the old version into a spoiler in case anyone recorded demos or etc. New download is here: Precipitous.wad Edited December 12, 2023 by Paf fixed link 2 Quote Share this post Link to post
Somie1998 Posted December 12, 2023 Hey Paf when i click the link say "You need access" ??? 1 Quote Share this post Link to post
Paf Posted December 12, 2023 1 hour ago, Somie1998 said: Hey Paf when i click the link say "You need access" ??? oops, had the wrong link in post, sorry. Precipitous.wad updating post. 0 Quote Share this post Link to post
Tactical Burger Posted December 14, 2023 map06 feels a bit better balanced 1 Quote Share this post Link to post
Paf Posted December 14, 2023 2 minutes ago, Tactical Burger said: map06 feels a bit better balanced thanks, do you think it needs any more changes so far or do you think it's good enough? 0 Quote Share this post Link to post
Tactical Burger Posted December 14, 2023 26 minutes ago, Paf said: thanks, do you think it needs any more changes so far or do you think it's good enough? It's good so far I think 1 Quote Share this post Link to post
Paf Posted December 14, 2023 1 minute ago, Tactical Burger said: It's good so far I think Alright, thanks 0 Quote Share this post Link to post
Tactical Burger Posted December 14, 2023 30 minutes ago, Paf said: Alright, thanks ur welcome 1 Quote Share this post Link to post
Paf Posted December 18, 2023 might start to try to upload this to idgames in a month or so, since everything seems fine so far and i haven't gotten any more bug reports or any more gameplay related issues 0 Quote Share this post Link to post
EffinghamHuffnagel Posted December 18, 2023 Enjoyed this. I particularly liked that it plays as a continuous area, i.e. each map exit room is the start room of the next map. Feels like an actual complex rather than disparate locations. Not being able to get back to previous areas of a map for ammo or to look for secrets is completely subjective to the author, so I mention that only in passing. I only found two things, both on MAP06 (which was appropriately named). Past the Blue Key door is a 32-wide METAL3 column in the middle of the hallway. Space to either side is 48 wide. Spectres and Demons beyond it are 60 wide and can't get to you. Easy kills. Intentional as a kind of jump scare in the dark? Tag 12 door can't be opened from the inside. If you don't run in quickly enough to use the tag 11 switch, softlock. Also one thing on MAP05 was annoying. I grabbed the Blue Key, but didn't step out the window, which is what opens the exit door from the area. I backtracked to grab ammo and ended up back at the door the way I came in. I couldn't figure out how to open the door. Took forever to find what I missed. This was fun. Well done. 1 Quote Share this post Link to post
Paf Posted December 18, 2023 1 hour ago, EffinghamHuffnagel said: Past the Blue Key door is a 32-wide METAL3 column in the middle of the hallway. Space to either side is 48 wide. Spectres and Demons beyond it are 60 wide and can't get to you. Easy kills. Intentional as a kind of jump scare in the dark? Tag 12 door can't be opened from the inside. If you don't run in quickly enough to use the tag 11 switch, softlock. Also one thing on MAP05 was annoying. I grabbed the Blue Key, but didn't step out the window, which is what opens the exit door from the area. I backtracked to grab ammo and ended up back at the door the way I came in. I couldn't figure out how to open the door. Took forever to find what I missed. from the start i kind of liked the idea of having it play through as a continuous area. i put a bit too much effort into making it so sections didn't physically overlap inbetween maps as well, which i know absolutely nobody would even bother to check beforehand, just because i wanted it to make structural sense. oops, t12 door was supposed to be a s1 door open stay, don't know how i managed to miss that. thanks for reporting that. also, spectres there are just meant to distract the player from hitscanners if they do manage to wobble in, so i guess you're right. moved key on map05 to edge of the plate instead, glad to hear there aren't many issues besides that though. updating wad now, thanks again for testing. gonna start using version numbers for all versions as well. 0 Quote Share this post Link to post
Paf Posted April 5, 2024 (edited) Took me a year (or more specifically 5 months, which is still a while), but I stopped procrastinating and finally did a major rebalance of all maps and added much more difficulty settings to all of them. Added extra health on easier difficulties and hopefully MAP06 doesn't take the map title so seriously this time. I've playtested it on UV and it feels much better but I'll adjust if I get any more feedback. All maps should be balanced well now, I'll test all of them on all difficulties in a week or two. If someone could play through them on any difficulty that'd be great, so I can finalize the balancing. Monster stats: Spoiler MAP01 on easy has 72 monsters, on medium has 94, on hard has 98 (there's gonna be larger differences in the hard maps, don't worry) MAP02 on easy has 72 monsters, on medium has 97, on hard has 108 MAP03 on easy has 100 monsters, on medium has 136, on hard has 152 MAP04 on easy has 132 monsters, on medium has 160, on hard has 188 MAP05 on easy has 73 monsters, on medium has 106, on hard has 116 (easier map) MAP06 on easy has 181 monsters, on medium has 248, on hard has 282 PrecipitousV4.wad Updating to main post now too. Edited April 5, 2024 by Paf 1 Quote Share this post Link to post
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